Athanar90
Athanar90
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- Athanar90
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@xXCAM3R0NXx said:
*I'm re-making this post due to my point being unclear as such. *
Ive played against many tunnelers, as I'm sure most of you have aswell, and alot of them seem to think it's some sort of 'Skill'. I've even had people message me saying 'It's called being skilled' and many similar messages.
Now Im not saying you shouldn't tunnel, because I cant control you can I? But I don't know which part of hitting the same person over and over again has skill.
Skill is something you are good at and it can be learned from other people. However it's not unique to be able to hit the same person again...everyone can do it...It isn't some sort of mastery.
I believe tunneling should only occur when your doing really poor, such as no kills/Gen rushed/Toxic swf players. Ive played killer, and I know how annoying it is to do really bad and not get a single kill, all killers want at least ONE kill.
The fact I've seen red ranks use this and claim 'Your the closest person', no s**t sherlock I just got off the hook near you, I'm not going to be across the map am I?
At the end of the day, I'm not saying DON'T TUNNEL YOUR RUDE YOUR UNFAIR. I'm saying, don't brag and think your really good because you tunneled a 4k.
You may get tonnes of points which is true, but don't call yourself a skilled killer, spare me the bs *yawns*
It may not be the most skilled play, but it makes a lot of sense to do if a survivor hook bombs near the killer. Wait for me to walk away at least.
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I agree with the title, toxic is toxic no matter which side it's on.
On the flip side, making a survivor think you're going to hook them right by the hatch then turning and letting them escape is kinda funny. I did that as Trapper one recent match, set 3 traps around the hatch, backed off, and waited. One snapped on the last survivor and I picked them up, walked to a nearby hook... Then turned and walked to the hatch and let them go. They knew the match was mine and it surely made them tense for a moment, knowing they were so close only to get caught.
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I have three problems with hatch.
- It appears before the last gen has popped or there's only one survivor. If it didn't appear until you were at 0 gens or 1 survivor, you couldn't find it early on either side and that would reduce hatch disconnects.
- It opens immediately on a disconnect. Should be a timer, like the sacrifice animation. Even maybe the same animation as EGC collapse finish.
- It should provide points to the killer as if they'd sacrificed the survivor. The survivor didn't complete their objectives, so they didn't win.
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Not bad additions, actually.
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Only way to really prevent most of the 3rd survivor slugging is to add a timer until the hatch opens. They want to prevent the escape.
I'll admit to being guilty of it occasionally if the last person is someone I REALLY want dead (typically for things like teabagging and flashlight clicking).
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@Moundshroud said:
Ok, so I think the word toxic has really lost all meaning. It may be time to purge it from our vocabularies because it just means "I'm mad at you because you curb-stomped me." Case in point, I just finished a game which finally allowed me to reach Rank-10 with Myers. Halfway to the top, so to speak. I can finally say I'm middle of the pack. Baby steps I suppose; we have to crawl before we walk, and walk before we run.
Anyway, back to the topic at hand. The game took place on Cold Farm, a place Michael is not fond of in the least. Corn seems to be the bane of my Stalk ability. My build is not one that most people would consider good; in fact they would say it is bad. I run with: Play With Your Food, Hex: The Third Seal, Hex: Thrill of the Hunt, and Hex: Ruin. I use this selection because my options are currently not as wide as I would like.
I find that Thrill of the Hunt helps me find Survivors REALLY fast. I have literally swamped the map with Totems and somebody is going to spawn near one and start cleansing. I get the explosion usually in the first 15 seconds and that cuts down on a lot of time required to find people and start stalking. It also protect all my Totems by making them (at the start anyway) take a LOT longer to cleanse. So to me, Thrill of the Hunt serves a dual purpose, triple if you consider that it is one more lit up Totem that might take the hit for Ruin.
I'm not going to explain why I take Ruin. In the META if one isn't taking Ruin one is pretty much suicidal. I take Hex: The Third Seal because I usually do have the potential to hit Tier-2 and Tier-3. So many people rely on their Aura reading abilities that having a Tier-3 Killer coming at you that you can't see until he is on top of you is quite gratifying. Play With Your Food just lets me juice up the engine. Again, are there better builds? Almost certainly. However, I've gotten a lot of good play out of this one. Today, at the end of the game, I had sacrificed all four of them. They were about one Generator from getting the gates open. I gave them a good game and only got one word from someone, "Toxic." I was like, huh? Pray tell why. "Three Hexes." *As if that alone explained it all. On an interesting note every single person in my game had a Globe next to them, so he must have been a Console Player. He was able to hear and respond to my chat. Is that official now?
Can we all come together and agree that anything meant to actively move the game forward (choosing perks, offerings, characters/outfits, using your abilities appropriately) isn't toxic? Please?
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Man, this troll was hungry.
You can disable crossplay if you don't want to use it. All that matters.
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@Artick said:
Devs, what's up? You basically did 3 changes to Hillbilly in the span of a few weeks(+Leatherface addons changes and only killer perk changes in the PTB) but you can't seem to be able to find time to fix some of the garbage survivor perks after they've been bad for years, not even the changes you announced like 6 months ago for perks like Any Means Necessarily, Vigil, etc.
It's very refreshing to see you care about both sides and prioritize them equally.
Until they bring solo survivors up closer to SWF and buff killers against that level, the game will still be survivor sided.
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You know what would fix the hatch tech? Hatch doesn't open when a person disconnects. Takes a full minute to open after it's down to one survivor if it's due to a disconnect.
To make it fair point wise, give all the other players a BP bonus and lower the safety pip requirement for that match. (Pip up remains the same.)
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1465302#Comment_1465302
Imagine missing the point after being explained that you missed the point.
Would help if you'd made a point.
If you used sarcasm, that doesn't work.
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@blue4zion said:
There really should be more killers like this, so I'm happy to see it.
However, they really should buff stealth. I think it might get buffed when the new graphics are out, but if only by a little bit. Not sure how they could do this other than make more little hiding spots, better grass/bushes, and maybe something new to hide in like a barrel.
If we get barrels to hide in, we need a rodeo clown outfit for Clown.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/1462663#Comment_1462663
Killers shouldn't even be shown survivors prior to the match anyways. It's so silly that they can even see survivor's items.
It should just load you right into a game.
Wrong. Killers NEED the information advantage. Tells them how to play at the start of the match. In a 1v4 game, it's important for them to start with an info advantage. Also helps to see what the survivors look like. Some outfits hide better on certain maps.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1463272#Comment_1463272
That's my point, killer already gets more information than survivor. I think it's funny people want the information the way they want it and when they want it or else it's unfair.
Killer is MEANT to get that info. It was designed that way intentionally, that all the info belongs to the killer, not survivors. Take away that info and you take away part of the power in a game that already favors survivors at the top levels.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1462663#Comment_1462663
What if survivor items weren't shown at all in the lobby?
Part of playing killer is having more info than the survivors at the start of the match.
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I hate all the people DC'ing. I really think they need to at least reimplement the penalty against those who choose the Leave Match option. 15 minutes every single time. Day ban for 4 or more within 24 hours. Other methods can stay for now because of hackers and random disconnects.
How about we get a better noticeable indicator of it for those left in the match though? I can barely hear the tone right now. Throws me off when it happens during the pickup or carrying of a downed survivor.
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@Dead_by_Gadfly said:
I think its strange people are upset by this. The only thing thats changing is you have to pick your killer prior to searching for a match. It seems like you can still change perks.
My only recommendation to tge devs is to lock items for survivors while theyre at it, maybe 30 secs before match starts.
What if you're going up against a flashlight squad and the killer you picked doesn't have Lightborn or Franklin's?
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1456452#Comment_1456452
Can't when they last second swap... its bad sad
Survivors swapping should add 10 seconds to the timer at this point. The last second swap shouldn't be usable to throw off the killer, it invalidates the idea of having info early.
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I've dealt with this a few times. I just try to avoid grabbing.
What needs to happen is a new check on the server side. Confirm the beginning of the action against the killer, and cancelling your action as survivor does nothing.
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@LetsPlayTogether said:
There is no rise in toxic swf. Survivors are going to fight fire with fire. Killers provoked survivors and that's what they get. But sure its again just those toxic survivors. LOL
How did killers provoke anyone?
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1444427#Comment_1444427
Which makes no sense if you really would have understood what i wrote.
Except the example he gave was about the EGC and having a basically guaranteed kill vs losing an easy chase and giving the survivor away.
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I like it. Or light them all up if there's an active hex.
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@finitethrills said:
Don't play match based pvp games if you have a bad connection in the first place? It's not really any less selfish than dcing when things aren't going your way. No one likes playing cs:go, overwatch, or any of a hundred other match based games with or against someone with a poor internet connection.
A thousand times this. You're responsible for having a stable connection when playing a pvp game.
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Killers don't really jumpscare me. Survivors hiding behind pallets as their teammates are being chased jumpscare me. I always find that amusing.
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Not a bad idea. I don't think it would have a large effect though.
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So should the gens be slightly more complex then? Making survivors give directional inputs or something to perform repairs? (Like, every 5 seconds, it gives arrows on the screen and you have to press those directions with your movement option to advance the gen.) The gens would be slightly more engaging, failure to complete in time or correctly would be the failure condition to set it off, and they could still pay attention to their environment.
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@Clevite said:
I don't think people have a problem with these types of survivors. It is the dreaded seal team swf that everyone seems to despise
Exactly. Not even every SWF is an issue, it's specifically the ones who use comms to all know everything about the match and use that info to dominate.
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You can have NOED as soon as you give up Adrenaline. They're equivalent perks.
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@Pryzm said:
https://forum.deadbydaylight.com/en/discussion/comment/1432779#Comment_1432779
######### are you talking about? Did you bother reading the thread? The whole thing is about why people teabag at the exit. My first post pointed out that they are not all toxic.
You kids and your lack of reading comprehension crack me up.
Teabagging is inherently disrespectful due to its origins. Intent no longer matters.
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Close the hatch. I had a hatch situation earlier. A survivor sacrificed on the hook so the other could escape. I got there just in time and interrupted them by slamming it shut in their face.
Best part is I'd repeatedly spared them earlier in the match, I was going to let them go. But I don't tolerate sacrificing yourself for hatch tech.
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@SocialDistomancy said:
lmao, temp speed boost or auto completes a gen, you want the killer to disconnect next? and just imagine how swf taking turns with who disconnects would abuse the hell out of that on the last gen or two just to try and troll the killer. already seen a few people doing it for the hatch.
It could be conditional. My concern is giving something to one side and not the other. Concerns to address are game flow, pipping, and points.
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I was survivor, injured, and going for a medkit I knew was in a chest nearby. Out of nowhere, Ghost Face jumps in the side of the screen and downs me. Actually startled me like a jump scare. Told the guy in a message afterward and we both laughed about it, I sent him the clip. Turns out he just stumbled across me randomly in that moment as well, so it was just as much of a surprise to him.
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@NinjaDette1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1429026#Comment_1429026
You act as if every survivor in game does it.And fail to mention certain killers who have the ability to do it and go after none butt dancers while the survivors on ground.
Sentence 1: I said nothing of the sort, although it's incredibly common.
Sentence 2: Did you have a stroke while typing that out?
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@NinjaDette1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1428868#Comment_1428868
So basically you want to get revenge and target those same people which is considered grieving.
And performing an action specifically to make a player mad isn't? Because let's not pretend that's not why survivors do that at the exit gate.
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Spirit: Her power is great for applying match pressure. Without being able to see survivors while using it, audio cues are key. I don't use her power often in chases, but it can be good for clearing a gap.
Ghost Face: I dunno, I'm not any good with him, no practice.
Plague: Keep people sick. Cleansing is a Prisoner's Dilemma. If nobody cleanses, it benefits all of them the most because you can't power up. If any do, you get a ranged spray hit. The devs, or at least one, described it as a vomit assault rifle. Plus, anyone fully sick is injured and Broken, and makes more noise which helps find them. All of this works to your advantage. And remember that you can taint objects like pallets and generators. Interacting with them gets survivors sick.
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@Frareid88 said:
By the looks of it absolutely EVERYONE will be quitting the game anyway by today's posts. Just make all killers Kintaro from mortal kombat so you have 4 arms, one that throws hatchets, one that has a chainsaw, one that has a harpoon gun and the other has Pyramid Heads sword.
Oh and the new killer doesn't have any eyes so can't be blinded and he can grow extra arms to throw pallets away
That will MAYBE keep the killer mains happy for possibly 3 to 4 hours.
Yours sincerely the flashlight pallet master
I know you're being sarcastic, but this just sounds like a DbD boss battle.
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@BigBrainMegMain said:
Oh no, is effort really that hard for you?
You know your survivor adepts, the ones where you just have to escape?
Killers have to work for theirs.
How does it feel having to work for your reward?
I've gotten Adept on over half the killers, including all my mains. I don't mind working for it. But as survivor, I'm out of my league and this is a limited-time event. That's why the issue is so stressful to me.
Also, why are you complaining? I'm a killer main asking why something isn't easier on survivors. That's such a small margin around here.
@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1417061#Comment_1417061
I think this argument is invalid. For one, if I already got a crown, why should I want to die instantly? Knowing I have the crown and cannot lose it again, I could actually play more relaxed for the remainder of the match. You wouldn't be in any danger of missing it out for some char, since getting it is easy and you have plenty of time (event running for weeks). So why #########, if you don't have any pressure? I think the current situation is much more encouraging survs to kill themselves, since they know their chance is slim when the round does not go well (and the event is over soon).
Sure some, would kill themselves right of the bat to get the crowns fast. But I doubt that would be many, and it would also be self-limiting. If they have the crown for all chars, there's no need to continue to #########.
This guy gets it.
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@Raven1984 said:
I am a survivor main and actually play killer so people can get crowns. I just walk around the map and sometimes let people drop pallets.
That's a nice thing to do. I haven't encountered you, unfortunately.
I was just trying to go easy on people, but if you were wearing a crown you'd already earned or you were a licensed character, no mercy.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1416244#Comment_1416244
Then people will physically pull the cord or kill the game via task manager. In fact people used to do this in the olden days to keep their BP, pips, and items.
If nothing else, it takes them longer to get back in because they have to reload the game. Even better, if someone DC's, they can't rejoin until that game they DC'd from is over.
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@Menwaalie said:
Main goal of survivors is to play together and escape and its in game to make a group so what does it matter?
Next thing is removing u can play together with friends in ranked matches or what?
The issues arise from everything in the game being balanced around solo queue only. Having communication breaks the game, badly. What we need is some sort of handicap system that, perhaps, makes any SWF squad rank higher than its individuals once we get SBMM.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1416351#Comment_1416351
No. 2 survivors using flashlights at the same time would still blind you.
Sometimes. I've dealt with that.
I've also intentionally stared at flashlight beams while laughing maniacally. It's fun.
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I already run the perk, and it looks like a level 4 version, basically. I'll take it.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1414710#Comment_1414710
You used to be able to (as in see who your killer was in lobby) but the devs removed it.
Like what happens to most things survivor related, but this forum is biased so people tend not to talk about it.
As long as SWF is balanced the same as solo queue and the devs balance the game against solo, the game will be forever survivor sided.
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@NateyBoi said:
Welcome to This Or That! (Sorry for not making these in a while, was camping but now back)
Todays question is Ace Or Nea.
Doesn't matter, there's nothing unique about survivors thanks to teachable perks.
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You know, I'd be fine with just re-adding the ban only for leaving through the menu, no other DC counts. They can tell the button to report its user.
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BHVR really needs to make an invisible cone on top of everything you aren't supposed to stand on so survivors and killers will always slide off.
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@tactic said:
Yeah that’s one fear I have when farming: survivors not realising I’m not trying to kill them.
It’s almost always some David or Bill who goes straight to loops without even looking behind them, or just sprint bursts away
I message if I want to farm. If everyone agrees, great. If not, just play.
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"This is explained by this fact: humans will notice negative experiences 4 times as much as negative experiences."
Whoops.
I agree with most of the post, except that it's totally fair for even someone playing 90/10 or 100/0 to complain about imbalance. That's why forums open up discussion, to give a variety of viewpoints.
Also, as a killer main (about 80/20) myself, I complain about both keys and moris. Keys would be better balanced if they only worked when all gens were finished or the killer had already closed the hatch. Moris should require the target to be on death hook already.
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@Dvl said:
https://forum.deadbydaylight.com/en/discussion/comment/1415269#Comment_1415269
It’s been a case of both from what I’ve seen, though at this point if a licensed survivor is glowing their being greedy, which by all means tunnel and kill them, those guys are a different topic on their own.
Eh, they get a few points for it.
As a killer main, I've been going easy on people, but also trying not to depip hard. Points also matter since the stacked cakes are fixed. So I've been chasing a lot, hooking enough, but avoiding any sort of camping or tunneling. That no longer applies if a survivor gets toxic, and applies less if they actively wore a crown in the match or are licensed.
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I think it's fine. It's an endgame catch-up perk, clearly. Puts extra pressure out. Doesn't win games on its own, but helps. Most importantly, hard counters Adrenaline, which absolutely shouldn't ever work for someone who's on a hook when the last gen goes off.
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What do many of you seem to miss is that even an ideal 4k match will only have 2, 1, or no generators left to pop. It's not about pressuring everything all the time, it's about building incremental pressure. If you can have 3-4 hook actions done by the time you're at 2 gens left, you're doing all right.