AetherBytes
AetherBytes
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- AetherBytes
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As someone who can say theyve played both sides enough, Its definitely killer. A single killer fuckup can cost a gen, sometimes two. A single survivor ######### up costs 1 health state usually, and then theres 3 hook states, and (while I dont use them) theres the exhaustion perks that can give one more chance.
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@Magerchub said:
I'm talking about the coughing sounds you make BEFORE youre totally sick and puking. Why does iron will not hide this sound? Doesn't make a lot of sense
Iron will is your ability to not cry out in pain from wounds.
Coughing is a forced, involuntary action that you do otherwise you're probably gonna choke to death on something.
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@Tricks said:
. . . That you had become a Killer main.
It happened so gradually for me that one day I just woke up and realized that I wasn't playing Survivor any more (or very rarely - mostly for Rift tasks / Dailys) and that I had in fact become a Killer main.
It took about 2 years but I guess all the salt gradually morphed me into a Killer main.
Im the opposite, killer to survivor. Been getting a lot of happy killers thankful to play against someone who knew killer enough to challenge them.
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A game in hostage means it will never end (legitimately) until the one holding it hostage does something (ex the killer blocking the survivor in a corner). He only prolonged the end, not stop it.
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@PigMainClaudette said:
You're right. And that's weird for me to say because I normally disagree with you.
Something that I have personally experienced in SWF though is that the generators go faster, which means I can't get invested into a match but I also do far worse according to the Emblem system because I don't have time to get my hands into every part if the game as I normally do as a solo.
Killers do also straw-man the "SWF squad" as how they got completely smashed. Sometimes a group of random is just efficient! I have done it myself, but all 4 of them being 11-12 was kind of a good indication.
By the logic of the 4v1, Trapper should be somewhat optimal as he can occupy multiple survivors at once. Same with Pig. Yet they are commonly seen at the bottom of people's power ratings.
And sometimes its my blendette ass sitting on the gen while a killer loops a survivor 2 meters away and not looking.
I wouldn't be surprised if some of the complaints are killers inflicted with oblivious themselves, though i may be a bit skewed being someone who tracks survivors by their breathing when they're hiding.
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Hearing the compliment "It's nice to see a survivor that knows the killer role enough to actually be a challenge." too much
AKA my team is always ######### and I do all 5 gens alone.
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@BabyDweetMain said:
Title.
I mean I think if we had the ability to see our team mates perks, it would help in the trial. First thing I think of is Inner Strength. I do bones for bloodpoints and completely forget that some people run that perk. And on the flip side when I run Inner Strength with my locker build, all the totems are done. If we could see everyone's perks then we could properly coordinate during the match. If I myself am not running Inner Strength but I see my team mate is, I'll avoid doing bones so they would have something to use to solo heal.
DBD was originally a game of "you can't trust your fellow survivors completely." This was part of it; you never knew if they planned to keep everyone alive or escape even if its causes the downfall of others.
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@StarLost said:
Watching an interesting video Tofu made about a month ago about this sort of issue. And boy, did he nail it.
Essentially, killers are still expected to abide by an outdated code of honor, while survivors just...aren't.
If one side is going to do everything possible to win, why are killers expected not to do the same?
It would be wonderful if everyone cared more about having a fun game than winning - but that's just not the game at present. Whether it's SWF groups, smurfcomps, stompcomps, endless rounds of DS/DH/BT and at least one Blendette per game, survivors seem to want to have their cake and eat it too.
Frankly, why should I, as a killer, be expected to play by some ruleset when the other side isn't?
This is a bit of a skewed perspective. Many killers actually are nice and play fair, but this has made a lot of survivors expect it and get toxic when they face a "no holds bared" killer. Killers made the book on how to be nice and toxic survivors have twisted it into a rulebook.
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As the rare survivor and killer main, I'm fine with using keys in "last 2 people" scenarios (but not when a killer has stomped hatch). Toolboxes speed up gens, medkits make healing cost less time, and flashlights allow for you to save fellow survivors. Keys should allow you and one possible other person to escape.
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@Vysenya said:
I recently played a match against a Freddy, I spawned already in the dream state, and for some reason I couldnt use the alarms to wake myself up, and my teammates could not wake me up either. This is the second time its happened to me, and Ive played this game for 2 years, it must be a bug? I mean it was on the new map, Midwitch.
One of freddy's addons puts the obsession to sleep and they cant be woken up. You probably got hit by that.
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@RizeAki said:
Yeah I never did get the tunnel Mori thing. I run them for advantage but I won’t tunnel someone because I know I have the advantage. But I guess these small pp players really need that win so bad. Hopefully Mori, Key, Hatch, and EGC are next on their list already.
I run green moris for the purpose of "This game is going too fast and I need to remove someone now."
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I play killers when i feel like it or need BP. Doesn't stop me from rewarding the survivor who did great and never bmed with hatch though.
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While on paper balanced landing wasnt that bad, its issue arose from being capable of more than doubling loop times at the least..
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1629627#Comment_1629627
Its not hard to program transitions spirit does it naturally all the time. Take that natural and turn it into a fixed"hey if this happens then the mask changes to this" honestly id love if legion transitioned naturally like spirit and oni like in ff he gets a different mask look and when hes hit by a pallet because how some of the killers act like getting hit by a pallet is getting sledgehammered lol.
Spirit doesn't have any texture transitions. Her model shifts, and her sword (if that's what you're referring to) is done via masking if it's not outright a prop that's hidden under the map.
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Jacket from hotline miami as a killer. Not only is it something he does already, but had be the first "good" killer there is (from the perspective of their own media, cause nurse could be considered good)
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@Justalittlepeeck said:
So, I was watching last Q&A section and I stumbled upon this:
https://www.twitch.tv/videos/737094054 (52:35)
They are saying, that the dynamic skin feature, suggested by the Never Stop Slashing creator was wanted, but they were unable to do that because of "technical limitations".
A dynamic skins feature.
A skin that would change the way it looks during the game when certain events happen.
A skin that changes its model when killer does something.
does that sound familiar to you?
Yeah, right, Oni. Whose EVERY body and mask skin is DYNAMIC and changes its ENTIRE model when Oni enters his ability.
Why does the Oni have that feature then, if you are unable to implement it because of "technical limitations"? Or maybe making the mask change TEXTURES is ENTIRELY different from replacing the ENTIRE MODEL of a character?
What technical limitation didn't allow you to do the same with Legion?
Or the potato code is so bad, that you were unable to implement an ALREADY EXISTING feature for the other killer?
This is because oni doesn't have 2 textures. They use particles and overlays to make such an effect, unless im missing something.
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I hate how people consider 4ks as wins and only then. 3ks are enough to win, and sometimes I'll stomp a game so hard I want to give the one survivor who played well an escape..
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Morris can't be nerfed otherwise they'll be useless. Imagine if hatch spawned only when the gates were open (as an example). They become useless. They need a full rework.
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@OtakuFreak said:
The most annoying thing survivors do in this game, is open the gates, and proceed to sit there waiting for me to come for them, not out of kindness for me to get more BP from hitting them, but to immediately tbag, click their flashlights and walk out if I come close. Clearly a rouse to merely provoke anger, and its the only thing that works.
I mean, if we've just had a well played game where I didn't camp, tunnel or do anything ''scummy'', your first intention is to throw that back in my face? Well done, now the next game I'll be more inclined to camp when its the best play instead of chasing another survivor because I have empathy.
Mind you survivors do this when the team is safe from me, so there's no strategy to it besides ''Let's waste the Killer's time, proceed to tell him he's ######### ######### by tbagging and then type ''gg'' in the end-game chat''.
It's not sportsmanship, is my point, just ######### leave once its safe to do so.
I have the opposite issue. I'll crouch at the edge of the exit wall so they can hit me (and if willing let me heal for more hits) so we both get a lil more bp, but killers will tend to ignore me even if I'm the last survivor.
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@Nutty_Professor said:
I agree that DS and unbreakable is just plain silly when paired together.
However, just because a player is at red ranks doesn't necessarily mean that they're good. Two of the survivors are using self care, so they can't be that efficient if they are wasting time self caring.
Also going by your player level, I highly doubt you have no more than 500 hours in the game. So you're still in the process where there are still areas in your game that you could improve.
Whilst the game is imbalanced, rather than blaming those imbalances when you lose instead look back at the game and reflect how you could have done better in that game. For example, you could ask yourself whether you spent too long in a chase, or you allowed an important generator to be completed early on in the match.
P.S: Sorry if there's any grammar issues, I'm writing this whilst loading into my matches.
Self care is actually borderline powerful, it's just most people don't know when it's appropriate to use. For stealth survivors you can lose a killer by stealthing, while they look around you heal, then lead them again.
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As someone who can call themselves both a survivor and killer main, gen speeds need to regress at half the speed a survivor can repair it under normal circumstances
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Malfunction is decent but sounds more like an overcharge rework. The booby trap one is a bit too much, and while I'd love to have teleporting survivors on hooks, it needs some balance to it, say for example pausing the struggle timer momentarily.
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Weird hybrid of survivor/killer main here. Killers do tend to like GGs and the odd small conversation before the next game.
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@arcnkd said:
https://forum.deadbydaylight.com/discussion/comment/1622874#Comment_1622874
Ironically, if you see a Claudette - 99% of the time they will be playing stealthy/blending into the darkness to take advantage of her broken clothing colors. Maybe not altruistic, but they will almost always be playing super stealthy.
Guilty as charged. I've escaped way too many chases by literally crouching and sticking my head in a bush in full view of the killer.
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@zireael_ said:
Are Red lights intended to be nearly invisible now? Or is this a bug?
Wait this is a bug? I saw it happen but assumed it was "Beast of prey" (or whatever the perk was) that hides your stain in bloodlust 1
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@Mikeasaurus said:
It's still the same 60 seconds from Stage 1 to 2, then Stage 2 to death. Unless you're in basement and the killer used Monstrous Shrine which does cause you to hit struggle/death faster.
That perk needs to be buffed, iirc it only shaves like 6 seconds off the entire sacrifice process at tier 3
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@[Deleted User] said:
https://forum.deadbydaylight.com/discussion/comment/1626381#Comment_1626381
Isn't that way too easy though? You already get so many bloodpoints per match and now with the archives, just one perk level would be boring, that's what you sign up for when downloading this game, is to grind for what you want. Give me something to grind for other than pointless add-ons, offerings and now useless items
There needs to be a shop system added to the game now. Bloodweb is cheap but random, shop is expensive but you know what you're getting.
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@Volfawott said:
Facecamping has its reasons if it's not just go away and leave a killer just doing it just to do it.
If it's endgame in the killer really has no reason to leave the hook I'm not surprised if they facecamp or if the killer can see a rescue party clearly trying to hook dive before they can even leave the area.
Honestly when it comes to tunneling there are three types of tunneling.
The mindless I don't know when to break the chase tunneling. This is usually the type of tunnelling that will almost always lose games so I don't know why people have such a problem with it.
Survivor farming tunneling- this is when your genius teammate decide to unhook you right in front of the Killer either they cooked dived to get that saved before anybody else or they saved you when they're in the middle of a chase for absolutely no reason. With this type of tunneling as annoying as it could be you really need to be telling your teammates to stop doing that rather than moaning at the Killer. Fix the source of the problem not the people who take advantage of the symptoms
Then you have specific survivor tunneling- this is where I kill that is good enough to not need to break the chase but will go after one survivor relentlessly. This is the most problematic type of tunnelling but there's really not much you could do about it besides just hoping you your teammates can get as much done as you waste the killer's time
- Mindlessly tunnelling can be useful depending on pressure compared to amount of hooks. If I have a lot of pressure I'm happy to sacrifice some for a hook.
- I tend to leave the farmed survivor slugged unless I need to remove someone from the game quickly (I've been farmed one too many times as survivor, I know how much it sucks.)
- This I reserve for the special cases of either people who abuse bugs, or attempt to get their teammates killed.
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@Kaitsja said:
Face Camping and Tunneling will always be a part of the game. If a killer downs you early game and face camps you for the rest of the match, then yeah that isn't fun but if it's endgame? That's fair game.
As for tunneling, it depends on how you define tunneling. It's strategically more advantageous to go after the injured survivor, even if they've been freshly unhooked. But if the killer is just relentlessly chasing one survivor only despite other opportunities presenting themselves? That's tunneling.
I hate survivors who go "baby killer needs to tunnel to win." ######### you ran at me, you expect me not to down you and throw you back on hook?
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@gatsby said:
https://forum.deadbydaylight.com/discussion/comment/1626496#Comment_1626496
I don't actually think there's any delay after cleansing a Hex and it respawning. It's instant.
BUT that could be a nice nerf to the perk. Something like "the hex will transfer to an available dull totem after 10 seconds"
Doesnt stop that method working. It removes the cursed symbol when "cleansed" then when its reapplied people know theres undying. Though that nerf would be great to (and might end up being a discordance thing, where T1 might be better than T3)
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Beacon of hope and cunning escapes is the only good one really because i can see it being used as an emergency tool to save someone/useful to get out of a situation or heal a survivor up. Dont get me wrong, I like most of them, but some dont really fit the game (Friends on the other side for example; the crows are clearly explained as working solely for the entity, not the survivor or killer) or are a bit much.
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@gatsby said:
https://forum.deadbydaylight.com/discussion/comment/1626480#Comment_1626480
I think the best way to approach it is that once you cleanse a non-undying hex. You got the undying notification and the hex symbol is referring to undying instead of the perk you cleansed still being in effect.
So like your second hex ruin will technically be considered part of undying's hex
Perhaps a better way would be to remove the cursed warning, so when it gets reapplied people can go "Oh, so since that hex was dismantled and I have it again, undying is in play."
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/discussion/comment/1626484#Comment_1626484
You can escape without perks easily. You can escape chases without perks easily too.
Yamaoka is an issue because of it's sheer size- Sanctum wants to be Azarov's Resting Place but fails in every aspect and Family Residence is a mistake that should be yeeted. It's a blendette heaven, which as a blendie main I love playing on since I know all their hiding spots, but ######### me if it's not survivor sided as #########.
Only if the killer is bad, or you get lucky, do you ever lose a killer without perks. I've seen people (and have) track uninjured survivors solely by sound, the slight breaths that give them away
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@White_Owl said:
https://forum.deadbydaylight.com/discussion/comment/1626446#Comment_1626446
I think you guys are confusing emblems. The one that penalizes camping is the Chaser emblem, while the one that gives points for hooking is Malicious. Devout gives you 20 points for every killed/sacrificed survivor, plus 10 if you hook everyone at least once and 10 if you get 9 hooks (source: DbD wiki).
In my screenshot you can see I hooked everyone, got 9 or more hooks and killed 3 survivors. The only reason it's not iridescent is because I gave the last survivor the hatch.
This might be an edge case actually. iirc 110 points are required for iri, so somethings missing.
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@GoodBoyKaru said:
Yamaoka is a very survivor sided map lmfao.
Yup, and I love it even as a killer. Actually gives survivors a chance to escape a killer without perks.
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Its because Undying is... odd.
The aura reveal is technically not tied to the hex, but to the perk itself which becomes deactivated when the hex is broken, whilst the hexes being relit are tied to the hex part of the perk. If that makes sense.
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@[Deleted User] said:
Grow a thicker skin? Honestly, if they start talkin' smack, just move on. The only loser is them. If they start chasing you after the match screen, that turns to harassment and can be acted upon with much more severity.
Not that I condone being a jackass, the less strict chat is... Nice. There's not much of a facade.
Course an easier solution would be to remove in-game chat entirely, especially now that cross-play is enabled, and let all chat be handled via the respective 3rd party platforms and their support teams. Less work for Behavior, and better censorship.
iirc there is an option to turn off chatin the settings, though I may be wrong.
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@SuperSaiyan4GT said:
BE giving killers an advantage? Who knew? You took away one of the things that made this map unique. Tall weeds! BE does everything that benefits the killer. That has been proven with every update. I'm getting sick of it.
Theres still tall weeds in the game. As a blendette, I've hidden in them numerous times to escape a chase I didnt want (assuming I didnt just crouch in a patch of grass and look down and become invisible to killers apparently; it's borderline abusive against blight).
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I've never played billy in any real capacity, but from the looks of it (to me) he just seems the same except with a nerf to his ability to be a marathon runner. Can someone explain what the issue is?
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@Cerebral_Harlot said:
https://forum.deadbydaylight.com/discussion/comment/1626419#Comment_1626419
Awesome!, thanks for sharing.
No problem.
On another note, now that I actually look at the screenshot, OP only earned 10 hooking points. (1 hook iirc). I doubt he's lying considering iri gatekeeper (edit: "All survivors hooked - 10", yeah, iz bug), so it has to be a bug where the game didn't recognize the hooks.
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Taking a neutral stance here. I run an "Extreme healing efficiency" perk set and usually try to heal on the spot (I've had times where the survivor was healed and still had BT) but sometimes I'll just run out if the hook isn't perfectly safe and may become dangerous quickly.
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I've never actually had a silent slug. They've usually just managed to crawl really far away using tenacity.
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@Cerebral_Harlot said:
https://forum.deadbydaylight.com/discussion/comment/1626327#Comment_1626327
Wait, emblems are itemized?
yup. Highlight them with your mouse and it tells you where you earned (or lost) points
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@JohnnyB1491 said:
There is no perk that allows a killer to see ALL 4 survivors in the first minute at different parts of the map with nothing having been touched yet and it happens a lot. For those that say cheats are hard find you must be new to PC gaming. It's ridiculously easy. Quit defending cheats, cause it makes you seem like one also.
Actually, there kinda is. Corrupt intervention blocks the furthest 3 gens when the game starts, which also happen to be right around where survivors nearly always spawn
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@[Deleted User] said:
Maybe bring back the moonlight offerings, those made the matches really fun
They were removed not for balance, but because for them to work they needed to create a map for every light level which is way too much work.
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@ASurvkillivorer said:
I only made this topic because when you Self-Care with Botany Knowledge you get the different color bar.
When testing this earlier I still had the normal color bar and it sure didn't seem like I had any speed boosts what so ever.
If this DID stack it would be crazy fast healing in certain situations so maybe that is their reasoning?
Botany 33% of base healing plus up to 56%. You could self care at 89% of the base speed. If you are using medkits you could do it EVEN FASTER.
This would require at least 3 perk slots though. I'd say let it happen, its a lot more fun than "DS -> BT -> Unbreakable -> Sprint burst -> Styptic"
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@Soulslayer618 said:
at the end of each game you have the option to report or "give props" to another player
what does giving props do? and if it has any real effect why isnt there the opposite where you can call someone out for being a bad teammate? but if it has no effect then WHY IS IT THERE?
what purpose does it serve?
Originally it served as a way for those who were given props a lot ingame rewards. Perhaps if it had taken off DbD would be a much less toxic game, but right now its ignored and forgotten.
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I love the sounds as a survivor. Breaks the monotony of "Ping... pong" of skill checks.
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@EvilJoshy said:
Seriously. This is a competitive game whether you admit it or not. It has 2 sides each with an opposing objective so they compete. The complaint I keep seeing in various forms is "that's not fun for the other side" In any other game with a multiplayer, when has the other side give a damn about someone else's fun? Do you see people in fortnite, overwatch, CoD, They fall saying "you shouldn't do that. Not because it's effective but because it's no fun for me". Killer, survivor, doesn't matter. If you want both sides to have fun then the game cannot be competitive. If your not having fun move onto the next match or take Kote's advice and "Play something else".
The flaw with this philosophy is that in fortnite and CoD, everyone is equal. They have the same tools, the same luck, and the same mechanics (overwatch is unbalanced as ######### though).
Dead by Daylight asymmetrical. It's 1v4, and both sides play a completely different game.
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I like the sounds, didnt know so many other people didnt.