Akumakaji
Akumakaji
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@SailedSavage said:
https://forum.deadbydaylight.com/en/discussion/comment/3197293#Comment_3197293
"Unless" nothing every killer I run into is using one or more auroa reading perks. Like I said above I don't want to HAVE to run distortion every game. It's boring and makes for 0 fun builds. When you are forced to run a perk to counter killers thats how you know they are too strong. I shouldn't be forced to run something to survive.
Dude, thats like saying "Dammit, every single survivor I run into is using an exhaustion perk. It's boring and makes 0 fun."
Gen regression and aura reading perks are the bread and butter of the killer, you either mix and match or lean heavy on one of the two, but you can't leave your shack without any. Without aura reading perks the killer can only play by ear, literally. Basically no aura reading works long enough to pinpoint a location, but it gives you a very good idea were to look. Sometimes you get really lucky and catch a survivor entering the locker, then its "game over, man", but nearly all the other times you know the general direction or the gen they are working at and thats often all you need to go looking, but it totally beats fishing in the dark.
The game has many different playstyles and many different hard or soft counters to some or all of them. The gens take 10s longer, so many survivors run Proof and work together. You hate that? Run Discordance and interrupt their gen slam party. Hate all those fast heals? Run Sloppy Butcher. Or you hate all those CoH? Shattered Hope will deal with that. It might not be the best perk, but if you REALLY hate CoH, thats your best option.
And so Distortion is the hard counter to nearly all aura reading perks. Normally not every killer runs aura reading, but its a fair number of the population, so if you really don't like it, equip Distortion, otherwise just be on your toes and deal with it. You can't counter every class of perks and its obviously why you shouldn't, but you can counter the one that gives you the most problems or that you despise the most. Or maybe just try not running Distortion and see how things work out when you equip a strong chase build like Windows of Opportunity/Lithe.
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@jesterkind said:
I've never fully understood this argument. Surely if you're dropping far enough to be matched with absolute babies, you're also getting matched with at least comparably low-skilled killers?
It's been my experience that the matchmaking can toss you into some mildly frustrating lobbies from time to time, but it's hardly the only thing that ever happens. Mostly just bringing the closest thing to a self-sufficient build you can is a good insurance against that.
Yes, but one thing has always been true in DBD: low MMR (or skill) is killer sided, high MMR (or skill) is survivor sided. When starting out with DBD, killer are the absolute power role, because fresh survivors can't loop, dont't know how to hide or evade and are even scared by the sounds of the gen while they are repairing it. If you are thrown with such a group and a corresponding killer, you MIGHT loop them for 5 gens, but that is very, very rare as I am not THAT good at looping. But I legtigly run the killer once for like 2+mins ... though no gens popped. That is the curse of low MMR..
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@Sumnox said:
MMR is a myth. Anyone who think/thought "they're high MMR" is day dreaming. It's completely random and only really works when you're absolutely fresh new and you play your first 2 matches. If you survive twice after that, you get dumped into the general pool.
Nah mate, thats beta low-MMR pleb talk. No hating, though, to each their own.
But my survivors are most often tight-knit, well communicating and perfectly coordinated death squads that totally wreck my face. I can sometimes get one or even two, but its no fun. After losing a couple of games things relax a bit and I can actually enjoy the games against a coupld of normal (for me) good survivors, ending most trials with 1-3k, with the occasional 0 or 4k. But should I get a win streak and get like three or four 4ks in a row, the sweat death squads are back.
Also, even in the manageable matches, a lot of them are running DH, and they are using it to great effect. DH, btw, seems to be the best indicator if you are in the higher-ish MMR regions. Last season I smurfed my account for the first time in order to break through the Iri 2 and Iri 1 wall, and once I had lost a couple of games, suddenly the survivors were noticable less skilled and DH disappeared completely. Like, it vanished. Good survivors love the new DH, as it is really strong if used well, but everything below "good" won't touch it, because "its now garbage, nerfed into oblivion".
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Or maybe you bought BT in the shrine once?
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For ones: yeah, not everyone said so, but I indeed dont camp and only occasional tunnel when I am up against a particular nasty group of survivors.
That being said, I also think that a fair share of those premium campers are salty survivors, who tried killer for the first time and are either going through the normal stages or definitely want to prove something, ie "I am on a 32+ win streak just by camping and tunneling."
I know that at least in my MMR bracket, camping and tunneling would solve nothing and just lead to me being laughed at, getting 0k.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3196914#Comment_3196914
*structured. And nope, not what I said.
I wanted to point that out, too, but you already did ;D
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@NyneLyvez said:
So I’m brand new to the forums but have been in The Fog for close to two years now. I started as a killer main, and loved it. Of course I’m not going to lie when I was a baby I would camp because I didn’t know the game. Eventually got messages for it and tunneling as well. At first I blew it off as salt and not fully understand what these survivors were saying. Eventually the higher I got the better teams I would face, see new tricks, get bamboozled by some Chads pulling gangster plays. Even learning that good swfs and solos in general can punish for camping and tunneling. So then I analyzed my gameplay and what went from 4Ks eventually went for 3Ks to eventually getting tbagged at exit gates. DS to a DH out the exit gates, so on so forth. I started watching Otz and other top streamers to learn and get better. Started playing survivor to learn both sides and it made me a better killer. Now I play on Xbox and I’m kind of an achievement hunter. So entirely after a couple months of the game I wanted to get every killer achievement. Which in essence sort of guides you into how you have to play to get merciless at top level. If you camp you lose points, games over too soon you see that ruthless and ugh. So then I had to develop my own play. Intentionally avoiding ds and waiting dh,bt. Outplaying the perks by doing the opposite of what they intend. Got all my merciless victories and then finally felt like I knew how to be a good killer. Then I got to what I believe is pretty close to top level MMR. Playing “fair” but competitive was becoming obsolete as well. So now if I didn’t tunnel I wouldn’t have time to do anything else as the gens would be done or near done even if I had everyone on death hook. To me this is efficiency. Plain and simple, the good survivors know that everything is time. The time wasted in chase on a good survivor is time gained on gens totems and everything else for them. Camping and tunneling essentially will take 1-2 survivors out of the game but with the other two usually doubling and with prove thyself essentially keep their pressure as if at least three survivors were still on gens. So yes it might not seem fair to the person getting tunneled but It’s a game everyone is playing to win. At the end of the day people are not playing to lose. Now I wrote all this as a self story but hopefully a lot of you feel the same way. Now I got my girlfriend on the dbd train and she loves it. Unfortunately she wasn’t an avid gamer like me for years so everything is still very hard for her. Which makes me feel bad because we love this game but sometimes we just don’t have fun. I can have a game where I get a 4K but I’m still upset, whether it was BMing or other things the game just didn’t feel fun. I will have the rare match against a great swf that plays great without any clicking, teabagging or any form of bad behavior and fully enjoyed it. So what is all this getting at? I feel In order to make this game fun again we need to make it that way ourselves as a community and not depend on the Devs to do it. Kind of like the problem most countries face where the people don’t realize how much power they have. I think if the game was separated into casual and competitive game modes it would be able to regulate the sweats from the casual players just wanting a good time on both sides. Of course there will be trolls but that’s everywhere. I know there’s Kill Your friends mode but I feel there’s not enough people utilizing this with their friends as they want to play with their friends against someone. But what if they had dedicated servers and lobbies for that purpose. What if we created lobbies for baby survivors and baby killers to learn. Learn to loop, flashlight save, pallet stun save. How to get better at mind games, chases, jump scares. No dc penalties so that if there are cheaters or trolls just leave or kick them. Or if you want to RP Michael Myers, or any other killer. I know I try to go into games going I’m just gonna scare them. Even if I death hook everyone then leave them slugged so their team can revive. Sometimes it works but more than not if I don’t show up to win, won’t even get to play. So I suggest that everyone that is unhappy at the current state of the game to gather round this Campfire and let’s take it in our hands and make it the game we love. That way if you know you’re going in competitive you’re going to get wrecked or you’re going to wreck someone, but just for a fun night of scares and laughs go casual. I know this would be a massive undertaking if it would even go into development, but I suggest for the time being maybe just add people here and let’s make DBD FUN! Again. Oh and one last note to all the threads of camping and tunneling or the killer closing hatch at the endgame, just remember all those times you or your friends escaped hatch at 1 gen, or teabagged at the exit gate waiting for the killer to see you. Don’t say you don’t because I’m guilty of that too. It happens but that’s the nature of the game. So hopefully some of you feel like me and would like to try what I’m talking about. CaiiKo is my gamer tag on Xbox I don’t have many friends so if you’re the first to be like let’s do that custom you were talking about please have at least 3 other people 😂. Okay thanks for your time! See you in The Fog!
Oof, what a wall of text! I might read that, but I actually will have to muster some willpower to do so, and thats solely on the formating and not on the length of your piece.
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Yeah, that would be kinda nice. Not something tangible, but some nice BP and possibly a couple shards every 5 or 10 levels. I second this, as I usually hit rift tier 70 way before the timer runs out. I think it was when finished page 2 or something. God, this game is addicting, yet so toxic at times :D
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3196814#Comment_3196814
Let's say we get 4 survivor newbies and 1 killer who is playing Wesker. Why should Wesker win if he cannot even hit his ability (that is his identity) and the map is open but he can go just for M1 because he will catch up to the survivor since he is faster. He cannot play the killer. I'm simply of the opinion that Killers with these kinds of abilities should be more punishing if you cannot use their ability.
Why should a killer like that win? There's 4 survivors, it just makes no sense to me. Although this is the reality of the game at low level. You bypass the mechanical requirements of the killer when you should not. Killers that give you map pressure and good chase potential should be higher risk for the high reward, you should not be able to roll over survivors if everyone is equally bad. That is simply my unpopular opinion but for the devs and the killers they feel killer role should be the power role and currently it is.
I understand your frustration, DBD is a tough game to get into and it takes a while before you click. But jumping on your bandwagon, why should 4 survivors, who surely don't know how to proper play the game and how to survive, win? When you start out in DBD the killer is this unsurmountable and unstoppable juggernaut of death and destruction with all kind of unfair advantages, but once you gain a couple of more hours under your belt you will soon see that killers don't have it THAT easy.
For the longest time killers actually have been something like the clown and plaything of survivorsand only with very recent 6.1 patch did thinks reverse and killer is again a force to be reckoned with. Though at high MMR its again the survivors who dictate the flow of the game and who are the stronger side, so it all depends on perspective.
This has always been the case: low MMR - Killer sided, high MMR - survivor sided. The patch somewhat moved the goalpost, but this much still holds true.
A killers power is important, as are survivor perks and items, but the most important power is knowledge, skill and experience. I am pretty sure that I could totally floor your MMR braket survivors with just M1 attacks, because you wont know how to loop and evade properly, but that would proof nothing.
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@blue4zion said:
I like this idea, but I'll throw a twist,
polish this mechanic, like allow another survivor to perform the unhook while the first is being grabbed, as well as increase the length of the grab animation. Shoot, polish and bring back the old ones of tossing them on the ground first then picking them up.
I mean, a grab is pretty punishing, as it forgoes the entire chasing, downing and picking up part, BUT its meant to be punishing. If a locker grab took 15s that would be pretty uncool, but its balanced by the fact that lockers are really save places and the killer wastes a lot of time by guessing wrong.
The other thing is, that a 10s or longer animation is really tedious. Sure, it can look exciting and fun the first couple times, but such a long animation takes the speed out of the game. So 6s is probably good enough to still give the killer a sense of triumph without totally gutting the survivors. Maaaybe 8s, but nothing of this kind in DBD takes 8s, so thats really stretching it.
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@JustAnotherNewbie said:
I know what you mean, I've also come across those types of killers. They cannot even use their killer's power but playing them as an M1 killer is enough. Like at some maps there are deadzones that even M1 killers can catch up to you, it's not my fault if the gen I'm working on is just surrounded only by trees and rocks and no pallets (looking at you shelter woods). Are they somehow more skillfull if the can just hold W and catch up to me?
I don't understand why killers can get away with playing Wesker, Spirit, Huntress etc. without using their power, but play them as a basic M1 killer. That should not be happening, those killers should be more effective when you know how to use their power and being bad at them should be more punishing.
If I'm bad at gens and chases as survivor the game is not rewarding me, unless I somehow get carried by the team which is pretty rare. Survivors that are bad at chases die first., if they are bad at gens they hold the team back and make the game longer and harder for everyone. Killers that are bad at chases should not be able to brute force a chase because of forgiving game mechanics, to me it seems really silly.
The game is hard enough for soloq survivors because of lack of co-ordination. Your mistakes as survivors cost not just you but also the team.
Actually, if you are winning without using their skills, but just their M1 capabilities, which are the same for every killer, then the survivors messed up and probably also feed themselves to the killer via unsave hook trades.
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@Rokku_Rorru said:
It would be nice if the Silent Hill characters received the same love and detail the RE cast have had, yeah <3
While weare at that matter, we only have ones Silent Hill map, while the setting is so rich and visually interesting. I would sooo love some more Silent Hill content to explore, like the Town , the Lake Site or the Appartment Complex.
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Nah. It was way, way easier when basetime BT was just 5s. Now, with BT giving you 20s of endurance, it isn't worth it anymore to run behind unhooked survivors and wait out the timer. But I gladly give them a "welcome back on your feet" slap and send them off into the trial to mend.
But honestly, since the big patch I have been hit by DS maybe 3 or 5 times? I can't remember, because it didn't bother me at all. DS has totally lost its teeth and if anything its a minor inconvenience to a normal M1 killer and absolutely trivial to the likes of Nurse, Blight or Spirit. Many players think that the 5s stun should be put back into the game and I am all for it. A one time effect like DS should have some impact, especially if its anti tunneling, and not just delay the killer in a way that they can't even scratch their nose before they run back into the action.
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3196342#Comment_3196342
Even that doesn't make sense if you think about it. I could have a prestige 50 Nea and just decide to start playing Jonah for whatever reason.
Tell you what: you are right. All that high prestige levels in survivors show is that they only play survivor and pump all their BP into one singel character. As a killer main I spend a lot of BP in order to P3 all my killers so that I got all the teachables unlocked on all killers, and even after doing that I probably need to spend about 500k per killer to get all the universal perks.
With survivors, you could do the same thing, but if you only main one survivor you could just spend about 3million BP, unlock all perks and then just try to raise your prestige level for bragging rights.
Tonight I played a couple of games really late and one player caught my eye with a legendary skin and at P35. They played pretty reckless, came directly to me and went pretty clickety clicky with their flashligt, looped decently and I lost that match because I wasn't really into it and chased them for too long in strong sections. After that I changed my loadout to include Franklins because I was miffed about that flashlight and low and behold: 3 or 4 matches later I was matched against that player again!
This time it was on midwich with Dredge and I totally dominated the match from the beginning, downing one survivor nearly immediately and wounding another. Now the fun part of the story: during the nightfall I turned a corner and bumped into the P35 player, hitting them and l knocking their flashlight to the ground. The player looked kinda confused, tried a very bad loop and to get their flashlight back and got downed for that. After they got unhooked they went back to the flashlight spot, with me waiting for them in the room and then they just DCed. That dude was your typical low-paygrade bully: seeking out the killers attention, clicking their flashlight at them, but once their toy wouldn't work anymore they dropped the match immediately.
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I can see where you are coming from, but you totally overshoot the target. I am with you that a killer shouldn't sweat it like mad and and a game at 5 gens, but you never know what kind of survivors you are deal and when you finally realise and shift gears it might already be too late.
Maybe some penalty could work for ending the game at 5 or 4 gens, but so many games are decided at 3 and 2 gens, why would you punish the killer for that? Thats like implementing an anti genrush feature (if the survivors are out at 4min or less -100% BP, 6min -50BP) and then still hit them with a penalty thats totally in the normal range of a typical game (-20% BP for a sub 10min game).
If such a system would be implemented, it should only cover the most extreme cases, not just games were one side made significantly less mistakes then the other.
Also, a 4k at 5gens normally only gives the killer a pretty minute BP amount, so halfing that wouldn't hurt that much.
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But on a more serious note, I think that the info part of old Pain Res was what made the perk balanced. you hooked someone on a scourge hook, got the notification on some far gen and then moved over there to check it out, therefor leaving the hook.
Right after the big patch Pain Res felt incredible empty: you hooked someone ... and nothing. "Did it work? Did you do something wrong? Did you miss something? What do I wanna eat for dinner tonight? I should stay here."
Now you get at least a scream, but thats so hard to pinpoint that you might as well stay at your gen. I think the explosion plus notification would be more healthy for the game, as it incentivises to leave the hook and might do both: reward the killer for leaving the scourge hook and offer the other survivors a shot at a rescue attempt.
The combo with DMS was always pretty nuts and I wouldn't mind losing that if we got explosions and notifications back.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3187164#Comment_3187164
I just run breakdown since I know pain res is gonna more than likely be in my game and boom. Problem solved for 180 seconds
Nuuuuh! I want to use other perks! Why not give us a 1min breakdown basekit?
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Nonsense. No one listen to this crazy person. Please cleanse all totems that you can find (but leave one well hidden, so that NOED might give some good value). Thanks.
Sincerely
Your local survivors association
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@MommyHunktress said:
how do I do this map against high mmr if they constantly use houses. I always get this map as huntress and I waste way too much time, but if i just let those gens go then the fact I only use aura perks really starts to affect the mid game. Should I just let these gens go and force interaction on fair grounds or what? haddonfield just sours my mood alot
While the houses are pretty painful to play as the killer and have a lot of nearly infinites, or maybe even true infinites, the Myers hous nearly always has a very strong 3 gen, ie the gen just outside the front door, the gen in the room to the left of the front door and one other gen in the backside.
If you just defend this three gens and take any chases as they come and get a few hooks, you will have a very strong end game.
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@GoshJosh said:
It would be neat if it gave you a small boost for a few seconds when repairing a generator that was regressing. Maybe 5% for 10 seconds.
Or maybe make the next good skill check an auto great skill check. This way it would be a failsave for Hyperfocus and encourage people to run it, but it doesn't stack with Stake Out.
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@dugman said:
I think there's a myth that fighting cheating isn't a high priority for Behaviour. The issue isn't prioritization, it's the difficulty of actually coming up with technical solutions to stop cheating.
I know nothing of the technical issues behind it, but people always state that its a server/client sided problem, ie because the servers aren't dedicated to do all the calculating stuff, the players can basically tell their client whats about to happen inside their game.
Couldn't they at the very least set a few hard caps and boundaries? Typing this I can already see that there would be issues with this ... Like healing, the hardcap in healing speed should be all healing stuff that you could conceivable gather combined, but I have seen videos of people stacking each and everything and it was some sub 1s heals. Also there is "For the People" which is basically a 0s heal by default.
Or give hard caps to gen repair speed, so that they can't just repair them by the press of a button ... but 4 BNP would still work, so this is again tricky.
And stuff like hard cap on falling time, so that the cheaters can`t fly around like mad, but the fall from coal tower is pretty long.
Travel Speed is also a thing, but I think most transport abilities in the game, like Dredges teleport or Demogorgons Upside down portals, just increase their "walking" speed by a whole lot.
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@Claudettemain202 said:
https://forum.deadbydaylight.com/en/discussion/comment/3196342#Comment_3196342
Level 40 isn’t that high, pretty soon you’re gonna have to start Lobby dodging a lot if that’s the case
I am ok with that. I will take my time to just find some baby survivors to stomp, as I am too scared of a real challenge.
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@Veinslay said:
Prestige levels and hours don't always equate to skill but they're very, very strongly correlated to the point that anyone who says it doesn't relate are just being disingenuous. That being said, the other night I deadass saw a 3.6k hour Mikaela self caring through a Sloppy and Coulrophobia Wesker lmao
Thats true. While I don't mind p10 or even p20, those survivors who show the didication to go to p45 or something ... well, those probably only play survivor and are probably so good, that I don't want to mess with them.
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My biggest gripe as a killer is how the MMR system works. Whenever I get a group that I somewhat dominate, I don't know if I should even go for the kills, because I know how much I hurt myself in doing so. Every 4k is 1/2 another sweaty SWFs with busted items that I have not one sliver of a chance against. A killer shouldn't be afraid to kill, yet you get so punished for playing consistantly bad.
Low MMR survivor is literal hell, we call this MMR hell in the community for a reason, but so is high MMR for a killer. In high MMR all the survivors know what they are doing and they are coordinating so well, that even a single whiff, a single chase that takes too long or a single flashlight save can seal the game for you. My games feel nearly exactly the same as they did pre-big-patch, with people greeding every single palette to the absolute max and press is to hard till the last drop drains from it. If you can't deplete the palettes then you can't create dead zones for endgame. But here you already lost the game, because you chased the one player who can loop and greed that way. Or maybe they all can, who knows.
Maybe we need something like The Entity auto breaking a palette after you loop it 4 times, like with windows blocking? I don`t know. Yeah, maybe this is just a skill issue, but its making my games miserable. I hadn't had a single good game today. All survivors I versed over 5 or 7 different killers were all sweating like mad, greeding like mad, body blocking like mad and most definitely flashlight clicking like mad.
This one recent Otz video were he talked about the big variety in gentimes, heal times and hook times, that has a lot of truth in it. The difference between a gen been done in 90s or 35s is, well, staggering. I am sure that it feels great to be in such a well coordinated group and just utterly dominate the killer, but frankly the game becomes again unplayable to me. The only way for me to have a good killer match is to loose a couple of matches and then not killing anyone. So thats making me Clown to some survivors? Scaring them, entertaining them, but not doing any real harm to them, because I dont want to get sued/punished for playing too well.
Balance is always a fickle thing, camping and tunneling killers at the lower ranks aren't the only thing thats totally out of whack.
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Pre-big-patch, when survivors were at their strongest, I would sometimes run Dark Theory. I never really felt the effect, but every extremely close whiff at a window in its sphere of influence could be attributed to it. The problem is that you will never know when Dark Theory helped you escape a chase or a down, and it's way too limited to be actually considered outside of memeing.
I still think that Dark Theory should be its own Boon mechanic: as long as the DT boon stands, you (and you alone) get the effect,no matter where on the map you are. Would love this change, maybe we would then see 4 Boons in some matches and suddenly killer would bring Shattered Hope?
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@GoodBoyKaru said:
Obviously not by itself- the only Boon perk that's amazing by itself is Circle Of Healing for what I hope to be obvious reasons- but adding in Shadow Step is actually really good. Like, the no scratch marks may not be the best since the Iron Will nerf, but when you're healthy that's still the only real consistent way of tracking you. Likewise, the lack of aura reading is a really nice tool for remaining undetected when you need to be- such as when you're healing up using COH- but isn't really showstopping. But when combined together it's actually one of the best stealth perks in the game, and is really good for losing the killer in a certain area, making them hunt for the totem which then gives you a lot of distance.
With the meta shakeup of 6.1.0, I've found myself playing into stealth a lot more, both because killers got strengthened in a chase quite massively and out of spite when I know someone is camping/tunneling at 5 gens for no reason other than because they can (and as we all know, stealth is a massively uninteractive playstyle that a lot of players find boring to the point where there's calls to make it a bannable offence because it's "holding the game hostage" even when they're actually doing things).
So, yeah, when combined with COH, Shadow Step goes from a mediocre perk to a really good one, actually. 11/10 would recommend. Combine it also with Bite The Bullet for a fun time of losing the killer by just healing in a corner randomly though I'd still prefer to run Deliverance and OTR.
I will experiment with it a bit more, then. Stealth-wise I had a lot of luck with Deception/Urban Evasion/(nerfed)Iron Will. When crouched and not playing one of the talkative drama-queens, you are actually so silent that most killers wont notice you. I never understood the whole whining about the IW nerf and still think that it is really strong. It is not perfect silence, but most killers will be so occupied with their chase music and some notifications going off in the distance that you will be easily lost when urban-evasioning away.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3194903#Comment_3194903
I don't know who asked for it but sadly all of new perks are gargabe... Probably we will never get good killer or survivor perks anymore
I use Awakened Awareness in so many builds now. You won't believe (I surely didn't before I saw it with my own eyes) how often potential rescuers are sitting right next to a hook. So now it's hook, sidestep, strike. I love it.
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@Katzengott said:
I'd say 90% of 3gens are still made by survivors mistakes, very common in solo queue.
And with 4 survs still alive it's not even a problem, just a time question.
Yeah, you see this so often, they slam out the first gen uncontestedand then hop on the gen directly next to that one, no matter the it is in spitting distance of the last one.
One very simple tactic here is this: just always skip one gen when looking for he next one. It's not a perfect system, but this way the chance of an accident 3 gen is very low.
If the killer allows it I sometimes try go to do a gen directly opposite of my first one as a second. This can sometimes sorta cut the map in half. If someone did the central gen, then you have basically won.
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I have nothing really to add to the discussion, but this:
this must be one of the most bizzare topics and resulting discussions that I ever saw here. Thats it. Bizzare beyond compare.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3194052#Comment_3194052
THEN WE MUST NERF HER ASAP.
Wiser words have never been spoken.
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@Marigoria said:
Rarely, and the ones that I've seen using it are doing it wrong.
They will activate it and unhook you right away.
I mean, if the killer is not around, there is nothing wrong with this approach: a hanging survivor helps no one, but activating it gives you 250BP assist, so activating it just before you unhook someone is just free BP.
That being said, a true drive-by and activate, like would be the optimal play with a nearby killer, is really difficult, because you get so close to the hook that you could basically try an unsafe unhooking. I would really love to see the perks range of activation being increased to maybe 10 or even 12m.
Also Kinship/Camaradrie could use a buff, so that its obvious to the other survivors that it is in play and it should work on both hook stages. With an near optimal application of both effects two times, camping would be so fricking boring and not worth the killers time, while still leaving possible room for a daring save, that maybe we could effectively fight camping this way.
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The 50% does indeed feel quite good, allowing you to even boobytrap the very first gen if you are interrupted halfway through, but I must say that the re-use was much more fun to use and you could trap gens much more liberaly once you got your mine. With the new system you always have to fear that it will all go to waste. You never had a gurantee back then either, but you could trap a gen that you were leaving, for example to go for an unhooking, and if the killer didn't kick that gen, no loss, just resume or maybe trap another gen more into the center of the map.
If I could chose, I would take the old 66%-resuse mines back within a heartbeat.
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@BreadSilence said:
Wow. Pretending to be afk the whole match and then killing everyone with NOED.
How very 2016 of you.
Well, thank you :) *bows*
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@jamally093 said:
Has there ever been a time where you didn't understand something in the game for so long.
For example you had Tenacity on but didn't know fully you could recover and crawl at the same time and just thought it was some kind of bug.
Stuff like that.
I guess so... Especially with the first free perks you don't really completely grasp how they work when you start out and you might never revisit them when you later get new characters. Renewal/Secon Wind for example ... from my gaming experience I knew what Second Wind is supposed to be: some sort of small healing in the heat of things, non-magical and just an expression of the characters thoughnes. So I read the perk description. Read it again. And again, very slowly this time. I still didn't get it. For a beginner this was so convoluted and nothing made sense and what did they want me to do? For something, something one health state. Uhu ..
Deja Vu is more to the likes of Tenacity, in this regard. I thought that it would show you three random gens closest to you right now, but what it actually shows you is the three gens that are closest together, ie the 3 gen of the current life situation on the field! This is so unvaluable, but back in the days I couldn't understand the "three gens in close proximity to each other".
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@Moonras2 said:
I see a lot of times where people dc and the killer automatically assumes it's because they got downed quick. I have dcd many times over the years and it rarely involves the killer at all.
It's the fact that I get chased, 30-90 seconds later downed, sometimes more sometimes less, and yet after all the time all 3 teammates are still crouching around the map. I just started letting go on hook or dcing every time this happens.
I wouldn't care if they were at least breaking totems or doing chest but 7/10 times they are literally crouched behind a rock.
I also don't blame someone for doing the same when they are being hard camped. They want to play the game not stare at a killer. I hate being camped straight out but it usually doesn't cause me to want to quit as much as my teammates doing nothing. Even with that I still expect certain killers to camp in some way as they are almost built for it.
I feel you! I die every time a little bit when I managed to give the killer a REALLY good chase, did all the cool tricks, wasted an extrarordinary amount of time ... and when I get hooked I get not rewarded by 3 gens popping, but by my own, impotent screams into the void, while I just glimps that Dwight disappearing inside a locker :D Fuuuuuuuu!11
EDIT: just for clarification: for every epic chase like I just described here, I totally mess up two and end up on the ground in 20s
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@Cybil said:
I hope I get you next. This stand within 10 meters of the killer tome is killing me.
Awww, I feel you. I finished one of these just today with Distortion/Urabn Evasion/Iron Will/Spine Chill. In Badham Preschool I followed the killer while he was chasing a survivor in the basement/furnace area. But if I should see you in one of my trials, I will secretly nod in your direction twice, before resuming my Insidious position again.
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@HugTheHag said:
Never tickle an AFK Insidious, noted.
For the perfect bot cosplay, you should maybe hit the air regularly. That does open the risk of survivors farming you though.
Mh... Still too many parameters ! AFK strats take a surprising amount of planification ! :D
Hitting the air might work, but Franklin is a big part of my plan, and that works better when it comes as a surprise in combo with NOED. No matter the odds, survivors HATE leaving behind their tooled out event boxes and halloween flashlights when the exit is just around the corner and so they always come back.
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@Marigoria said:
AFK killers are so boring, they just waste everyone's time.
You are not wrong, but the NOED killer seems to catch nearly everyone by surprise and send them running around like headless chickens.
Mind you, its not a playstyle that I will pursue by any regularity, but its a fun thing to occasional wind down after a long day of killing.
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I can't tell you how often salty survivors wished me and my loved ones, but especially my mother, horrible fates, death and doom. Its really despicable, but at least its a bannable offense when they do this, so screenshots and an ingame ticket can help to offer this misguided souls to some unpaid vacation from the game.
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@Grandpa_Crack_Pipe said:
I don't know about the rest of you, but I actually have a VERY easy to exploit guilty conscience, and if someone DCs 30 seconds into a match after I down them for making a dumb mistake?
I feel bad! I can't kill them anymore, i'd be worse than a murderer-- a jerk. I HAVE to let them go at that point. And that takes time!
So please cut it the hell out. For my sake. I don't want to queue up for another 5 minutes only to bump into the least committed player in DbD for the third time today.
I had the very archetype of this behavior in one of my last games, yesterday. I played with Lethal Pursuer, saw a survivor running around the main building of the Yamaoka residence and went over there. It couldn't have been any later then 25s into the game: I saw scrach marks there, they didn't continue outside, so I checked that one locker there. Found the survivor that I saw via Lethal Pursuer. The instance that he touched the hook, he mysteriously DCed.
I know that something like this REALLY sucks, I have been in such situations myself, BUT as a survivor you got three lifes for a reason and a comeback is totally not impossible. Of course things are a little bit stacked against you in such a situation, but I have had a couple of matches were the killer found me first, tunneled me off the hook and I just very narrowly avoided getting tunneled for the third and final time. I got healed up, played it pretty save by being the gen jockey and I escaped that match.
So in essence that match was done and ruined 30s into it, just because of one DC. I hooked the others once each, then memed and gave them all the palette stuns and palette saves they wanted. After everyone got hooked twiche I just left them to finish 5 gens in solitude. Goes pretty fast if they split up, so it wasn't THAT long.
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Just some musings...
I understand the wisdom of the hatch, ie if a killer is really snowballing and kills off one survivor at 4 gens remaining, there is no real chance that the survivor's will regularly win this and the hatch let's them play on, because it is a sliver of hope that everyone can clinge to.
But why don't killers have a sliver of hope mechanic? Like when the survivors are utterly dominating and they got just 1 or 2 hooks, no one on death hook, all gens done. The killer got no hope in such a scenario, no actual reason to go on.
So how about a special mori that activates once the exit gates are powered when no survivor is on death hook: the next survivor downed can be moried. Simple as that. Would that be considered unfair? Or unfun? Up until this the survivors obviously had their fun.
"That would be rewarding the killer for failing" - fair enough... but then, isn't the hatch doing the same? Rewarding survivors for failing?
"Killers are already strong enough. No need to boost them further. " - fair enough. But would a system like this really be a boost? It would be more like an anti frustration or hope mechanic, just like the hatch.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3193850#Comment_3193850
Yeah no on these forums tone indicators are a must have or else people will misinterpret the phrase "blessed to be a homosexual" as completely serious.
The fact that there's people who oppose accessibility being in the game at every corner doesn't help your case here
Fair enough. Live and learn.
On a sidenote: it would be hilarious in a pretty sad way, if Shadowborn indeed doubled as gamma correction. Somewhat tonedeaf and yet it wouldn't surprise me if it happened.
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Let's put Dead Lock back into every game....wait a minute!
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@Ciabe said:
Make self care require repairing 50% of a gen between each use and make it heal at like 50-75%. That would encourage newbs to go work gens while injured (advanced tactic) and offer a reward after.
Not gonna lie, that's somewhat brilliant in its simplicity.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/347200/put-dead-hard-back
The best Myers in the world couldn't end the game in 5 minutes.
Of course he does. Myers isn't consistently strong, but he snowballs extraordinarily well. Sometimes the survivors are just potatoes and one misplay with Tier 3 active can lead to the whole survivor team getting downed in 30s. It doesn't happen regularly, but some of my Myers matches could have been contenders for DBD speedrunning awards.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3193573#Comment_3193573
Or we can rework Shadowborn and give basic quality of life settings to avoid eye strain and motion sickness as settings instead of forcing people to play permanently handicapped.
Duuuude, I tried being sarcastic without using "/s" for the first time.
Failed miserably T_T
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3192777#Comment_3192777
Why do Killers necessarily need something?
This change would just help us get to a baseline. There's such a huge disparity between 4-man teams and Solo Q players right now that it's very hard to tell what's balanced and what isn't.
As a very broad example, Nurse. Nurse is fine and balanced when she goes up against a 4-man team. Nurse is not fine and balanced when she stomps a Solo Q squad.
I agree with the sentiment, that soloQ needs some love, but as an avid user of Kindred+Open Handed, I know how utterly busted long-lasting aura reading abilities can be. When a survivor is hangig you easily win each and every mindgame with the killer, because there is no mindgame to play.
How about this: basekit kindred without the aura reading. The other survivors get the kindred icon on their HUD and it works like Spine Chill, but with the killers proximity to the hook. This way they would know if the killer is around, if the killer is facecamping etc. but they wouldn't have a constant visual confirmation; thats what you would need the full perk for,
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@DredgeyEdgey said:
I was just playinh re 2 for a 2sd time and set my brightness super low and it's kinda spooky it reminded me of very old dbd when the boques (can't spell) the brightness offerings were a thing
This may bring up questions about hiding so my suggestion is to temporarily make it surivor only then when it's at a okay point test it again with killers
Because brightness matters a lot more to killer but I don't wanna exclude
Thoughts?
I recommend Shadowborn to be buffed to also include some gamma correctionl. This way the perk can serv as two graphics options in one, tidy QoL perk. Cool?
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@Shaped said:
It was me.
And me, too. I finally, after many, many tries, got the "Evil Incarnate" achievment. Hurray!
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@DEMONANCE said:
there are a bunch of weird takes on killer and perk in this post
especially wraith being one of the strongest while oni being weak lmao
with more hours put into the game tho you'll get a better perspective on where everything stands.
but some points are pretty accurate tho.
Well, @Hex_Maidenless is just looking at the killers with a fresh and unbiased eye. Some killers, like Oni, might actually be pretty strong, but thats the lack of experience with what they can really do. I find this kind of outlook fascinating and valuable and nothing to laugh about.
When I started out I always used Doctor to get into Iri grades and thought that he was really strong, because he helped a lot with the biggest problem of a new killer: stealth and finding survivors. But as I grew older and more experienced, I saw that Doctor had his merrits, but he was basically just an M1 killer with a bit of anti stealth.