Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • @MrPenguin said:

    Yes games are fast enough where you can safe drop all the pallets and probably be fine.

    There's 2 viewpoints you can take, either games are too fast, or there's too many pallets. That just depends on how long you want games to be. Changing either would make pallets more valuable again.

    THIS! There is usually a pallet at every loop, and while I understand that its part of the survivors only tangible defense, nowadays a lot of survivors have become really, really good at looping and don't need all those pallets, so they usually get more then they will ever need.

    If the games couldn't be genrushed in 5min, then yeah, it wouldn't be that much of a problem, but a single survivor wasting your time just a little bit too long can cost you the game; its really a dance on the razors edge.

  • Huh. I had a few games where I absolutely killed it as legion and dominated like mad. The Never Sleep Pills and one of the speed add-ons for consequitive hits makes getting the 5 hits for the insta down super easy, and with everyone deep wounded and sometimes healing and Tanatophobia kicking in you get a lot of free gen slow down.

    But it sounds like your problem is getting your hits registered. Sorry, can't comment on that one without knowing your history if internet connection or whatever, but it doesn't sound like a common bug. WHAT bug I get quite often though is rubber banding. Especially with a fast zooming high octane legion I rubberband pretty often, but I guess thats looked into on BHVRs end.

    I thought that the 20 hits Beast Mode challenge on the last tome page would be tedious, but I got it on my first try with the aformentioned add-on combi. Of course, you need a bit luck with the map, I probably wouldn't have gotten it on Red Forest, but my first try was on Dead Dog Saloon, so all survivors were just a short jog away :)

  • @_VTK_ said:

    It's funny how some killer mains think that soloQ is bad because solo survivors are bad. SoloQ became a miserable experience since BHVR tweaked game balance many years ago. In the first 2-3 years after DBD release soloQ experience was great, escape rate was around 50% if not higher, after balance changes it is probably around 30-35% now. Did all good solo survivors suddenly disappeared?

    And are there no potatoes left among killers? This is BS of course. I face many killers who are just bad, they can't even swing properly, but most of them still get 3-4k in solo, because DBD is balanced around SWF nowadays.

    Killer mains just try to downplay game balance issues for soloQ. But when they lose against SWF, it's not because they were bad, no, it's because the game is unbalanced and SWF is unfair. Such hypocrites.

    "Better" matchmaking won't change anything, because it's not a matchmaking issue, it's a game-balance issue. And current matchmaking is as good as it can be without creating much longer que times. There's an almost equal amount of bad survivors and killers and if you match them in a different way nothing is gonna change.

    There's a simple logical proof for that. If it was a matchmaking issue and there is an (almost) equal amount of good and bad players among both survivors and killers, and soloQ is miserable only because weak solo survivors are just matched to strong killers, then were are all the god-like soloQ survivors, who dominate killers in soloQ? I haven't seen them in great numbers. Have you? Again, that's why matching players in a different way won't change anything.

    I wouldn't discribe myself as anything near "god-like", lol, never will, but I guess that most of the time I am pretty decent. I tried time and time again to get my real life friends to play DBD, but they didn't get the bug and moved on to other games. So I befriended a few cool survivors while playing dbd, but 90% of my time as a survivor I play soloQ.

    But my soloQ experience is far from the complaints you get all the time. Yeah, sometimes you are just unlucky and get camped to death on the first hook, sometimes you got real potatoes as team mates, but most of the time its a pretty fun thing and we get many cool situations during a match.

    Heck, last game I got a Ghostface sticky to me, who just couldn't shake the sunk cast fallacy and chased me for full 3 gens till he finally downed me, not using DH at all made me pretty decent at looping and I can only recomment it to anyone, not using the big ol' crutch perk all the time will help you getting that much better at surviving, as it forces you to learn its system, not just how to game it.

    I actually don't know what my win percentage is, but I don't care anything as much, as I do as a killer. If I get a bad game, it can be over in 2min and I am back in the Q again, where as a bad killer game can still drag on for 7/8mins easily. Thats why its easier to write a bad game off as a survivor, while they stick out much sorer as a killer. Yeah, as a survivor you could be slugged for 4min, but frankly, that has never ever happened to me. I know that some see it as a problem, and I don't deny that vitriolic killers like this exist, BUT I think the more toxic you play and try to tilt the killer, the more likely it is that they lash out and trying to ruin your game, ie slugging for 4 mins.


  • @TeabaggingGhostface said:

    Counterpoint, make video tape basekit, but don't have it take from your stock of traps

    Interesting idea. For fun I yesterday tried the good, old "Video Tape" plus "Tampered Timer" combo, and it was a blood fest. One got the hat off first try, while the others did a gen, then, with the party hats comming to life two died to the traps, while I could have easily pressured the third one off the boxes. I then let that survivor just allow free reign and just farmed with the two survivors, but that was pretty brutal.

    I think its situation like this that gave Pig her noob-stomper reputation, because they don't understand how the traps work.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011436#Comment_3011436

    That's the dumbest thing I've heard in a long time. Congrats.

    For real. What kind of opinion is that?

  • I like it, but I also lament that it loses a lot of his uncanny valley effect, because it got a conventional skull where its head would be, not some deformed, disgusting lump of flesh and bone with the proportions all wrong. The crowned head makes it look more regal and human, but its still very well designed.

    For similar reasons I didn't like the head of Amandas rift outfit. The bathrobe and serrated blade were cool, but that head with the interesting reverse beartrap crown had no Pig snout! What a shame :V But you can always use this outfit with her devault heat and even the bloody version, if you P3 her.

    So verdict: outfits offer cool "what if" scenarios for the characters in the game, but I also like it, when the core concept isn't turned on its head or lost. Still, free content is free content and its always nice to switch things around a bit, so you dont get bored by your outfit (even though the killer can barely see it for 90% of their time).

  • @GoodBoyKaru said:

    Name one thing they could feasibly do without jeapordising the long term game plan. The games survivors 6 years with SWF in the game.

    Yeah. Even something like seemingly reasonable like "a three people SWF gets a x% gen speed reduction, a four peole SWF x% times 2" would be unfair to the myriad of SWF groups that are just in it for the fun, while messing up and dying horribly. I watched a few streams of Twitchers (after the match of course!!) that I was in, and while coms gives them some solid advantage, its usually the streamer thats a great player, while two of their friends are rather inexperienced and panic easily.

    But when you get a super coordinated team, you gotta feel it. You never seem to catch anyone, and the second you turn your back to the other half of the map, three survivors descent upon your gens there like vultures. But thats just life as a killer main.

  • I used Jolt (even with Demo) while doing the "Tools of the Trade" achievment, and it counted, so that basically helped a lot.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011263#Comment_3011263

    Then you'd get people asking for Aura reading Wraith to be basekit, and Myers aura read to be basekit, and Spirit killer instinct to be basekit.

    Same as asking for survivors to have a basekit aura read on the killer's location. No thank you.

    (but yes, playing with Amanda's letter is stupidly fun, going for unexpected ambush attacks and whatnot.. same with any aura read add-on on killer to be honest)

    sigh You are probably right. I mean, BHVR could take a solid stance and not give in to this demands by stating that this is part of what sets her appart from all other killers, but yeah, I guess it would be pretty oppressive. Same with Demos double Iri gameplay, but at leasts thats two iris needed for the extra fun. But boy is that a mean combo.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011245#Comment_3011245

    That sounds like a good idea. I'm pretty sure it's easy to do it wrong though, especially with the perks combination.

    Having the killer as a parameter may be doable though.

    Agreed. Players will always find ways to game the system once they break the code, and the killer seems to be the most vital parameter anyway.

  • I get what you mean, but she would be the only killer who got it and it would add something to her kit. Maybe reduce the reach a bit...

  • How about making pallet spawns a dynamic process based on the killer chosen and maybe several key perks.

  • And its quite punishing that inserting the video tape instantly wipes away 4 whole stack of condemnation. How about leaning more into the aspect of passing on the curse? IE survivors with too high condemnation can slip the video to another survivor, or chose to not be the traiter and suffer for the good of the group. Could lead to some pretty interesting paranoia interactions between the survivors. Distrust. Discord. Disharmony.

  • I wouldn't be too keen on the 4k anyway, as it will just raise your MMR and lead to more sweaty games, which isn't that preferable all the time. This is why I most of the time give the last survivor the hatch or let them try for "Left 4 Dead" achievment if they want to... unless they were obnoxious players, but I can live with that.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009266#Comment_3009266

    I tunnel the clicky clicky and if he turns to ve actually good looper well then I chase someone else. But lot of times these clickers are easy go get I want to punish them not their innocent teammates which probably are not part of their team (sfw).

    I have this Bubba build that I love to play that is just tooled to be maximum annoying to survivors: Franklins, Bamboozled, Starstruck and either BBQ for BP or Lightborn for fun.

  • @CashelP14 said:

    Here's one reason why some do it. Now I'll be honest and say I do it from time to time (not much recently though because I prefer to run flashbangs). It basically is Lightborn.

    I'll use myself for the example.

    If I see more than 2 flashlights in the lobby I'm worried about the killer bringing Lightborn so I might swap last minute instead. It's not because I don't want to click the killer and be toxic, it's just that I want to go for flashlight saves. If I wanted to win I would've brought a med-kit.

    Bringing Lightborn overall is a bad choice for killer. I know that if I see Lightborn I just go "right time to sit on gens" since the thing keeping me off them is gone. I probably would've killed myself staying near the killer going for silly saves but now I can't.

    The TL;DR is people don't want to sit on gens the whole game. Lightborn sort of forces them to do it since they have no reason to follow people being chased.

    Thats why I always kinda play like if I don't have Lightborn, when I use it, ie trying to avert my gaze, quickly look up and to the side when picking someone up. Usually the flashlight user will think that they juuuuust were a tiny bit off and try again later, instead of totally abandoning their idea if you just blatantly show them that you can't be blinded. Its all in the mindgames *ominious music cues*

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010199#Comment_3010199

    I wouldn't read too far into it that. In reality, this is what happens when you try to record a bunch of clips showcasing various perks and screenshot the tally screen all in one go. 🙃

    To be fair, on one hand I can totally see that; they are testing all this updated perks, so it makes sense that they would be using them instead of your classical meta perks or builds.

    ON THE OTHER HAND, during the current event we get all this lovely messages of developers, and one shared the lil secret, that she was responsible for hiding all this little secrets and needle in a haystack titbits in the official press releases and that she really liked this sneaky stuff, so take that into consideration, too.

  • Honestly, my biggest gripe on The Twins is, that their tagline is basically "the killer that plays tag" or "the tag team", yet to do this you would have to be able to herd survivors from one to the other, setting traps up and then change to the other twin in a blistering fast switch, not some sluggish 7-ish seconds wakey wakey yawn fest.

    People said that it was somewhat like that during the PTB, but people hated it, so it got changed? SHeeesh, and now all the twins are good for is slugfest galore, what people obviously don't love THAT much.

  • @GentlemanFridge said:

    https://twitter.com/DeadByBHVR/status/1538899547098841095?s=20&t=EY2Ww9GAT8Qis7PHgYSndw

    Gotta say I'm not too big of a fan of the look of it, but it's very nice that we can finally see the survivor players' characters in the tally screen

    Prediction for when this goes life: about 2 posts per day going "OMG! I am just starting out as killer and the game constantly throws my poor ass at this try-hard P3 survivors who eat me for lunch. How is this even fair?!!!11".

    Slight variations possible "OMG! Me and my mates are returning to DBD and the game constantly feeds us to this tryhard camping and tunneling P3 killers. How is this even fair?!!!11".

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009962#Comment_3009962

    Also people fail to take on account one of the reasons Sprint Burst is so underrepresented even when its so damn good is because its an exhaustion perk and you can only run one of those so people running DH will never equip SB, DH being picked 75% at high MMR means there is only room for a 25% SB usage.

    They are both mutually exclusive and SB being displaced by DH has made a lot of people forget how painful is to see someone SB away directly into Shack, Springwood houses of pain, the meat tree, Myers house etc... every single time you spot them (or directly never had to experience it because they started playing after DH overshadowed anything else).

    I have seen survivors be doing all of these, but here is the thing: they do this at the START of the chase, and you can instantly decide: do I follow them, or do I chalk off this 5s as lost time? With DH you might chase someone for 35s, only for them to invalidate all your progress in an instand. SB can be annoying, but DH can be downright disheartening. No, I don't fear a SB meta more then I hate the current DH meta.

    And its also a skill issue: 99ing SB to be used at the purrfect moment takes some skill and I might salute you for that, while hitten E to reach that window that you had no business reaching just feels cheap and a lot of people can do it. Yes, bad plays can also waste DH much easier, but there is a reason why DH is used by over 50% of the population: reliable distance and I-frames on demand.

  • @jamally093 said:

    If there is more then one person left simple

    1. Leave exit gates at 99%

    2. Deal with the fact there's NOED

    3. Search for it most maps new ones included have garbage totem spots

    4. Rescue your team

    5. Stop being a coward and actually try to help your team

    I fixed that for you,

    1. Open the exit gates.
    2. Deal with the fact that getting a measly 1k helps keeping killers spirit up, while foiling each and every of their attempts might crush them, resulting in longer que times for survivors during evening rush hours.
    3. Comtemplate to turn that 1k into a 2k.
    4. Just leave.
  • @BadZilla said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009680#Comment_3009680

    No one cares and no one says such remarks other than you... I always see you commenting means stuff or 2 cent sarcasm comments to everyone, grow up.

    I care. Learning how to use the tools of the trade and how to propper express and format oneself will hurt no one, quite the contrary. I make lots of mistakes, too, but I am always willing to improve, be it on the trials or with any of the foreign langues that I sometimes stumble through.

  • @nikita_uma said:

    Hi,

    already for 2 mounth I see that the brand new part doesn't work correct. The firt skill check give progress, but the second not. Pls fix.

    You gotta pass both checks.

  • @Tatt3dWon said:

    SB is going to make all killers wish they never complained about DH just like 6 months ago before it got fixed.

    Just delude yourself. If SB was that good, why isn't it the top tier exhaustion perk right now?

  • People talk about some special border for your pfp or name or whatever to flex. Its supposed to be rathr minor, but it gives me the strength to P3 as many killers as I can during this event of BP galore.

  • I always try to few this from the killers POV: they do their best the whole game, hook a few survivors without camping, get a 3 gen, but can't find anyone .. especially not that pesky Dwight that was immersing the whole game.

    And then you get one on deathhook, the last gen gets completed and the survivors just swarm the hook and with body blocking and BT they all escape and t-bag you ggez at the exit gate.

    Do survivors ALWAYS have to go for EVERY possible save? I mean yeah, thats 5k more BP for you for surviving, but by the sound of it you got top BP because you did everything that match. A killer sometimes can let someone go, no problem, but survivors nearly never leave someone behind because the "killer was struggling". So, if the killer was somewhat toxic, camped and hit people on hook or tunneld survivors unhooked 2s earlier, yeah, I will try to go for any save. But if the killer is clearly struggling? Then I open the exit gates and just leave.

  • @MilManson said:

    Thanks for the BP's! Makes basement camping that much more satisfying. :)

    Seeing as survivors like rushing all generators within 3 minutes when you're meming around you must not want to get the blood points right so surely being in the basement getting nothing is okay?

    Bubba is one of the killers that I only come back to, and during the event I finally P3ed him and OH BOI! Should have done that sooner! He got one of the best P3 sets of all killers, he is just so covered in viscera, blood and gore, what a unit. And Bubba is pretty fun to play and has one thing going for him that nearly no other killer can match anymore: the fear for the killer! There is no cute mucking around Bubba, if he corners you, you go down. Period. No clickety clicky and 360°, take a hit and then zoom off, you know that most survivors fear being around him, and thats good.

    His kit, though, is super well suited for camping, and this gave him his bad reputation. Whenever I play him as a roaming killer in most games I get some nice comments ala "Wow, thanks for not camping" or "non camping bubba <3".

    But on the other side I had a pretty fun Bubba encounter last week. We had coaltower map and no one heared just one whiff of the killers terror radius, so everyone assumed it was an afk killer in some corner. 5 gens fly bye, most peeps find their invitations, and then suddenly a chainsaw, a scream and a hook in the basement! Turned out that there was a Basement Defender Bubba roleplaying the whole time :D

    Two people rushed down there, hooks were exchanged, but it was futile. This is when I arrived at the scene: I come around the corner, Bubba saw me and shook his head. I nodded ad crouched towards him. He pointed again at the hooked survivor, shook his head and reeved his chainsaw. I nodded again, stood by his side, and together we watched the thieving survivor squirm. That was quite the bonding experience. Afterwards I waved him good bye, collected the sacrificed survivors flashlight and left without ever touching Bubbas stuff.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007833#Comment_3007833

    But that wasn't an issue in the last two events where all you needed to do was collect your sparkles and not DC as either killer or survivor. They decided this event to go back and use event from years ago as excuse even though the last two more recent events were fine.

    I still remember issues during the red envelop chinese new year event, though. You would see people roaming around to find the envelops and there was some bad blood about "people not doing their job" here and there. Nothing is perfect, I guess, even though the envelop hunt could be much easier incorporated into regular gameplay then hunting for invitationsl.

    One other thing to ponder: the invitation system makes it a bit harder for the bigger part of the playerbase, ie the survivors, to just pump out 12 games and then be done with the event. Maybe thats by design? We still got a couple of days left of the first half, and I recon that most serious players got their 12 crowns by now, so its no big deal, right? Drawing it out a little bit isn't that bad if you will eventually get what you came for. I remember that I got all the snowman stuff within 1h of gameplay or something.

  • @KurnDisciple said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008741#Comment_3008741

    Refute my other post. You don't see solo survivors going on 50+ winstreaks. Yet killer streamers do it all the time. Why is my killer winrate probably over 90%? Because the game is survivor sided? I don't think so. It only is in a SWF with people who know what they are doing. Solo Q is borderline free wins for killer atm if you tunnel/camp. No DS on the first survivor? You win by default unless you are horrid.

    @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008718#Comment_3008718

    and you can watch streamers to get high streak too as survivors, your point?

    Ayrun has something like 30 as soloQ. Lose by default right?

    SWF escape record is in hundreds and they didn't lose, they just gave up.

    The thing is that most solo survivors aren't just in there to do their gens, loop the killer a bit and then leave someone on hook to die while they leave. They are still streaming to entertain people. As DaddyMyers explained, there are those streamers with very good escape rates, but a "just leave" streamer, how could probably pull this off, wouldn't be the most exciting to watch, as daring escapes are the most fun part of survivor gameplay. Holding M1 (or letting the system do so) isn't.

    And same rules as with killers apply here: you probably need lots of attempts, some luck and play the killer equivalent of being ruthless, ie just leave once the exit gates are powered, then I see no problem in someone doing this kinds of 50+ winstreaks. But this is the absolute upper crust of skill and performance in this game, this proves nothing for us regular joes and jills.

  • @KurnDisciple said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008689#Comment_3008689

    Yet you can watch streamers go on a 50+ winstreak with pig. Actually ANY killer going on a 50+ winstreak highlights how horrible the balance in this game is. It's hideously skewed towards the killer. Only a 4 stack SWF with all meta perks and full items AND voice comms can compete with a killer running the best characters and builds. Solo Q just lose by default to any sweaty killer with a brain.

    How can I go play killer, camp/tunnel starting at 5 gens and literally not lose a single game all night and then come here to these forums where people are crying about genrushing lmao

    @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008718#Comment_3008718

    I never heard of a person get a 50+ winstreak since mmr started.

    One of the most famous streamers to do this is Otzdarva and even he struggled with a few killers and only had 30+ winstreaks with certain ones, once MMR dropped. What he tells you here and there during the longer streams, but isn't always upfront is, that he has to scrap a lot of material and start runs anew, ie when an organized SWF group gives him a very hard time and he loses. He did a very hard challenge lately, the "all killers and every perk only used once" challenge, and even though its "just" 28 games, he needed over 500 attempts and probably grew a few grey hairs over this. So even the very best of the best can`t walz in there and do their magic and the game is always just automatically stacked in their favor. They train very, very hard and even then they need absolute luck on their side, in order to pull this massive winstreaks off. Thats why its so entertaining, because its something you wouldn't experience ever.

  • And yet we get a perk specifically designed to counter one, yet not the other :)

  • @jaymiechan said:

    i've had a match where Corrupt Intervention literally blocked 3 corner gens (NE, NW, SW) because the killer started in the exact middle of the map. Eyrie of Crows, so yeah, it's possible to have all the far corner gens be blocked because of those circumstances.

    Yeah! Its situations like this that really can make you despair befor you can even move :D And I recon that it wouldn't be that hard to fix?

    But I once had a situation with Bubba were I started like this, chose the right direction and within seconds happend upon a gen with all 4 (!) survivors. Downed two with one chainsaw sweep and injured another one who had bolted into a corner and needed to come back. Now THAT was an explosive start :D

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008826#Comment_3008826

    Yeah that's not that bad either, I had no problem with that one. If you're using your power, particularly during nightfall, it's going to happen, 15 seconds is a long time in dbd.

    The only one I'm having any issues with whatsoever is getting hit in a vault, but I've got 2 of those so the other 2 will happen eventually.

    that vault one I got by playing a little bit subpar ^^ Its not exactly throwing the game, but you get if faster done by making an effort to vault a little bit delayed.

  • Ah, that one is absurd, too. But you could always burn a puzzle piece with Nemesis and just chase survivors.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008315#Comment_3008315

    Needing to use only No Mither is indeed a massive challenge that is going to hinder your teammates ability to progress as well as making you a target.

    But then, they are challenges. If you consider them entirely optional, and ideally to be used in a SWF so all four survivors know what they're getting into, it's fine.

    If it didn't come with the 'no other perks' qualifier I probably would have attempted it by now with an anti-hook build, Flip Flop, Boil Over, Unbreakable and Petrified Oak.

    Not 100% this tome, but I feel that the event tome is rather close. The event tome was mostly okay, but I am quite taken aback by the crass divergence in difficulty between this chapters characters: Haddi just has to escape one trial in whatever way you manage. The Dredge on the other hand hast to hit 5 survivors within 15s seconds of emerging of a locker - ok thats not that bad ... oh wait ... 5 TIMES during a single trial!

  • I don't kow if it was just speculation or if someone got solid proof, but the consensus seems to be that its some kind of border for your pfp.

  • @Devilishly_Rowdy said:

    Atleast try giving those poor jokes you call "killers" some better hex placement, instead of just placing them a foot away from a generator. This was my Ruin placement, nothing new, especially in the Garden Of Joy map.

    https://us.v-cdn.net/6030815/uploads/F5HIW3QPWUTS/download-2817-29.jpeg

    "But if the survivors knew that now totems could spawn either around gens OR their starting location, it would make things way too easy for them and they could hunt them with laser-sight accuracy within seconds".

    Honestly, for the most part, Hex: Totems are dead. Whenever I played them, besides the outliers like Plaything, Undying and possible NOED or Pentimento, I was thoroughly disappointed. Also, the tried and tested way of protecting them with Thrill of the Hunt got nerved pretty badly, now that you get no audio cue when someone is tampering with your hexes.

    Hexes have become so weak and irrelevant, I think that you could as basekit have all hex effects, but for the 1st minute all totems are protected by the entity and only after 1min is the claw lifted and do some totems become lit alight as hexes. This, combined with old Thrill of the Hunt, would allow killers to try and experiment with basically all Hex totems and get some guranteed millage out of them, while still keeping them vulnerable and destructable. Obviously, this is just brainstorming and I haven't given brutal combos any thought, and some ruin/undying/plaything/thrill combo might be again pretty unfun to play against, but as it stands, the hex system died a long time ago and nearly all hex perks are just dead perks collecting dust, so something should be done about this actually pretty cool system.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008212#Comment_3008212

    I use bond very often. It's extremely helpful to see if a teammate is getting chased nearby.

    Good players would profit from a general aura reading. However, Killers would require a general compensation buff in return. Because good players gameplay would significantly improve. To the point of SWF levels.

    What this change is aimed at, wouldn't improve though: bad players, that don't want to improve.

    People totally sleep on how good the basic info perks Bond and Kindred are, especially if you couple them with Aces Open Handed. Even when playing with a group via phones there is a MASSIVE difference between knowing "I am in that jungle gym and I think the killer is on my toes", and seeing EXACTLY were everyone is. Heck, the constant info on the killer of Kindred+Open Handed is so unbelievable strong and has such a massive radius that its sometimes tempting the keep survivors hanging, just so that you know exactly what the killer is doing. With kindred I have looped poor killers far away from the hook around structures for way too long, and won every "mind game", because I could just see them through the walls.

    But people who regularly play on coms handwave this perks as "training wheel perks" or "babies first perk lul" and skip them in favor or good, old DH, IW, BT and Unbreakable/CoH/the odd one personal touch perk.

  • @Tsulan said:

    Unpopular opinion incoming:

    Solo queue is fine. You can't fix bad players that don't want to improve and suicide/dc whenever they face a minor challenge.

    I myself have very few, if any, issues with solo Q myself and play a good portion survivors, always solo Q, but I can see why some people would complain. In theory the idea doesn't sound too bad: close the gap between solo Q and SWF players, by giving the solo Q peeps the good and sweet information and then buff killer accordingly. My honestly fear though that they will somehow forget/mess up the last part, until we get the next humongous killer exodos wave.

  • @ArchAbhor said:

    To preface this post because people are confused: camping and tunneling, rushing and bullying all suck.

    This community needs to stop complaining. You do it to yourselves. You guys would complain about killers camping and tunneling then rush all the gens on chill killer with 5 flan in play. You wonder why people play like this, the tunnel camp and rushing, then complain on here without the foresight that maybe they are dealing with the same bs from the other side.

    The game that made me make this was a 3k with 5 hooks because i ran a chill build and was down to play nice, but the gens were practically done in less then 3-4 mins. I didnt count so it could be hyperbole but 4 were done at my second hook which were fast downs. So then i have to play mean or i dont get anything out it. What do they get for the rush? Less points and a short match. Just as bad as the slugging nurse or 4 man bully squad.

    I dont have a fix for this I'm just venting at this point. The devs incentivize this playstyle with the way mmr is built, and to me that vicious cycle. Now because of that match. I'm done with the chill builds and nice playstyle. Theres just no point with all the sweats out during this event.

    I honestly think that MMR is the root of the whole problem. You play consistently good for a few games and get punished by it. Hard. Then you get totally tabled and switch gears into hard mode, and chances are that during this time you will encounter a baby killer/squad and totally destroy them, because its hard to notice right away.

    Why on earth do you implement a SBMMR system in a game, thats supposedly tongue in cheek, party game-level, casual fun? And then also claim "we can't add unranked, because that would fracture the playerbase and increase everyones que time. UwU".

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007679#Comment_3007679

    I agree. It's definitely gonna be annoying when people say they were right saying that sprint burst will become more popular though.

    Nah, thats practically inevitable. But I don't buy into the whole "ya'll will see that SB is that much stronger and more annoying then DH ever was. Ya'll will curse the day they disabled DH!!!11".

    Yes, SB can be annoying, but no, I will happily deal with 4 SB then with 4 DH every game. And I don`t think that it will become THAT prevalent, it will become more popular, but a lot of peeps will stick to their favorite exhaustion perk, be that Lithe (my personal favorite), Balanced Landing or Overcome (close second as I love the houdini build with Overcome, Lucky Break and Quick&Quiet, maybe in combo with Inner Healing).

  • @Grandpa_Crack_Pipe said:

    Because some people did a bad like, three years ago regarding event items and now no amount of good behavior will ever change the perception.

    Thats true. But honestly, I think it would repeat itself if all you needed to do was find your invitation and then end the trail. You know how people always gravitate towards the path of least resistance, its just human nature. *shrug*

  • @Devilishly_Rowdy said:

    Played killer all evening yesterday, and consistently got 4 dead hards every game as usual. Are these high mmr survivors so trash that they literally cannot play any match without their press E to escape perk? Like atleast have some dignity lol. So sick of this one perk extending chases and making me lose gens, and having to dance behind every survivor before swinging to bait out the dead hard. And guess what they even t-bag after using dead hard to reach the pallet and window, thinking as if they did something skillful, when they literally just pressed a button the devs gave them to outplay the killer. As a killer i never rely on Noed to give me some cheap kills, but every survivor shamelessly uses dead hard, even the thousands of hours survivors. Hope the devs put their big boy pants on and nerf this most unfair and most used perk to the ground.

    "Shameless" is the word that always comes to my mind, too, when someone uses it in a cheap way. Don't get me wrong, there is a learning curve to using DH right, but once you learned a few tricks and get these down, having them at your disposal just increases your odds of escaping a tight situation or covering a big blunder immensely and I can't shake the feeling of people abusing it being somewhat shameless ^^"

    I made the decision to never use DH outside of the three or so tome challenges, and even then I feel dirty :P Not using DH made me lose much more often then other players, obviously, but in the long run it made me a much better player and looper. Of course, when I mess up there is no falling back and I go down quickly, but regularly I will get spotted by the killer at the start of the trial and manage to elude them till the first 2 gens pop and then escape; gosh I know that sinking feeling the poor killer get then, the knowledge that this trial is already busted befor it really stated.

    But thats the thing: I am quite good at looping now, and other players are, too or even better. But you can still stack DH on top, and thats just insanely powerful. Many players say that survivors nowadays can not be compared to the survivors from a few years back. Not only are there other perks and meta, but its in the fundamentals of the game! The game still basically opperates like its 2016, but people now know how to play the game and how to be efficient at it. When survivors split up and stick to their gens 3 will pop by the time you get your first down (if any) and after thats its sooo hard to keep up momentum. If the survivors do engage in some day trading, yeah, you can somewhat recover and threaten a few, but if they stick to their gens, 4 and 5 will pop soon after and then they will just swarm the hook with BT, DH, Bodyblocking and all escape, t-bag, gg ez.

    Heck, even the items somewhat reflect this "being stuck in time", with killers finding the shroud that lets all survivors start the trial seperately, because back in the day, that was scary and the dev thought that it would be detrimental to the survivors, giving the killer an edge.

    I really HOPE that this big perk balance patch will inject some healthy new spirit into the game, but I would also recomment to look at the fundamentals and maybe examine if there could be anything done about it.

  • @RenRen said:

    I mean, sprint burst is literally the second best exhaustion perk.

    But by a wide margin way, way, WAY behind DH. Proper use of Sprint Burst can be annoying, thats for sure, but not even in the same ballpark as DH. We will probably see some people why then cry for SB's nerf, but half of those will be trolls and I gurantee you that the overall outcry will never reach anything then we are experiencing right now with DH.

  • @meatisadelicacy said:

    It's so rare these days that killers let the last person go. I used to see it not a lot, but definitely more regularly a few years ago. I think you're just a little salty you weren't the one they let go, OP.

    I very nearly always let the last survivor go, unless the whole team was a bunch of bullies, but usually I let them go, and if just so that my MMR doesn't rise to fast. I know that the last kill counts the least, but still, it counts, and its consistantly turning my 4k into 3.2ks or something.

  • I am the wrench in the machine. When I see some other survivor 99% the gate and leaves, I step up and finish the deed. The thing is, blood warden isn't really prelevent, its a once in a hundred games kinda perk. And whatever risky maneuver you try to pull off, 2mins (or 4min if the killer is camping the hook) is plenty of time.

    It always irked me a little that the end game colapse "isn't supposed to help the killer", but just a timer to end the game, but so be it. It also irks me that survivors can be so brave in the gate and pull off all kind of tricks, like crawling heal escort, but I guess a lot of survivors get off to this kind of things. But I would really, really wish that the killer had a bit of some way of evening the odds during the end game. NOED comes to mind, but thats universally hated by many. How about everyone is exposed in the gate zone and when you get downed you got a 5s stund on the ground where you stood. This would instantly solve a lot of grieving and curb the BMing.

  • @Raccoon said:

    That accounts for 3 minutes of DC Penalties/1 instance....

    What about the other 17 disconnects?

    Also confused about what killer behavior has to do with your system issues?

    "fight the system" and then get tilted at the consequences?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006651#Comment_3006651

    I too have found that most of the super disappointing games have been due to survivors giving up before even starting.

    Failures to save hooked teammates, AFKers, DCers, etc.

    It's not the killers who are toxic when this happens.

    Nah, both sides have their fair share of toxic members. I guess what people are feeling is the MMR system: you might want to take a chill pill and just enjoy a casual game of 8 hooks or doing a gen and then looking for your invitation, but because of your past ~sins~ performance, you are more likely to be matched with sweaty people who just can't effort to lose a single game, least The Entity consumes their soul.

1 … 75 76 77 78 79 … 102