Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • I think it's just 20s,plus 16s if you use Freddy's perk with 4 tokens.

  • @Mister_xD said:

    And back to the old misconception that NOED rewarded bad Killers sigh...

    NOED is a Perk that punishes Survivors for not doing Totems. The ones you should be blaming here for not learning are the Survivors that consistently ignore Totems in favor of gens and then get some of them killed with NOED.

    This is not a bad Killer getting rewarded for something, this is the Survivor teams getting punished for failing to do something.

    And you can not blame the Killer for picking a Perk that allows them to do this consistently, thats just the right choice. The reason why NOEDs usage drops so significantly at higher levels is not because Killers are so much better that they dont need it, but because Survivors suddenly gained the ability to go Totem hunting and therefore NOED being an inconsistent choice. That too is just part of the learning curve.

    NOED is a perk that no good killer uses because the survivors should not be finishing gens in the first place.

    Also, this is just blatantly false. Gens were designed to be completed. The balance goal is 2 - 2 after all, which is impossible to achieve without getting all gens done. Claiming that a "good Killer" wont let all gens get done is not only extremely unrealistic, but also promotes a very unhealthy view of Killer gameplay in general.

    However, it still screws them over because it messes with BHVR's statistics, making it harder for killers that need buffs to actually get them.

    Again, false. BHVR has the abilities to filter for Perk usage. They are able to tell how many kills a Killer makes with and without specific Perks.

    A lot of truth in theory, BUT NOED, and by a wider margin hex perks in general, aren't meta anymore and you can't expect to see them in any given game.

    Also the boon meta has made it counterproductive to cleanse totems, least of all 5. It's sad that hex perks get cleansed with the speed of light, which basically shuts down an entire playstyle of killers (just like hit and run).

    But with all this so out of meta you gotta ask yourself: why is it a problem? You can either build a generalist with all the meta perks, or you do something else; maybe something to counter an aspect that you hate?

    Killers do that all the time when running Lightborn, Bamboozle, Franklin's or Spies from the Shadows; all this perks are far from meta, but they counter certain suevivor play styles or tactics. So why can't survivors bite the bullet and swap out one of their meta perks for a totem hunter one if they hate NOED that much?

    For a while I ran a bone hunter build and, if I wasn't the first to bumble into the killer, would cleanse all 5 bones just a bit after the first gen popped. But I soon realized that I only countered a scant handful of NOEDs, cleansed very few impact full hexes, but on the contrary activated dozens of Hunted Grounds and, most importantly, got very awkward death stares from the resident Mikaelas. So even though I haven't used NOED forever, if it's really bothering you so much, just adjust your loadout and do something about it. Duh.

  • Let NOED keep its speed boost and prevent survivors from crawling out of the gate and allow the killer to mori everyone downed. No one escapes death... unless they run for their lifes.

  • @tippy2k2 said:

    You cheated not only the game, but yourself. You didn't grow. You didn't improve. You took a shortcut and gained nothing. You experienced a hollow victory. Nothing was risked and nothing was gained. It's sad that you don't know the difference.

    That sounds so awesome and deep, that I wanna dash Chanbara style between all those pesky survivors and might even kill them twice! Hiiiiyaaa!

  • I really hate this, but on the other hand I think that a lot of charm in this kind of games derives from this "thinking outside the box" and not just use stuff upfront but come up with clever ways that are still within the ruleset provided. Obviously, sometimes something comes along that totally breaks the game balance because of an oversight and needs to be changed, but I guess this here is not that big of an offender.

    Every tool you take away from either side just narrows the options down to "predrop and hold W" or "tunnel and camp everyone into oblivion".

    By always crying "nerf nerf nerf" we would eventually arrive at a very bland, barebones game that's super dull, because everything's the same.

    We all obviously enjoy playing with different builds, uae different killers and different tactics, so just try to sometimes suck it up and just nuke DH from orbit with as much firepower you can muster.

  • I just luuuuv Spies from the Shadows and think that it's such an underrated perk. Yeah, with experience you know how to read flying crows and stuff, and now, nearing the 1000h mark, I can sometimes spot crows far away, that I would have deemed impossiburu when I started, but still, SFTS is just ao good. I can't count how often I had lost a survivor, looked a bit for them and finally moved away... only for a crow to trigger in my back and rat the survivor out. Awwwe, my luvely crows :>

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995238#Comment_2995238

    I main Myers. He is far from unplayable. I win most of my games with him. And no I don't use tombstone to do it. Most underrated killer in Dbd.

    Myers has his problems, and I hate the stalk juice mechanic, or at least that it doesn't refill and once it's spend, it's gone, but his Exposed on demand is pretty slick and he can snowball like Oni and I soooo love that his takedown just circumvents DH. Its always balm for my poor, DH-ravaged heart.

  • The p3 I was most disappointed about was Oni. His sword is ok, but his armor is already pretty dark and red and you can barely see a difference. And the mask? God... The mask is just a darker shade of red, you barely can see that its supposed to be blood.


    I am still hoping beyond hope that one day we might get checkmarks that just add a blood effect to any cosmetic. I don't care if this wouldn't be as nice and fitting as handcrafted cosmetics, but at least we could use it with our favorite outfits.

    Bubbas P2 outfit is the best I have seen yet. He really looks like a slaughtered some poor sod, coated with gore from head to toe. Awesome!

  • I remembered the time when I p3-ed my Pyramid Head. At P1 and P2 I had pretty cool and effective builds that I really liked. Come P3 and the first time I saw key perks that I had relied so far on was at lvl 50+10, it was really cursed! To this day Pyramid Head is the only killer were I have every perk unlocked, just so that I got one killer, were I could try every build with. I got a few others at P3, but haven't had it in me to go that extra mile again.

    Good to know that a lot of perks will auto unlock soon for everyone.

  • Yet both hunger for our souls.

  • I made the conscious decision to never, ever use DH outside of the handful of tome challenges, and it 100% made me a better survivor.

    Tbh, I don't mind versing nurses, sure, its a tough match, but also very rewarding when you win 80% of your mind games. I think that the overtly use of meta perks boosts a lot of not that good players, and against a semi competent nurse this shows, as her power erodes all fluff and leaves you with just your skills... which might b3 severely underdeveloped from month, or even years, of DH usage.

  • @Nathan13 said:

    Because killers think they’re entitled to a kill just because it’s EGC.

    It's not that most killers feel entitled to a kill during the EGC, its more a sinking feeling of hopelessness and dread; you know that there is nothing you can do and your only reward will be a flashlight show and some awesome twerk moves. At least as the last survivor you can hope for a hatch gift, for a killer there is no such thing, and the hungry Entity will just devour another ever so small sliver of your soul.

    Of course, you could run NOED, but what self-respecting killer past 30h does this? And of course, this would just bring its own flavor of toxicity. You just can't win.

  • Also it would male certain stealth killers early game that much harder.

    Myers can already be a pain, if your first stalking victim sees you and runs away, but if they knew from the start the survivors could deny Myers his Tier 2 for far too long. Same with Ghostface, that opening take down would lose much of its teeth.

  • @Metronix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996436#Comment_2996436

    I absolutly agree with you. Same thing goes for the rounds with a friendly killer (those unserious rounds). I would love to see it becoming normal, that one surv gives the killer a kill, not that it is granted, that every surv escapes.

    Tbh though, in friendly killer rounds the killer most of the time won't accept a mercy hook. They even shake their head when I gift them my items. But it would be nice if the concept of the mercy hook was a bit more widespread. I consider myself already spoiled with mercy hooks, but in all my time I never got more then 5 max. But each and everyone left a profound impression on me.

    @jamally093 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996436#Comment_2996436

    I get it if there killer is having a hard time basically zero hooks or anything and well their not a basement Bubba I'll more then likely go out of my way to let them at least get a killer it's when the killer has gotten multiple hooks and even a kill that it annoys me with teammates teabagging the exit gate and not bothering to help.

    I have the honest opinion that altruism runs stronger in killers then in survivors, and I don't mean the altruistic bloodpoint category, that's just a game mechanic that rewards going for saves. But true altruism that isn't materially rewarded is pretty rare. Giving hatch is one, and giving mercy hooks would be the other side of the coin. But in the vast amount of cases I went out of the exit gates after actually everyone escaped and I waved at the killer and run under a hook, the killers would either shake their heads or carry me back to the exit gates. Contrast this with how often three survivors will swarm a hook during the EGC and then twerk and flashlight click their vitriolic ritual in the exit area.

    Who is the real monster, here?

  • I often leave instead of going for an all out safe, just for the killers sake. Most of the time the killer is really struggling and even the meager 1k will often be taken away by strong and competent survivors.

    When the killer dominates, giving hatch isn't unheared of, and some survivors even demand it; at the very least gifting hatch is a common occurrence, so I would love to see the same from the other side.

    If the survivors dominate, why go for each and every safe and leave the killer with nothing? If we had the same culture as with the hatch, I am sure the toxicity, camping and tunneling would curb down a fair bit.

    Just some food for thoughts. A 4E is fun, but honestly, 1k ain't that bad, right? And you don't lose that much. So show some pity, next time you totally walz over a killer.

  • I will leave this video here. This guy had some incredible good ideas and lot of though go into this, and I honestly would love to see some, if not a lot, of this changes.

    https://www.youtube.com/watch?v=O-meEKQ4MuQ


  • Wow. I have never seen anyone play THAT bad. Git gud, mate! ;D

  • @Khakuate said:

    Doing survivor objective as fast as possible.

    Which is perfectly fine since killer can tunnel

    So you are fine with tunneling then? ;D

  • @CWill22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461911#Comment_1461911

    How is this toxic then because there is no item (like toolbox, brand new part) the survivors are just on different gens. So are survivors supposed to just wander around until the killer gets a hook.

    The thing is that the game still kinda opperates under the same rules from 2016. Back then survivors were afraid of the killer, tried to avoid them and would go down after a short chase. No one knew how to do gens efficiently and how to play the game at the top level, but all had fun. Heck, look at this shroud items in the bloodweb, the killer version scatters survivors on the map, because back in the days the dev thought that this would be scary and detrimental to the survivors, giving the killer a leg up in the start. Now no killer would even touch this thing, unless they want a challenge of sorts.

    That all changed over time, now people know how to loop (a concept that was alien back in the days of the games inception), how to do gens, know all the tricks and most survivors are more or less fearless and cheeky beyond compare. I once had a gen completed at the 30s mark, and then 2 others fly once I caught up with and downed the first survivor.

    Yes, repairing gens is the survivors main objective, but the game didn't update its win conditions with the maturing of its player base. Thats why you hear so often that killer mains are stressed out, burned out by playing the game, they actually love. Finishing the first chase and having two gens flying in your face is disheartening in a way that no survivor main can understand and relate to, and when the survs keep the pressure up that high, you have to get lucky to walk out of that with 1K. Probably 0K because they all got BT and DH and will just swarm the hook and make a fool out of you.

    Once in a while you get a group of survivors that haven't honed their skills a a razors edge, that make bad calls, mistakes, aren't boosted to the high heavens with optimized builds, and then you get really fun matches. But the gen rush squads, who focus on just slamming gen after gen, they can really suck the killer instinct right out of your thicc skull.

  • Most people playing the game don't even know that there IS a lore and a reason why all this is happening.

  • All true. The censoring in post-game-chat is the wildest of things. The only conclusion that I came up with: smack- and trashtalk is important to the esports and online gaming experience (as BHVR have stated in the past), so a lot of swear words are left in. But a lot of clutter, and especially all player and character names etc. are censored, as an indepth talk might inspire a far too competitive streak in our casual party-horror-game, and we can't have that.

    So, normal, casual conversation about the game = big NO

    toxic trashtalk and throwing slurs = yes.

    See? Its not that hard.

  • @CORENdot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994608#Comment_2994608

    The problem comes when players assume that cleansing 5 totems is the best strategy against NOED which Killer may not even have it.

    Thats right. NOED is far from being meta, so you can't assume you have to deal with it at any given match. And even in the case were it might be in play (lets say a random wraith), even then boon totems offer much more bang for your perks then cleansing them away. The optimal counterplay to NOED is just to know all the totems spots and maybe make mental notes during the game were you saw bones, and then run around the map, cleansing them in less then a minute, if during the endgame one of your mates gets struck down.

    The game moved so far away from a "cleanse all 5 bones" meta, that you might actually be hurting your team by doing so. And besides the occasional ruin or plaything/pentimento build, hexes have totally fallen out of favor, because they are so unappealing and unreliable.

  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994754#Comment_2994754

    5 totems, 2-3 gens done, unhooked almost everyone (cuz solo Q peeps don't go for unhooks ;-; ) and chased the killer for quite a while, you don't have to throw the game to cleanse them all, the key is to plan what you gonna do.

    If you're the first one to be chased, make sure that killer will have enough of you and refuse to chase you anymore xD

    If killer chases someone else, but your randoms don't touch gens, do a gen, and on the way to next one check totem spots and clear them.

    Never had a noed appear in my games, been taught since being a baby surv to touch bones. And it paid off

    Yeah, its not that you can pull it off without an effort and every game, but it is far from as impossible, as many regulars like to paint it. I have run the full bone hunter build a few times and its fun, but most of the time hexes arent that much of a problem anymore, because of the killer frustration of them getting cleansed within 1-2min of the game starting, and I can't blame them. The thing is that in todays meta boons are much more valuable then cleansing totems in order to counter NOED, its totally flipped on the head. I still sometimes run bone hunter just for the fun of it, and because I still think that CoH is a bit overtuned and you can do fine as survivors without. But I got many angry stares from Mikaelas when doing so.

  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994608#Comment_2994608

    i cleanse 5 totems every game, it takes only a minute or two if you want to do it. And I'm solo Q player too.

    Don't excuse your laziness

    This! For the longest time I ran a total totem buster build of Smal Game, Detective Hunch and Counter Force and honestly, if you arent the survivor who runs into the killer by sheer dumb luck right in the beginning, you will cleanse that 5 totems in no time. But I soon noticed that not very many killers are running any hex perks these days. I prevented a handful of NOEDs, but triggered about tripple the amount of Hunted Grounds. And of course, the Mikaelas will get mad of you, if you bless everything. Heck, I havn't even been able to cleanse my 100 hexes for the achievment, yet, so hex perks have really fallen out of favor. So in theory "do bones" might be a counter to NOED, but neither NOED, nor any other hex perks are meta right now and you can more or less just ignore bones unless someone forces you to go hunting. And then its just a minute or so till you find the glowing pile of bones. So sad.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994639#Comment_2994639

    Option one : Spread hooks evenly and get DS'd at EGC

    "Why didn't you get someone out earlier?? Bad killer"

    Option two: Get someone out of the game fast to take care of any DS and help slow down gen progress

    "Dude!! Tunneler!!"

    THIS! In most games the best strategy is to turn it into a 3v1 ASAP. Chances are that, while pursuing the designated tunnel target for the final time, at least one other person is trying to protec them and taking hits, sometimes two. Thats a lot of people not working on gens, but the caveat is, that you are ruining that one players experience. The game is so swingy right now.

  • My theory is that there is this place called "MMR Hell". Its a rather low and dismal place bereft of joy and hope, lorded over the NOED wraith, how ain't good enough to proceed with the game abd git gut, so they equip NOED every time, to terrorize their subjects.

    The thing about MMR hell is, that most survivors here are bad, either. You got no teammates, to rely to, people are afraid to show themselves, least they will be huntet and struck down by the hunter in the dark, so many immerse themselves or hide in lockers all game. No one can loop, no one knows when to come for saves or how to effecienty do gens and especially no one knows how to do bones. So the game drags on till somehow all gens are powered, and NOED comes into play.

    Under this circumstances its VERY hard to play consistently good and getting enough wins under ones belt needed to leave the MMR hell and carry on, yet this is your only chance! The poor wraith players, who can't adept, nor innovate will stay down here and rule over their kingdom of fear and hate, knowing that they will be shredd to pieces if they step outside of their borders, so it is on YOU to pull it off and stick it to them. I know how hard that is, for I have been down there myself, but it is possible.

  • Yeah, because the new mechanic was abused in lieu with Boil Over on certain maps; RPD was infamous as you had a legit infinite in the library, but other maps got it too, like Red Forest.

    So they changed it that Boil Over now gives you a percentage of the missing portion of your wriggle bar, but just like the fable of the hair and the turtoise, the hare will never reach the finish line, and same with boil over. It will give you a good chunk, but boil over alone wont let you wriggle free all the time.

  • @tippy2k2 said:

    Just curious how other people determine what charms they wish to wear. Like...do you wear charms you just like? Wear charms you think look the coolest? Wear rarer charms you're proud of achieving? Wear a charm based on your character and what you think they'd like?

    For myself, I choose charms that I think the character would wear if they were choosing their charms.

    There's some pretty obvious ones (Resident Evil characters with the Umbrella Logo, Saw characters with The Jigsaw Puppet, etc). Licensed characters are usually relatively easy. Sometimes I do get a bit creative (like Myers has the straight jacket cause he's a little loony, a jackolantern cause Halloween, and The Blood Moon because I feel like it represents pure evil of the night).

    Some of the originals I have to think about their character a bit and what I think they would like. Like David has his own action figure (cause I feel like he looks out for #1, himself), brass knuckles (his fighting background), and obviously the Progress Flag or Ace gets the poker chip (gambling), the gnome (I actually don't really know why I think he'd like the gnome but I feel like he'd really like the gnome), and the Tiki Drink (cause I assume as a heavy gambler, he would enjoy a drink or two).

    So what makes you choose your charms?

    I find most survivor charms pretty disappointing, because you can hardly see them on the character model, but I guess thats kinda unavoidable. That being said, I often try to tell a story, or somewhat adhere to the background of the killer, ie lots of food and meat packing stuff on Bubbas and Billies hooks, or coins and plants on Jills hip, like stuff she would probably keep finding to use on some door or puzzle in her games.

  • @pseudechis said:

    “Why did you kill me”

    I thought the role title of killer may have given them a hint.

    I come across this kind of comment post game all the time.

    You should having given me hatch

    you didn’t deserve to kill me

    you’re trash because you didn’t let me go

    I’m starting to think people don’t actually understand what this game is about.

    Dead by daylight it’s a game where four friends go camping then help a local stranger fix their generators. I liken it to if Friday the 13th instead of killing anyone Jason just goes camping with the camp counsellors and then they all have marshmallows.

    This is cute and I might roleplay something like that later, today. Oh poor Bubba, he is set up for some pretty disappointing behavior from the kids, is he?

  • @bm33 said:

    Why would you kill a survivor and get yourself more BP? How dare you. 😂

    If you slugged them for 4 minutes at the end just revving your chainsaw nonstop over them until they bled out - that would've been unnecessary and I could understand a "but why be like that?" at the end. But I'm assuming you hooked them and got more BP, just playing normal and profiting off them being greedy for extra points/item.

    Honestly the number of times I die in EGC after killer downs me because I chose to go back for something instead of just leaving is way too high and I never blame the killer. I blame myself for going back instead of leaving - every time I say "that was dumb, I should've left." At most I might get disappointed in my teammates if they just leave without taking chance to try and save me after I helped them, but with mmr I get leaving the random behind even if they helped you out.

    For real, though. I did a bunch of tome challenges lately, and after I got burned by a NOED nurse, I just leave, no questions asked, let the killer have their 1k on the hook, no need to risk it and feed them myself.

  • @Laluzi said:

    "I humiliated you every chase, that means you need to let me go when I ######### around in the basement"

    "Why would you 1k when you could 0k"

    Endgame chat provides the weirdest takes sometimes.

    For real, right? I can't wrap my head around whats going on here, but I just think that they were really salty that they died when they had the game already won and just lost it out of greed and were just grasping for straws, instead of facing the concequences of their own actions.

    This "I humiliated you at every chase" is a transformation of the classic "you didnt really win, you used NOED/any other perk I dont like".

  • @Brokenbones said:

    Did you know Make your Choice actually has a slight visual indicator?

    The survivor who unhooks is supposed to have blood dripping/bleeding FX around their wrists for a few seconds. It'd be really cool of the effect lasted for the whole minute.

    For real? I didn't know that! Thats pretty cool. But still, I would love to have some indicator in the portrait, so I know for sure whom I have to look out for. Most of the time the survivors totally disappear for the minute and immerse themselves, which has its own merrit, but a down would be sweeter.

  • @bm33 said:

    There was one time myself and another player kept hopping in lockers with tier 3 infinite Myers that had already mori'd our two teammates.

    I had hopped into a locker near the gen I was working on when he first hit tier 3 nearby, he mori'd a teammate who decided to try and loop him instead of hopping in the other locker. He pulled me out to slug me, teammates came over to pop me up. Myself and one other teammate tried working on the gen, hopping into locker when he would come over. At some point after one of the times he slugged me he caught one of my teammates for a mori when they tried looping him nearby, during this time I decided to crawl to the basement which was in the killer shack for better pick up and lockers. Teammate picked me up as Myers showed up and we both hopped into lockers.

    It was quite the standoff. He tried pulling teammate out and having them wiggle off in hopes of being able to mori them before a locker but they just hopped into locker above the basement. He ended up going back/forth between basement and upstairs in hopes of catching one of us because we'd hop out whenever he was on opposite floor. Few times he tried having us wiggle off in hopes of us being slower than him for a mori. I managed to get basement chest opened and heal myself during this. He could've easily hooked either of us in the basement but instead ended up bleeding us both out.

    I always find the Myers standoffs pretty amusing. Instead of hooking the players and getting bunch of BP to get more add-ons to try again and hope next time they'll get a team that doesn't know the counter they instead do these standoffs and eventually bleed out the survivors if the survivor doesn't give up first.

    And here I am, always giving those Myers a free kill, because I know about the pain of some of those achievments and challenges.

    One cool moment was with a Yui and me as Pyramid Head. I saw her entering a jungle gym and burst in, sword in the ground ... only to find her fumbling with some glyph, and I averted my projectile just in time and patiently waited till she was finished. She then turned towards me, we both nodded, I gave her a wack and then we resumed the chase. She ended up the last survivor, so I escorted her to the hatch and wer parted ways, there.

  • @Shaped said:

    And people think I'm weird because I miss hatch stand off's in a way lol. Not all of it of course, don't get me wrong.

    A lot of the times it was annoying af but it was also hilarious once in a while.

    I had a good laugh in some situations.

    Dayum, you are weird. :P

  • The cycle info we get in 1 week by dev update.

  • @Pulsar said:

    I have zero salty comments on my Steam Account.

    I though have 6 pages full of them. Some are pretty hillarious, especially if you know the games that inspired them.

    I wear my comments with pride, too, but the vast majority of players, whom I want to write a little piece, have their profile indeed on private; they probably couldn't deal with all the salt, I guess? But to each their own.

  • @Dwight_Fairfield said:

    Us Dweets would be persecuted as "gen rushers".

    So whats the difference with todays view on cute, scared, Dwight? :)

  • I always thought that it was a real shame that survivors are basically just skins, with no real individuality besides their looks, so boring. With killers the gameplay can vary a lot from one to the other and it shakes things up.

    I think locking in all three perks is a bit though, even though it could be interesting to see how you could balance the whole kit around.

    A few ideas hat I proposed a few times, but only got lukewarm replies was this:

    1) either have each survivor one of the 4 perk slots reserved for one of their native perks. This alone would help a lot to give them at least a bit of character.

    2) make it so that the strongest perk of each survivor, ie their meta perk, can only be used by that survivor. You can mix and match and unlook all the others, but only Laurie got DS, only David DH, only Jake IW etc. You could also rotate the locked perk regularly, in order to shake up the meta.

    3) give each character some sort of passiv, or maybe something akin to half of one of their perks native, maybe with half power or something. Claudette could get a healing speed boost or maybe self heal with 33% speed without the perk, etc.

    Any of these ideas would help to uplift the different survivors from just being skins for the survivor role, but I also understand that its probably way too late into this games life cycle in order to implement a change of this magnitude. Not only would it be a massive change to the system, it would also change the gameplay a lot, and a lot of survivors would be miffed. On the other hand do a lot of this survivors, who got everything unlocked for their few favorite characters, with hundreds of items, bemoan the stale gameplay and that they have to set their own goals, just to find something new to exlore.

    With every survivor offering a slightly different gameplay experience you would open the door to a lot more playstyles and unique experiences, but what do I know?

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992909#Comment_2992909

    You’re missing the point. I report the DC as unsportsmanlike too. But the new reality is 4 people (killer included) are in an unfair game through no fault of their own and only one player, the killer, has the ability to remedy the situation and make it fair. Choosing to recognize the unfair situation and make it an equal experience for everyone is sportsmanlike. Choosing to slaughter 3 other players that are at a massive disadvantage is unsportsmanlike. That’s just the fact.

    You dont fix the DC situation by making the penalty harsher. People will always DC and/or suicide on hook. Recognize the reality that survivors will often quit and ruin a game and create this situation. They need to allow the survivors to surrender. If a DC happened and I could hit surrender and take 0 points and and give the killer 20k i would. If they made it a vote where all the survivors have to agree to leave, fine. Something, anything would be better than forcing us to play an unwinnable match. It’s frankly just cruel but they don’t care. What? Make the poor killer get in the same boat you’re stuck in? Heavens no!… lol. Best to just let them run roughshod over you guys so he’s happy.

    If you could just give up and hand the other side a reward, we would have way, way, WAY less fun, nailbiting, though or swingy games. Every time I commit a big blunder and get down sub 20s into a game as a survivor, I feel that rage swelling inside of me and I just want to commit hook-suicide, just to end it and try again asap. But 99,999999% of the time I fight the urge, and unless its a hardcore camper, the survivors team can easily recover from this. "An early hook isn't the end of the game, dum dum" goes threw my head, as I laugh it off and enjoy a more tense game.

    On the other hand, its much harder for the killer to regain any momentum, if they don`t kill one survivor by the 3 gen mark. If another gen pops, the killer basically has lost. Yeah, there will always be situations where you can edge out 1k, maybe even 2k if you play tooth and nails, but NEVER EVER in the history of this game has a healthy survivor group said "you guys know what? That killer had a really tough time with us, lets do the sportsmanship-like thing and just hand him that 1k, while we three here open the gates and just leave".

    The game, just by its nature, is very swingy. I always proposed for a catch-up mechanic, like give the killer a slight bonus to speed, the worth the ratio between hooks and gens done is, or survivors a gen repair speed buff if its the other way around, but people always hate the idea and shoot it down. As it stands, one side will usually snowball pretty hard and you can usually tell from early on who will carry the win.

    So circling back to your original idea: would you be ok with a game in full swing for you ending in a sudden death and handing you 20k if the killer didn't hook anyone when 3 gens pop and they just give up? Or would you have liked to "finish the game because we were on a roll and this was fun"? Without any catchup mechanic most of the time one side will be on better terms then the other and absolutely balanced games are exceedingly rare, but the game would be much, much worth, stale and poorer if people could just legitly throw the game and give up the second things go a lil bit south for them.

  • @Audiophile said:

    lol. Look, i read a few of the comments and you’re all entitled to your opinion. but for those that disagree just answer the simple question: Is it sportsmanlike to play a 3 v 1? That team of 4 survivors joined the game expecting a somewhat fair game. Some random quits. Now they are stuck in an unfair game through no fault of their own. What’s the sportsmanlike thing to do?

    The game is pretty unbalanced right now. In order to have any chance vs you standard group of players, I usually try to tunnel one out asap. Once 2 gens are done, a squad of 4 full people is way too oppressive and usually results in an easy 4E. With one gone from the start, I can revert back to playing the game as I used to do in the beginning: hooking survivors and then just leaving the area to roam around. But todays meta and gen-repair speeds don't allow for that in a normal 1v4 game.

    And just a random thought on the contrary: the killer really struggles against a good team, chose the wrong person for their first chase, ie the one that knows how to loop, and finally loses sight of said survivor, when the 3rd gen pops. Whats the sportsmanlike thing to do for the survivors in this situation? Would you like it if a "report for unsportsmanlike behavior" held any water, if you just played the game from that point on? Or does the killer have a reasonable intitlement to ask for farming after that point?

    When playing mostly one role, we often lose sight of the other sides plight and troubles.

  • For real. If givin this choice I would take it without ANY second thought. Yes please! Maybe take another perk with you, giving NOED up actually feels like cheating, if it gets rid of DH. Really, just name your price, I will be willing to pay it. I can work around the loss of ANY perk, if it nukes DH out of the game.

  • @impossibleodds said:

    If there's one thing you should've noticed by now it's how meticulous the developers were in carefully measuring the distance between pallets (and hooks). There's been countless updates tweaking number of and distance between pallets over the years.

    It isn't a matter of Dead Hard being too powerful or not. It's a matter of, this game was not and currently is not designed with Dead Hard in mind. The loops, pallets, windows, everything gets turned upside-down by this perk.

    The game was never meant to have Dead Hard in it. Please, do not nerf it when the 6th Anniversary patch debuts. Remove it.

    Slow clap.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2991605#Comment_2991605

    I don't have to use my imagination. The people who want to adjust the colors for an unfair advantage are already doing that without an in-game slider. People use filters on their PC. And while people can mess with the brightness outside the game, there is no way to calibrate the settings to be what BHVR intended them to be. I can mess with my screen settings forever, but I'll never know if it looks how it should because there's nothing in the game to give me any hint about it. There's no Pantone chart to purchase to help calibrate my screen for Dead by Daylight. With no calibration assistant in the game, players aren't having a consistent experience. That's bad when the game is balanced around using darkness to hide and reveal specific amounts of visual information.

    And I'm really, really tired of not being able to see anything on the Switch in handheld mode. With no brightness/gamma slider in the game, the only thing that can be done is increasing the screen's backlight, and that causes eye strain and a huge ass headache within a few minutes. Even when I'm playing in a pitch black room, on most any map I get stuck on walls because I have no idea that there's a wall there.

    Dang. Sorry if I sounded cocky, I didn't meant to be mean. Yeah, I can now see it, even though most people just go for highest gamma correction, a slider is (should) be the easiest thing to implement and help people like you to adjust their settings.

  • @TragicSolitude said:

    A lot of games have a brightness/gamma slider with a little picture and the instructions to adjust the brightness until the picture is just barely visible. DbD needs that. I've played the game on PS4 and Switch on the same TV and the brightness/contrast is different despite it being the same screen with the same settings. A slider like that in DbD would help players on all platforms have the same experience. Right now, there's nothing to help players experience the game the way it's designed to be, the way it's balanced around.

    But you know how people 80% of the time handle those sliders in single player horror games? Move it aaaaall the way to the side, so that they can see better in the dark. Now take a guess what people do in a competitive, asymetric 4v1 game, if given the opportunity?

    I will leave it to your imagination, but I guess that it would be less then 2% of players who will miss such an advantage, just for a tiny bit of immersion.

  • @versacefeng said:

    Then you'd just have everyone using sprint burst all week. And honestly, sprint burst is way more tedious to play against than dead hard.

    People always say this, but honestly totally miss the point. Sprint Burst can be annoying if used correctly, but usually prevents a chase right when it starts or forces the killer to commit, while DH is always there, always an option, no matter your skill level, and its so versatile. DH isn't used at the start of the chase, but rather at the end, when the survivor commits some error or mistake that would hand the win of that chase to the killer. But suddenly a short burst to the next pallet, the next window, the next loop, that you shouldn't have been able to reach, and you extent the chase by another lap.

    There are the people who are really good at looping, and DH on top of their abilities just makes their gameplay so unbelievale oppressive and frustrating. They can literally dance on the killers nose, not fearing much of a retaliation, while gens pop left and right. Sprint Burst can be annoying, yes, but 99% a burst is hard and few people can do it. 9/10 times they just SB away when you get to their gen, and don't waste +20s after an already long chase.

    And you have to play like as if everyone has DH. Even if you don't get it you still will get free 3s handed to you every chase, because the killer generally can't effort to swing early, but "has to bait it out". The "do bones" joke has been done to death, but imagine if you had to cleanse all 5 totems 80% of all games, OR ELSE!

  • Because they finished all the gens and won! Why can't the killer accept that and comply? Just let all 4 go, they earned it.

    This game is full of double standards on both sides. That people get upset about hardcore tunneling, I can understand, but pretty much everything else is just the game, so play any way you want, though I still highly appreciate if the survivors don't try to make the killers experience as misserable as possible.

  • @Marigoria said:

    Because if you compare to last year anniversary chapter, this one is pretty mediocre.

    Is it? I think The Dredge is pretty cool and interesting. But some people will just be doom sayers. And who knows, maybe Jason will indeed be the crazy surprise guest that literally barges through the wall.

  • @Mat_Sella said:

    No, turn them up! 😩😋🤪

    THIS!

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985002#Comment_2985002

    Myers being able to reach perma t3 solely stalking 1 survivor wouldn't be healthly.

    Maybe let the Obsession have unlimited stalk juice? This way you would also not want to kill the obsession off and keep all the obsessive perks alive.

  • The thing is that you cant really have any meaningful conversation in the end game chat, like commenting on specific actions that happened during the game, as characters, player names, perks but also many actions are censored. Basically the only thing allowed is trash talking and cussing at your opponent. So mission accomplished? :V

1 … 78 79 80 81 82 … 102