Avatar

AnObserver

AnObserver

About

Username
AnObserver
Joined
Visits
0
Last Active
—

Comments

  • @SloppyVoldemort said:

    https://forum.deadbydaylight.com/en/discussion/comment/2689220#Comment_2689220

    If survivors are just running around as snowman, they're not on gens. So what's the problem?

    You won't get genrushed that way and then it's not okay again? Then I don't know what is, tbh.

    From a competitive standpoint, since the Survivor is not locked into an animation that stops all momentum such as when jumping in/out of a Locker (where if the Killer whiffs a hit you still don't gain distance), If you can line it up you can jump into a snowman mid-chase and essentially gain a free "hit" where the Killer has to hit you and have the hit slowdown whereas the Survivor is able to just Sprint out no issue.

    The solution would be to apply a small hinder to the Survivor that would negate any distance gained, if the Killer performs a successful hit on a Survivor in a Snowman. Survivors could still set them up in loop points for a pseudo dead-hard in Vault loops, but at the very least that requires setup. (And if made so that it's less desirable to hop into a Snowman that is out of position, it becomes a better hiding place, as the Killer wastes time just running around pre-kicking the Snowmen). Also if the Hinder is added, probably want to make base snowman movespeed a bit higher so it's actually feasible to set them up in loops.

    At the moment, the Snowman is an improved Tactical Locker, as absurd as it sounds.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2688020#Comment_2688020

    If I'm not mistaken it shows you what you get at the end of the match.

    cough That UI kinda needs to be updated from the tab system.

  • @Mandy said:

    it's 9 days out of a month

    I agree wholeheartedly with you, however this isn't taking into consideration grinders (people whose contribution isn't mainly monetary, but rather a constant presence in the game). Perhaps a conversion: Excess Rift Fragments are converted to Iridescent Shards.

  • The Killer is stronger than you in a 1v1. You need to be stealthy. I do think that they should improve the Hatch a bit so it's not quite so binary now ( just prompting sprinting around the map to find it before the Killer does), but you should not be made faster than the Killer.

  • I mean, has he done KYF matches with him as the Killer against the same group he does that SWF one-life-only with?

  • @DesignDad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681192#Comment_2681192

    Hey friend! Maybe I can help clear things up:

    Grades are not used by the matchmaking system. They used to be called "Ranks" and were used for matchmaking, but that is no longer the case. Grades serve as a monthly tracker for how much time you spend playing, based on the Emblem system (Emblems turn into pips, and pips turn into Grades). You can't lose a grade through de-pipping anymore, either! At the Grade Reset on the 13th of each month, everyone goes back down to Ash IV and starts the climb again, and they get a Bloodpoint reward for their previous Grade. Get your Grade higher, and you get a bigger reward!

    MMR is an entirely separate value used for Matchmaking. It's hidden, meaning you don't get to see it. It has absolutely no connection to Grades: Your MMR doesn't directly influence your Grade, and your Grade doesn't directly influence your MMR. MMR doesn't reset each month, but it is constantly adjusting based on match results to try to find you balanced games. This is why it's called SBMM (Skill Based Match Making), it's trying to measure your skill and put you in matches with similarly skilled teammates / opponents.

    We've been considering removing the Grade icons from the post-game screen due to this confusion. I was hoping we could leave them there to allow everyone to have a little way to show off / have some bragging rights, but I've seen lots of people confusing Grades with MMR (understandably so!). What do you think? Should we hide the Grade icons on the match summary?

    Thanks for taking the time to ask your question! I hope this explanation has helped clear up some of your confusion so you can get back to enjoying the game. <3

    Expand functionality of that Icon to show "Emblems". Allow a Basic array of Grade-based emblems to be unlocked and used. Have Emblems be unlockable from Achievements (EG: the Adept Icons becoming unlockable Emblems that can be used). Make Scorecard Row designs that are unlockable too. ######### CoD MW calling card that shite.

    I got P4 Pyramid Head but prefer the looks of something else? Let me make my Power Icon bloody, that shows up in the in-Trial UI and Post-Trial results Power Icon.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672289#Comment_2672289

    Being ironically cringe doesn't make it any less obnoxious or annoying

    I look at the twitter for news about the game, not to see a team of BHVR staff roleplaying as Dwight (and not being funny in the process)

    I don't think it's ironically cringe. I think it's intentionally campy, like the era of slasher horrors.

  • Being Injured actually having gameplay related effects from random debuffs is actually an interesting idea, could allow med-kits to be used for something other than just being a Health-state machine.

    Edit: kinda stopped thinking about this as it would need more debuff types to be more interesting.

    Could also tie this into Luck

    Minor Injuries:

    Chance for one effect to be applied when Injuring a Survivor:

    • None
    • Hemorrhage
    • Mangled
    • Oblivious (temporary)
    • Deep Wound (low chance)

    Major Trauma:

    Chance for one effect to be applied when putting a Survivor into the dying state, lasting until they become Healthy:

    • None
    • Blinded (until Healthy)
    • Oblivious (until Healthy)
    • Exhausted (low chance, until Healthy)
  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668714#Comment_2668714

    That's not even remotely true. I think you're thinking of mining. Transactions cost almost nothing in energy terms. It's small amounts of data transfer. A six minute porn video is going to be exponentially higher than transferring that data. The mining costs are artificially high to prevent inflation of mining since chips are so affordable. Or rather, were so affordable.

    "I can hand a trading card over to a friend and that's all it took. It's a very local and energy-efficient system"

    A silly example. There's no real energy cost for the hundredth of a calorie you're talking about.

    Unless... I am mistaken, and that transfers are indeed very low-cost, but methods of adding new blocks to the blockchain (the incentive keeping 3rd parties validating the ledger and it staying decentralized) are so inefficient and energy intensive that they are absurdly high because of the carrot at the end of the stick that is that decentralized currency.

    https://hbr.org/2021/05/how-much-energy-does-bitcoin-actually-consume

    And that basically blockchain currencies will inevitably become regulated and countries will start their own blockchain currencies.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668714#Comment_2668714

    That's not even remotely true. I think you're thinking of mining. Transactions cost almost nothing in energy terms. It's small amounts of data transfer. A six minute porn video is going to be exponentially higher than transferring that data. The mining costs are artificially high to prevent inflation of mining since chips are so affordable. Or rather, were so affordable.

    "I can hand a trading card over to a friend and that's all it took. It's a very local and energy-efficient system"

    A silly example. There's no real energy cost for the hundredth of a calorie you're talking about.

    Also, you realize that "mining" is the process that a crypto uses to secure the validity of its transfers right? Can't make transactions secure without mining a new hash.

    Blockchain is the core technology behind bitcoin and thousands of cryptocurrencies, and it has promising potential beyond digital currencies.

    I do think that this tech has use in the future, so long as it becomes more efficient, so my hat off to Ethereum for actively trying to improve itself.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668714#Comment_2668714

    That's not even remotely true. I think you're thinking of mining. Transactions cost almost nothing in energy terms. It's small amounts of data transfer. A six minute porn video is going to be exponentially higher than transferring that data. The mining costs are artificially high to prevent inflation of mining since chips are so affordable. Or rather, were so affordable.

    "I can hand a trading card over to a friend and that's all it took. It's a very local and energy-efficient system"

    A silly example. There's no real energy cost for the hundredth of a calorie you're talking about.

    Unless I am mistaken, transaction means transaction, not adding a block to the blockchain, but the process of validating that transaction and updating the "history" of the blockchain.

    The Bitcoin Energy Consumption Index provides the latest estimate of the total energy consumption of the Bitcoin network.

    https://digiconomist.net/ethereum-energy-consumption

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2569423#Comment_2569423

    It's a commercial activity though. On that basis, we could say that anyone using computer power and energy on entertainment is worse since they're not providing economic transactions or material output. People make livelihoods trading NFTs and such. NFTs have got to be far less energy consuming than the amount we spend on frivolous videos and tik toks- and unlike dancing dogs and egirls, NFTs provide economic impact and value.

    The concept of an NFT is fine, it's basically trading cards (the argument about predatory practices and gambling is another topic though), it's the infrastructure that they're built upon that is the issue.

    A physical trading card doesn't take much energy to produce, especially in bulk. But cryptocurrency like Etherum and Bitcoin literally take more energy than burning 5 gallons of gas for every transaction/transfer of the "item".

    I can hand a trading card over to a friend and that's all it took. It's a very local and energy-efficient system

    If I want to "hand" an NFT over to a friend you need to have computers burning through algorithms to "secure" the "validity" of the transaction on the blockchain to the tune of several gallons of gas. It's a global system that requires a huge energy-cost (for every individual transaction, regardless of the "value" transferred) with the existing popular systems.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666475#Comment_2666475

    Yep.

    Me and my friend played against a 3K hour Nemesis with Ruin, Undying, NOED and No Way Out who was running Marvin's Blood.

    We both have 2K - 4K hours, so pretty good match so far.

    Our Meg had 22 minutes in the game and Dwight had 6 hours.

    i know I'm bad but I refuse to believe I'm THAT bad

    I am almost certain that the starting MMR given to new players is more "average", both to give a brutal experience to newcoming Survivors (which fits thematically), and to prevent smurfing from being that effective.

  • Yeah this game has gotten pretty stale for me as well. I've actually dropped it for a while now.

    Even if you're doing well it's just: Down a Survivor, use an info Perk to find the next or patrol/proxy, go back to Hook if they get Unhooked and you haven't found anyone. Camp if things so south. Trying new Killers and Perk combos is sometimes fun, as long as you have the BP to get Perk loadouts setup.

    Survivor it's a lot more engaging overall with match-to-match Killer variety*, unless you get Tunneled. Even if you get stomped there's the thrill of trying to find hatch before the Killer, or trying to scavenge a Key if they close Hatch (assuming they don't slug for it)

    Kill-based MMR certainly hasn't helped, but neither has the restriction of Hatch.

  • DBD's core has always been "Escape the monster". A bad/casual Killer simply has their prey escape.

    VHS's core is "Kill the monster". A bad/casual Monster has their prey beat them to a pulp.

  • By saying GG first, you are the one taking charge in a social situation, taking "the lead".

    The Winner has no reason not to say GG, and if they do say it first, they start off as being viewed as "sporting". So it's a win/neutral for them. They get to be seen as sporting, and they won, or it's just a match if they say nothing. However if the Winner says GG first, the Loser is now socially obligated to be "sporting" by once again following the Winners lead and saying GG, or be viewed as "unsporting". so they are in a neutral/lose situation.

    If the Loser says GG first, they come across as "sporting", hey they lost, but they still said GG? Well look at that. They are a "Winner" in that social context. And the Winner is in a neutral social position, apart from the Win that they just had. It's nice and even. And if the Loser doesn't say anything, well, they did lose, it's just a match anyway, and so it remains a neutral.

    By saying GG first, as the Winner, you are showing good initiative, however you are forcing the Loser to follow you once again or lose again. Essentially reinforcing that they lost.

  • While I do think that Item Aura's could be shown to Survivors at a base radius of something like 8m (in general), Franklin's is fine as it is. It's only useful if Survivors bring Items in the first place.

  • Yeah. Unfairness. RNG. "Catchup mechanics". "Power Items". Things that give an edge not because of the skill needed to use something (outside of the skill needed to actually successfully use it), but simply because you have it, and used it successfully.

    Comp players want everything to be about skill, because that's "fair". If you're the most skillfull, you'll always win, whatever winning means (in this case likely getting a 4K, or being able to loop the Killer for 5 gens). Same map layouts, same pallet spawns, etc.

    They hate items or abilities that give players a "freebie" they feel is "undeserved".

    As long as players care about "fairness", it's only fair that you're stuck with players of your own skill level.

    If you hated keys because "they gave free escapes" (rather than the ######### and uninvolved manner in which they did so), you shouldn't be complaining about MMR.

  • Big knife. Big muscles. Starstruck/Agitation/Iron Grasp/Thrilling Tremors. It is unfortunate that at higher skill-levels you don't get much value out of Starstruck, but the dynamic of them needing to throw a pallet and get M2'ed or greed and get M1'ed while Exposed is interesting.

  • MMR is useful for finding design problems. (This can, and does, include MMR itself)

    It is not useful for a varied experience.

    Edit: This is also assuming a Skill-based MMR, not a Kill-based MMR

  • Much as I kinda am against it from a "balance" perspective, I suppose it would serve as an incentive to grind out on the Holidays (Though the Humanitarian in me doesn't like that aspect, Holidays should be about relaxation, not grinding corporate defined scarcity)

  • Lore-wise Bubba just does that, the only racism is caused from the intent that players have, and lingering stigma.

    Design-wise I can't understand what people are talking about with Bubba being black, the mask is a full-covering front and back (you can tell since his ears are covered by skin).

    Topic-wise it acts as a catalyst for discussion about racism.

    Troll-wise you'll just have people using Caleb to role-play as a slave hunter if it gets removed.

    Overall while it's #########, you can at least point to it as "Why are you using blackface huh? Don't you know..." if someone tunnels only the black characters in a Trial and then use that as a point of discussion on forums etc. Rather than just complaining that they got tunneled and they feel it was because they weren't caucasian (at which point you can kinda just dismiss that, because they're just being crazy, this game just got rid of the racism).

  • I think they're a change to the monotony of how Killer usually "counter's" Perks. Zone-control requiring the Killer to move to the zone to snuff it. But I don't think it's a true secondary objective as it's not available to do at all times during The Trial.

    With Dull Totems Survivors have the "secondary Objective" of denying NOED and getting BP, but Killers can't interact with Totems whatsoever unless a Survivor brings a Boon and uses it. So unless you hear the thunder, there is no reason whatsoever to care about Totems.

    I'm not saying that is a bad thing (if it sounds like it), but I wouldn't classify it as a Secondary Objective. (at least compared to Totems in general).

  • Even if you bring the underlying tech that NFTs use up to environmental and legal standards, NFT's are basically a gateway for legal lootboxes and gambling because lobbyists are going to try to push the narrative that given their "non-fungibility" they are "physical goods" or a "service".

  • @Notretsam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649638#Comment_2649638

    sorry but I didn't read this, this thread isn't about critiquing my gameplay in video, I know I played badly but that is not why I posted, flashlights need to be limited to 1 per match for all survivors, the video is there to visually show why flashlights need to be limited.

    They didn't get a single flashlight save in that video and were actively messing around with you wasting a tremendous amount of time. Your video is an example of MMR not picking a good matchup and how flippant Survivors will be if they're in the lead. Flashlights were just the icing on the cake. Had they brought Toolboxes and been Gen focused the match would have been over in half the time if not less with them instead teabagging and pallet hugging while the Gates were powered.

  • I don't think that Flashlight were problematic in this case.

  • Remarkable quality!

    My only complaints are that it removes Survivor agency and also doesn't target toxicity mid-match, Survivors should be able to crouch at all times, but only once the entire match, any more and they are immediately sacrificed to The Entity. Just think of how valuable that crouch now becomes as well!

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647739#Comment_2647739

    I'm thinking it's a radius deal whenever you're so close to it , maybe it is a bug? But that's how it's currently working

    Ah, yeah, it's a result of the Flashbang being dropped slightly in front of the Survivor allowing it to get "in front" of the Killer. Still not sure why that blinds the Killer though (the angle seems bad):

    https://www.youtube.com/watch?v=eXE3h9sDpWs

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647739#Comment_2647739

    I'm thinking it's a radius deal whenever you're so close to it , maybe it is a bug? But that's how it's currently working

    Huh. Well, hopefully some youtuber does some testing on it or something.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647718#Comment_2647718

    It works off of radius you just have to drop it at the killers side as close to them and the wall as you can , I assure you there was no way LOS played a factor it would've been an impossible flashlight save

    It'd have to be a LoS factor, otherwise it shouldn't matter where you drop it (to the side or behind) so long as the timing is correct. And if it isn't a LoS factor, that's a problem, because most players likely run it under the assumption that it's a LoS factor and its full brokenness hasn't been fully exploited by the general community.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/295548/what-if-flashlights-applied-a-hinder-to-the-killer

    I see quite a few flashbangs. They are very powerful if you know how to use them, and sometimes result in nearly inescapable blinds/drops.

    But...no.

    If I recall, there was a period where flashlight stuns were guaranteed and almost instantaneous. It was absolutely miserable for killers.

    Flashlights are a problem item and could easily be removed from the game without much effect on either side. They are mostly used to BM. In maybe 90% of cases, they do nothing and the other 10% are the 'wait is this guy hacking, how on earth did I get blinded?' moments.

    And if you removed the blind stun completely, and only the Hinder remained?

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647696#Comment_2647696

    Flashbang already does that so I don't see an issue, just yesterday I flashbanged a killer that was literally right into the wall and got the save so what's the difference? I'm only getting one shot compared to multiple flashbang it's hardly broken

    Flashbang relies on LoS to the Killers camera and also requires timing (or the Killer not knowing about blind saves), it doesn't just stun the Killer whenever (Unless it's a cloaked Wraith or blink charging Nurse). So not sure how that worked for you, but you got lucky, that is not the norm (nor should it be).

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647599#Comment_2647599

    Lol that made me chuckle , I know you're joking but I would honestly like to see a gun make it in as an item with one shot that stuns the killer like a pallet

    Also no. That'd be busted especially when the Killer is carrying a Survivor. Insta-drop with little effort.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647278#Comment_2647278

    At this point should just drop the formalities and survivors should just ask for a Gun to shoot the killer's ankles with.

    @FrndlyChnswSalzmn said:

    No. That'd make flashlights unbearable and Lightborn a hard requirement to even play Killer. Killers being able to track you by sound while blinded is a feature, not a bug.

    I mean at the moment flashlights/blinds are mainly considered Offensive Tools (for Pickup stuns, or Wraith/Nurse's Lightburn stun), not really defensive tools (outside of Pallet/Vault blinds and Hag's Traps). A Hinder would be a more defensive focus.

    And yeah, if the slowdown is ever too easy to perform or require too little Item charge usage, it would indeed make them too oppressive. Would need something like a %charge loss for a successful blind/hinder rather than the current allowance for extreme efficiency depending on skill.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2634350#Comment_2634350

    (Note; This is nothing against you! Your opinion is fine and dandy, I just have had this issue for a long time and this update has made me want to communicate it well. I'm just going crazy with all I've ever thought about the inconsistency in DBD.)

    I would say all of it lately. When I left DBD, I had already believed for a long time that perks were far too complex and that caused a lot of unnecessary complications. With boon totems and scourge hooks, a whole new layer has been added to slop pile of perks that are less perks and more of a power.

    I think simplicity was a key aspect to dead by daylight, a simple game of 1 killer versus 4 survivors, with an equally easy to understand objective for both sides. While it is somewhat simple to long-time players, it is certainly not to newcomers. Alongside the ever-growing meta, the consistency in Dead by Daylight is a HUGE issue for me lately. My main examples/issues being:

    • Boon totems are a whole new type of survivor perk with new rules. I personally always felt that if a perk generated something like a new animation or new UI overlay, it was too much to be considered a perk. And with these new perks, the inconsistency across the board of all perks is even further expanded. Diversion has its own animation, For The People and a select few others have a unique sound, Boon totems have a custom UI overlay, sound, and even environmental objects (blue orbs). It's just aesthetically messy. Not to mention the whole new relationship it has on core mechanics with other existent perks/powers. It's just exponential.
    • Again, we have a new perk gimmick: Scourge Hooks. While cool, it's just further complicating an already chaotic perk roster. Scourge perks seem to add a new indicator into DBD's gameplay: sparks around hooks. It's not particularly aesthetically consistent with the entity, although similar in color.
    • The Artist's power: I'm not talking about the mechanics, I think each killer having unique mechanics is a fun and good variety to have. But, having giant crow heads in game is not particularly consistent with what DBD has presented before. Of course, nothing in DBD has to be realistic, but these aren't particularly supernatural or scary. They look silly.

    These are my main issues from the recent update, and when you mix these with the current DBD, I certainly think that every game will look like and feel like this if you have anywhere less than 500 hours:

    https://us.v-cdn.net/6030815/uploads/WSLN57B6A4VD/image.png

    While I do agree that the way Boons are presented is a bit too much added UI clutter and is a bit annoying (and that eventually the multiple Perk UI Icons will likely need to be standardized to a Generic counterpart), they are mostly just a repackaging of existing mechanics. The only new thing they add is the Killers ability to snuff a totem, and the global Aura for all Survivors, Blessing is just Cleansing but renamed.

    With Scourge Hooks, it's just "go to this Hook instead", but Hooking is still the core mechanic.

    And regarding Animations? No, adding in a new animation does not make something more than a Perk, it's just a finely polished Perk. It's just that animations for individual Perks is going to cause a lot of maintainability problems down the road.

  • Huh, but now that I think of it, that could be something that is exclusive to Firecrackers/Flashbangs to make them unique.

    But a Flashbang/Firecracker is far too instant to allow any significant kind of Hinder, it may make them meta? Perhaps only if they reset Bloodlust... hmm.

  • @RainehDaze said:

    Oh great, the clicky clicky brigade could be even more obnoxious.

    TBH most of the time I get clicky-clicky's they usually are way too invested in getting a Flashlight save to do anything remotely useful for their team. Way I look at it, if more players want to try and Hinder the Killer to Hook, that's more time they're not spending on gens.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645453#Comment_2645453

    When there are only 2 survivors left, the game turns into despondency

    It is necessary that the hatch appears, but the one with the key can go into it

    But if one of them is hung on a hook, then the hatch opens

    Where did they get the Key? Also noted, will keep in mind to slug the 3rd Survivor.

  • While they can likely snag your IP to DDoS you, it only gives a general area.

    They'd have to find another thread of information to link your area to your address from something like a social media site (Or if you're stupid and have your name as your Username or something) in order to Doxx you to be able to SWAT you.

    Edit: and if you're a nobody the effort needed to Doxx/SWAT you likely isn't worth it.

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645414#Comment_2645414

    The only thing I believe is needed is it stays as it currently is but remove the opening time to about 1.25 seconds as it currently is when closed it easy to stop the survivor unless the killer is far from the hatch enough so that they can't reach you. But currently way it is should remain a way out for only one. If two make it out in a movie that way it would be rated poorly for it's premise.

    While I agree that two Survivors escaping through hatch should seldom happen (if two are alive the only real method of getting both Survivors out would necessitate that the team has already done most of the generators on top of doing some kind of ritual, during which the Killer should have more than enough time to patrol the map to shut down the ritual components, which also gives Survivors some breathing room to try and complete the last gen or two), that doesn't mean that a Trial can't turn out to be "Act 1" wherein the Killers presence isn't fully felt. (Or where it's the final act, where the Killer kills off most everyone)

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2644490#Comment_2644490

    I have seen over 10, the hatch shouldn't be a means of escaping, if it is remove dead hard and DS then we can talk about letting hatch trolls existing again.

    Totally should be, just not as easy, quick, with so much capability to remove gameplay as it was before.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643164#Comment_2643164

    Don't forget about the bleeding so you won't get up much during this time

    And yes, the game from the ground is very toxic BUFF UNBREAKABLE its smallness will solve

    This is the point so that the killer would hang the survivor immediately on the hook and not run after the others, leaving the survivor bored and not playing the game

    Unbreakable is already a meta perk, buffing it will simply cement it in... As is, UB is fine.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/295201/personal-experience-playing-fair-as-a-killer

    I'm probably at a high-intermediate MMR, and I follow some similar rules - with a few exceptions.

    • I never facecamp unless you BM me.
    • I will, however, loosely patrol the area around the hook and nearby gens. If I see someone coming for the unhook, I'll chase them.
    • I'll tunnel someone down ASAP if I think it's a SWF. If it's randos, I usually won't. However, if you run into me off hook, I'm going to bop you.
    • In most games though, I'll try to 2-hook everyone once I get that first kill (which lets me control the pace of the game) or if they have a DC.
    • If I'm pounding, I'll generally ease off a little to let you get some BP.
    • If someone plays particularly well, I'll give them hatch. On rare occasions, I'll let two people escape.

    I don't like Bamboozle as a perk, I almost never get use out of it - unless it's a map like Haddonfield where survivors are abusing that one infinite. I already have a mandatory spot taken up by BBQ (the grind is real).

    I usually play Cenobite, Hag, Plague, Doctor, Demo and occasionally Pig. I generally run some combination of BBQ+Surge, Pop, Monitor, Plaything, Retribution, Devour Hope, Lethal Pursuer and occasionally an unga-bunga build with Enduring/Brutal Strength/SF.

    My games are usually fun. I do get frustrated sometimes when survivors are BM, or abuse pseudo-infinites/map offerings.

    Oddly enough, as much as it might feel like "being robbed" if a Survivor gets unhooked, typically that adds a lot of stall into the game if they go heal up/need another Survivor to actually go and get the Survivor.

    It just feels like ######### because Hooks don't "matter" in this game, only Kills do. (So far).

  • Typically how I play, but I also punish bad plays and will camp at endgame (if it gets there).

    However I'm pretty sure there's some MMR decay and I've not been playing as frequently, as the matches are wildly easy or hard.

  • I think what they should try to experiment with, is bring back OG freddy + New Freddy's clocks, but remove Survivors ability to wake themselves up while in the Dream world through Skill-checks, as well as possibly removing the Dream World OG slowdown.

    So Survivors can only be woken up by using a clock or another, awake, Survivor (Maybe not even letting Hooks wake you up). And see how that works, but using that as a base. He gets a ton of Info on you if you don't go and pick up a clock.

    However I'm not really a big Elm Street guy, so I'm not sure if the Dream World in the movies allows Survivors to wake themselves up from loud noises in the environment in the first place, might be losing a bit of a thematic element, but unsure.

  • It is a nice secondary objective, scouring the map once you've met the hatch spawn condition, talking on comms with your team once you've found it, but it is bullshit that the keys opened the hatch instantly, were BP locked, with very little setup time aside from scouring the map, all while the Killer is usually working under the assumption that you're still doing the other objectives instead of an objective that they themselves have no control over (as they can only close the Hatch if it's open, they can't sabotage it in any manner to hinder Survivors/give them an alert if they stumble across it first)

  • Well, why let him know where you are? He has a teleport now, and can't see your Aura while you're asleep, so unless you're just about to get into a chase, no real incentive to.

1 … 6 7 8 9 10 … 14