Aven_Fallen
Aven_Fallen
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1069334#Comment_1069334
M1 simulator is skill
Not that this comment does give any value to the Thread, thanks for reminding that pressing M1 is the most boring thing a Survivor can do. :)
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Yep, Freddy is most likely the Killer which is the best when it comes to the balance between Effort and Results. I think he is braindead, simple as it is.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1069302#Comment_1069302
It does not make them gods, but gives them an (UNFAIR) advantage. When Killers uses a bug to get unfair advantage, he gets banned. Same with surviviors. SWF get unfair advantage and are untouchable.
Because SWF is not a Bug. Hard to believe that I actually have to say this.
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All of them.
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Because people mistake SWF for being good at the game. If 4 Potatoes are in an SWF, they are still 4 Potatoes. Sure, SWF always give an advantage, but 4 godlike Solo Survivors will give a hard time to a Killer anyway.
Playing in an SWF does not make some bad or mediocre Survivors godlike.
And well, its easy to blame SWF instead of your own incapability. Its not your fault that you lose, because you are not that good as you think you are, no, it must be SWF (even tho, those are 4 Solos you just lost to).
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As Survivor:
As long as they are doing the Objective - great. Not everyone enjoys Chases and if someone wants to play stealthy, sure, as long as this does not mean that they are hiding the whole time, doing nothing and then escape via Hatch.
As Killer:
I dont like them. If they are hiding and not doing the Objective thats kinda okish, but I still dont like it, because in the end, those Survivors who actually do something will be punished. If they are hiding well AND doing the Objective, it is boring and frustrating.
Had a game on Haddonfield, quite a few weeks ago, where I played Billy vs a Team with 3 really immersed Survivors. Whispers was on, but I was never able to find someone except for one Bill. After running two times into Bill and hooking him, I ignored him for the third time, because I felt kinda bad that he is the one suffering, because his Teammates are hiding. Got no Kill in the end, because I was nice to Bill and never found the others. Like, never. It was such a boring game, I dont expect to win on Haddonfield, but wandering around the Map looking for Survivors was so boring.
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Just giving my 2 Cents afer seeing the video and not fully reading the thread.
While I would agree that Stealth might be a factor, I dont think it should be that relevant. Stealth as totally evading the Killer is not present anymore in DBD. You simply cannot do that with all the Mechanics introduced which make it impossible to hide from Killers (Legions Feral Frenzy, Plagues vomiting, etc.). It is quite clear that the game is not heading into the direction of Stealth Gameplay, so it should not be much of an issue. And that 4 people in high Ranks tend to be stealthy af is quite unlikely. There are people who play stealthy on high Ranks, but usually they are the minority (by far) and that a game will only progress really slow because nobody gets found will most likely not happen.
However, for newer players this might be a factor - new players tend to hide more. I know that I was that guy that hugged the wall the whole game when playing for the first time, so it MIGHT take a while to get to normal progression speed on really low Ranks, which can make it really unfun for new Survivors, when they take ages for the Generators. So maybe only introduce this Mechanic at a certain Rank.
But unsure about that one, since I did not participate in low Rank Gameplay for a long time.
The BP-Scoring...eh. I dont need that. 1000 Points (most likely Boldness) are not that much, considering that I get max Boldness nearly every game, since it is probably the easiest category to get points in. And if I run into a Insidious Leatherface, those 1000 Points I got for being the first found (and camped) will not make me happy either.
Once thing, that needs to be adressed tho are AFK-Wraiths. People are already farming XPs for AFKing with Wraith for the Archives (only had this two times so far, but I know from the forum it is happening to others as well), and if a Wraith hides in some Corner, it is impossible to trigger any of the Conditions to let the game proceed (except for getting near to him, which can take a while as well). So someone who wants to farm XPs for being AFK, will have a even better time, because the game will be much slower and it will be highly frustrating for Survivors (same would apply to Chest Protector Bubba - you dont want to get that close to him that the Slowdown disappears).
I would say, a maximum of 2 minutes should be enough to let the game to get into normal progression rate. This would not make it too frustrating to wait out if the Killer is doing AFK-Wraith or similar, and will also be more than enough that a competent Killer can get into a Chase without a Generator being done. 2 minutes are also a good time for Killers like Trapper to prepare, if they want to avoid Survivor Interactions for the start of the Match to actually build a Setup.
Overall, I like the idea and I think it is also kinda fair. People will stop complaining that Gens are done "too fast", while still not giving advantage to the Killer in the Lategame, where he is already stronger than in early game.
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@Elvenmonk said:
https://forum.deadbydaylight.com/en/discussion/comment/1069134#Comment_1069134
Except we're not hosting the game. So it doesn't
And you ignored the bigger part of the argument
Not being the host is not the argument. But when you are playing on a Dedicated Server with a Ping of around 40 and the Killer is using a VPN and has a Ping of 300, Hits tend to be very bad, because while your Ping to the Server is great, the Ping to the Killer is not. Had this one time where a Huntress was using a VPN, the Hits were horrible.
@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1068986#Comment_1068986
its quite easy, have a ping detector in the lobby to kick you for an extreme amount of ping. they stated that their aim was for players to have 150 ping or lower. if anything goes over that they shouldnt be allowed
Sometimes it is not possible to guarantee such a Ping. They said that 90% of the Playerbase are playing with a Ping of 150 or lower, do you want to exclude the other 10%? Only because they are living at a place where they have no Servers nearby? Those 10% are not the guys you want to punish.
I would rather prefer to have the Ping of the Killer visible. However, this could lead to the same issue that people who live far away from a Server will not find games, because Survivors are dodging their Lobby because of the high Killer Ping.
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@Mtom912 said:
first gen is not 1/5 , gens get easier to pressure as there are less of them, and this doesn’t include end game, and pallets and things used up during that time
^ This is basically an easy way to explain it.
Not every Gen values the same amount of Completion. If the first two Gens are done, this does not mean that 40% are done. Not every Gen takes 20%, because this would only be the case, if nothing would prevent the Survivors from doing Gens. But there is one thing preventing them - the Killer.
The more the game advances, less Ressources are available. Pallets are gone to prolong a Chase, Survivors are forced into altruistic Actions, etc.
Let alone the time it takes until each Generator is completed after the completion of the previous Generator. If I start at a Gen at the beginning of the Match, it is done after 80 seconds, if I am not found by the Killer. But from that on, the completion of the next Gen (by myself) will take more than 80 seconds - I will at least need to travel to the Gen. Maybe I am not even able to get to it, because the Killer finds me. Or, I can be distracted, either by important things (e.g. unhooking another Survivor aka the Killer applying Pressure) or because I tend to be a little bit less productive (cleansing a Totem, looting a chest...).
So yeah, this calculation of 1/5 and 1/12 is not really logical and flawed. But I know where it has its origin, so I am not surprised.
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@MisterCremaster said:
You mind game with bubba?
Insidious. Because, standing still is a mindgame. Source: Spirit Players.
@Topic:
Yeah, Freddy is kinda boring. He does not need to mindgame, because he can "reverse-bloodlust" with his Snares. Cant really imagine that this is so much fun to just run a Loop, spam Snares until you catch the Survivor.
His Sleep Mechanic is also kinda meh. You get put into Sleep either after 60/90 seconds or after a Hit. However, while this mechanic is somewhat flawed, it is a good solution to grant Freddy his Power, if one of those conditions would not exist, it can be very frustrating for Freddy to get to use his Powers. And his previous Sleep Mechanic was simply weak and unfun - as Survivor you practically cannot wake up after Gates are powered and as Killer you have to wait a few seconds to actually hit someone.
Powerlevel-wise I think he is ok. He is not OP or anything, but also not weak at all.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1066746#Comment_1066746
https://forum.deadbydaylight.com/en/discussion/comment/1066751#Comment_1066751
Hasn't really happened to me, but I guess it must be really #########.
Oh yeah, it is annoying. But like I said, I did not experience the Injured Sound or Footstep Bug lately. And yes, when this is happening, it is frustrating. One time I got really mad, because a Jake was disappearing the whole time, because every time he turned a Corner, I did not hear him.
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@smappdooda said:
https://forum.deadbydaylight.com/en/discussion/comment/1066669#Comment_1066669
This! I see this when I play survivor all the time. Out of ten games I maybe spawned in alone once (with no offerings to cause it). Most of the time it's me and someone else or just everyone. These spawns need to be fixed but we all know that from totems, gens and pallets right?
Yeah, I am pretty sure it is bugged or at least not working as intended. I almost never spawn alone, the majority of time all 4 Survivors spawn at the same Location. And of course the first Gen is done fast when they spawn like this.
I really hope they change it.
@Topic:
The Shroud is something that is not that useful for Killer. The Killers Shrout should be the Shroud of Binding and vice-versa. This would benefit some Killers, like for Legion, it would be great if they all spawn together.
(But this is what they do anyway...Like said above)
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@Todgeweiht said:
I don't get these "sound issues", I haven't really noticed anything as killer or survivor regarding sounds, anyone care to explain?
There have been issues where you cannot hear Survivors being injured or their footsteps, despite them not having Iron Will. I have not experienced those lately.
What I still experience: Survivors on the ground not making any sounds. This is highly annoying, if someone goes for the Slug, they cannot find the Survivors afterwards. Also not really nice for the Survivor, I would prefer to get hooked instead of bleeding out for 4 minutes.
Also, sometimes your own Survivor does not make any injured sounds, but this is only on your side and will go away when crouching. Others hear you.
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1066703#Comment_1066703
In fact hook survivors on the same hook the last person has died on.
Hangmans Trick value spotted.
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@DeDeltin_ said:
ikr, i played a huntress game this Jane had the audacity to say this:
https://us.v-cdn.net/6030815/uploads/186/O38OSVNJPGAC.png
https://us.v-cdn.net/6030815/uploads/246/ZLBGHWNOBWBR.png
https://us.v-cdn.net/6030815/uploads/177/5SU4LU7FXE0Q.png
(White is Jane, Orange is me)
Sorry, camping as Huntress is lame.
I only accept your opinion when you camp with Bubba and your Chainsaw ready. And keep camping when the Survivor is dead, to show absolute dominance.
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I would totally love to have a fifths Perk Slot. However, this is not how it works. You cannot just say "Ok, its now 5 Perk Slots" without balancing around that. The game was played with 4 Slots since the Beginning and is balanced around that. Adding Perk Slot Number 5 might need to follow by further adjustments.
And honestly, I dont think they should open a new "construction site".
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Are you trolling?
Those challenges are not hard at all.
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Thank you for your Thread. Indeed sources should be checked before. Quite a common thing I have read here was "The Devs want games to be done fast", when indeed they said "You should not expect to have all Gens up after 4 minutes", which is completely different.
To add to your points:
I also think it is highly disrespectful to make up things that were not said in the Livestream. The Devs are really active with their community (I dont know why, when we consider the reactions they get when they change things and inform about things), so the least that can be done is to give correct information and not some interpretations or simply misunderstandings.
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I am pretty sure the Devs know exactly what they will do after your informative Post.
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It might be possible that one Bug is way easier to fix than another Bug.
But thats just me, going the logical way instead of calling for Pitchforks.
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Maybe you dont want to open a Thread like this after you just lost a game.
Bloodlust is a dumb mechanic, which is somewhat needed, but also used at places where it is not needed at all. And this is basically what you are proposing here. Certain Tiles can be mindgamed, just following the Survivor will not get you into short chases.
Same thing with Bloodlust Breaking... According to your post you will not lose Bloodlust until you down the Survivor. This is horrible design. Breaking a Pallet should also break Bloodlust, because otherwise, the Killer will end up in Bloodlust 3 the whole time, until he downs a Survivor. You cannot simply do something like that without balancing, and the Balance would be, to have way more Pallets to ensure that the Survivor is actually getting some distance out of them. This is how the game is currently designed, looping, trying to be efficient with it and then throwing the Pallet to break Bloodlust.
Last but not least, abandoning Chases - you have to. Sure, some Loops should not be in the game (Ironworks Window, Loops on the Asylum Map for example), but it is not the Survivors fault that they are there. And if I have a Killer who follows me through the Ironworks Window, I will loop it 3 times. And it is smart to abandon a chase at such a BS Window instead of just commiting to it.
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Ah, yeah, lets get some from the Design Team and let them work on the Balance Team or the technical aspects of DBD. /s
Those are different Teams. The guys creating Skins are different from those who work on the games balance or performance.
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@PacifiedByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1060753#Comment_1060753
They are awful. Here`s why:
- They are limited
- They are totally under survivors` control. They decide should RBT activate or not by doing a gen. 99ing a gen is always a solution, it is not punished enough to not be considered.
- They are random. Will survivor remove it on first try or on the last? No one knows.
- For reasons 2&3 they provide poor slowdown on gens.
- They are not useful in lategame making pig significantly weaker after losing all generators.
- RBT are "a slowdown" however they need a generator to actually work, but this is flawed -> reason №2.
They weren`t that awful IF:
- A survivor ALWAYS needed to search through *All Jigsaw Boxes on the map minus 1*
- They activated after gens were activated.
- They didn`t need a generator done to be working (for example 30 seconds delay to activate OR needed less, for example 15% progress on any gens done after trap was put on)
- They were reusable
- Pig had useful secondary power.
You list 6 reasons which are only 4. Meh.
Anyway, I will go over your 4 reasons:
- They are limited
They NEED to be limited. Imagine how frustrating it would be to get a Beartrap after every Down. The game would be slowed down way too much. 4 is enough, even tho, I would like to get a Add On which give two Extra-Hats.
- They are totally under survivors` control. They decide should RBT activate or not by doing a gen. 99ing a gen is always a solution, it is not punished enough to not be considered.
I would not say that they are "totally" under Survivors control. If we compare it to Cruel Limits (a Perk which will be buffed in the Future), this thing is totally under Survivors Control. But Beartraps? Not really. They need to do a Gen in order to get the Objective done and you can run around and spend your time not on Gens with an inactive Beartrap. And if they really 99 the Gens (I have never seen it, neither as Survivor, nor when playing Pig myself) you can kick it and it is still good Slowdown.
- They are random. Will survivor remove it on first try or on the last? No one knows.
Being random is not a bad thing. I made a longer post about some Pig Changes a while ago and one Bullet Point was that it should not be removed at the first Box. (And another one was to decrease the Rarity of Amandas Letter and introduce a new Add On which let the Key be in the last Box every time). Not being the first is fine, but I dont think it should be more than that, at least Base.
- They are not useful in lategame making pig significantly weaker after losing all generators.
They are not meant to be used in Endgame, Devs said this during their Livestream when they introduced the EGC. And usually, I get all my Traps to work before Endgame, and I am pretty sure that this will be the case for many Killers, if a potato like myself can get this. In theory, if you are not tunneling someone with a Trap, you need 4 Downs to get rid of all of your RBTs. Does not sound too difficult.
To your proposal:
- A survivor ALWAYS needed to search through *All Jigsaw Boxes on the map minus 1*
This as Base would be horrible. This could mean that you would need to search 5 Boxes, on a huge Map this could be already death. And while RBTs should be a Slowdown Tool, they should not be too powerful, resulting in a Death almost every time when used.
- Pig had useful secondary power.
This is something I agree with, the Dash can be nice, but it is really clumsy to use (like, I used STBFL on my Pig for a while, but it is too annoying to use the Dash on the Obsession the whole time) and I mostly only use it when the Survivor is outpositioned anyway. The Dash should be more worth to use.
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I would not put him in A-Tier, because you need to compare it to other Killers, which are A-Tier. And new Doc cannot be compared to Spirit, Billy or Hag.
So I would go with B-Tier here, maybe C. Something in between should be fine, he moved from the Bottom to the mid/top mid of the Roster.
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First of all, this had to come eventually anyway. There are only 7 Survivors in the Basegame and only 5 Killers. This means, the pool of non-DLC Characters is really small.
And as long as the Characters required need Shards, I am totally fine with it. You dont need to complete the Challenges to reach the End of the Tome Levels and you dont need them to complete the Rift. And you have unlimited time to get one of those characters for the Lore Pieces and the BPs.
Perks are in the Shrine, so you can purchase them with less Shards than the actual Character needs (even tho, I would consider this a waste of Shards in most cases).
So I guess its fine, as long as you can purchase the Characters via Shards. If at one point DLC Characters you can only buy with Auric Cells will get a Tome, you will not need to have the Characters, according to Peanits in another Thread.
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Its fine on PTB, as long as those Bugs get reported. PTB is not really there for gameplay testing, you cannot get good value out of a PTB, but you can see if something is way too strong or way too weak, and as well if somethings are broken.
But finding a Bug in the PTB does not guarantee that it will fixed for Live Release.
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@PacifiedByDaylight said:
Yeah, something needs to be done with that, bc right now they are awful
The RBTs are far away from awful. You can think if they should be active right away or not, or whatever you want to think what the RBTs should do or not do, but calling them awful in their current state is simply wrong.
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This is quite funny tbh, because some people are really desperate in getting hit while they have the Endurance-effect.
You can see them panic when it runs out and they did not get any distance at all.
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@DeDeltin said:
https://forum.deadbydaylight.com/en/discussion/comment/1060244#Comment_1060244
"Doing gens u?" ring a bell?...
besides that lame joke. "Survivors do Gens?" no not because they do the objective. it's how fast they do it. They can complete a gen within 30 seconds with a green toolbox. So all 5 gens can take around 4 min. (with atleast 2 hooks). Remind me if im wrong... but is this a horror game or a walk in the park simulator?
This was not my point.
But Killers tend to call things "bullying" which are part of the game. Like doing the Objectives.
So OP was not bullied at all, he just lost. Maybe he is at a too high rank, who knows.
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So you say that you get bullied, because the Survivors do Gens?
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I just pressed "Enhoyay" because I think this is where your finger slipped.
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I guess you just lost vs a SWF?
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Clown. He is basically a Killer for Chases, but he is not good enough at that. Having no map pressure for a Chase Ability which is not enough to play the Killer without Chase Perks is not good.
He is basically the only Killer I never want to touch again since I got his teachables. He is at P1-0 since forever, but I dont have any will in playing him.
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@YaiPa said:
They promised something they couldn't do in time (just like a teenager with his essay) and that they didn't know how to do. To save their "credibility" they released testing servers as ready-to-work servers.
Basically this.
@Topic:
The main issue with P2P was that you can end up in Lobbies with high and inconsistent Ping, because the Killer might use Wi-Fi or you are simply in a Lobby where you should not be. Like, once I ended up in a Lobby with 3 South Koreans. Either they were horribly wrong or I was horribly wrong, lol.
But the Dedicated Servers do not really fix the issue of bad or inconsistent connection. It is probably even worse, because while you might have a 50 Ping to the Server, the Killer might have 150 Ping. This is a huge difference from you to the Killer, and you cannot even do something about it, because you dont see the Killers Ping.
And even something like Lagswitching or similar things cannot be prevented. Like, I played vs a Huntress a few weeks ago who used a VPN. She hit Hatchets which were like 3 meters away, because her connection was so bad and she was playing on a Server where she should not play. So this cannot be prevented.
Also Dedicated Servers introduced a lot of other Issues, especially at the start where Projectiles where horrible. Which is still the case, somewhat, Huntress is not cool on Dedicated Servers, sometimes things that clearly should hit do not. Other Hatchets seem to inflict AoE Damage.
Then things like Dead Hard, which is not working on Dedicated Servers, or Window Hits, which should not hit at all - like perfectly played Windows, getting a fast vault, but still eat a Hit, even tho the Killer was not close enough to get this hit.
Dedicated Servers are not ready, but in the end, they are released. BHVR advertised this as a test, but since then they barely mention the Dedicated Servers, calling it an "ongoing process", but they are not ready for live. They should be disabled for at least a year and then tested again. And only "tested" not like "We call it a test, but they stay".
So yeah, in the end the Dedicated Servers were probably released so that BHVR can say: Yep, we did it.
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@cipherbay_ said:
Yes...let me apply more gen, survivor, map, chase pressure all at the same time while all gens pop within 4 minutes....
When all Gens pop in 4 Minutes, you clearly did not apply any pressure.
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@DonniKubbitz said:
The perk description states it does something different other than BP's for only safe unhooks. This is inaccurate, it only works for unhooks NOT, "Protection Hits" like the perk explains. So, aside from being ONLY a BP boost, the description is inaccurate.
I have definitely seen impressive gains from this but it really changes the game quite a bit for me to get those changes which are BP's only.
"Each time you perform a Safe Hook Rescue or take a Protection Hit for a Survivor, gain a stack-able 25 % Bonus to all Bloodpoint gains up to a maximum of 50/75/100 %."
I dont know what you are trying to say, but WAGLF works perfectly fine with Protection Hits. When you get a Protection Hit, you gain a Stack.
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Killer:
NOED, basically my most hated Perk. Can give a Killer one or even more Kills. And cleansing Dull Totems for a perk the Killer might not even have is not efficient at all. But I like the pick of Spirit Fury, especially when Maps are designed with a lot of unsafe Pallets, Spirit Fury might become a problem at one day.
Survivor:
Object of Obsession: Object-Users tend to be those guys who are toxic and want to get the Killers attention. Also it is one of those Perks which widens the gap between SWF and Solos - as Solo the Perk has some use, but might only piss the Killer off. As SWF it gives way too much information, especially because the Killer does not have to look at the Survivor for Object to reveal the Aura of the Killer. The fact that Undetectable needs to exist because of Object (and only because of it, the other Perks like Dark Sense or Alert were no problem at all) speaks for itself.
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I think that would make it way to easy to escape. You would not even need to look where the Killer is, you can simply run in one direction. So once you hear the Terror Radius, just sprint into the opposite direction, you will have roughly 30 meters distance at this point and this is a lot.
Keeping it non-directional forces the players to at least pay attention.
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@Beardedragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1050661#Comment_1050661
true. But eventually that effect wears off, and you are just left with an annoying thing you need to do, for no apparent reason.
"But eventually that effect wears off"
Just like your spacebar.
:>
Nah, been saying it for months like many others already do/did - struggling needs to be automatic with a Button to give up.
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@Beardedragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1050592#Comment_1050592
well.. that is true. i mean its been in the game since launch i think? for a very long time at least. and im not sure ive ever really heard any developers make a statement about the nature of struggle and why its needed.
It should feel intense. Which it does, for like the first 10 hours.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1049853#Comment_1049853
If they are immersed for 2 mins, that's 2 mins they aren't working on gens. You could be hunting them with whispers.
If all 4 of them are immersed and you cannot get into a Chase (because of not running Whispers) and you are not Trapper or Hag, you will have no value at all from Corrupt Intervention. No Chases, no Downs, no Hooks, no broken Pallets. It is basically as if the Game starts once Corrupt Intervention stops working.
But this does not really happen, if only 1 person is in a Chase, this is already value for the Killer. (So Whispers helps a lot with that) And I have never seen that Survivors will do nothing during Corrupt Intervention, neither when I was the Killer, nor when I was a Survivor.
(I go on a Gen anyway, even tho all 4 hiding would be better. I am there to play and not to sneak around for two minutes)
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@Accullla said:
You can see it for a couple of seconds when the match starts. Also, with a certain cosmetic on clown you can see his jiggly belly as you look down. Other than that, yeah I agree that killer cosmetics are mostly pointless
I dont want to be that weird guy, but which cosmetic?
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/1049508#Comment_1049508
I'd be very cautious with the word always.
If you get a Toolbox + Prove Thyself squad and commit to a chase for too long, these guys might cause loads of trouble.
A single gen takes longer and can be defended with less effort than a gen that is rushed by several survs. Once a gen is powered, it is gone.
Well, Prove Thyself only makes it that 2 people on a Gen are as fast as 2 people on separate Gens. So those two will get two Gens done in the same time as 2 people on separate Gens, while without Prove Thyself, they would take longer.
Toolboxes dont really change that, because the Speed Benefit will be the same, regardless if you work on one Gen or two Gens.
Prove Thyself is not really that useful to get Gens done fast, except for the last Gen, because before it is more beneficial to work on different Gens.
If all 4 Survivors split up, one will get found and three work on a Gen. But if more are on one Gen, they will need to leave it (at least for a small amount of time), when the Killer is arriving.
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Can you consider a dead game as healthy?
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@fleshbox said:
If i see if i just hide for two minutes and got rid of one of your perks. Ill let the other suckers get caught.
If you are the only one hiding you are actually the one person who is the least beneficial for their team. If everyone is hiding, this would be a win, because the Killer does not progress at all during those two minutes (except Hag or Trapper of course). But when others are getting chased and wasting ressources, you doing nothing is exactly the worst thing happening.
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@Infinity_Bored said:
No. It makes survivors find each other and team up on other gens.
Two things:
First, several Survivors on different Gens will always be faster and more difficult for the Killer.
Second, Survivors spawn together anyway. I guess this is some form of a Bug, because it did not use to be like that a few months ago (and also I think it would be better to spawn completely alone, so that "Reunited" actually means something and does not pop up 3 times at the start of the Trial)
@Topic:
I use it on Trapper, Hag and Myers. First two for Setup Time, Myers so that I ideally have not to travel the whole Map to get to Tier 2, because Survivors and myself are moving closer to each other.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1047578#Comment_1047578
I see that now, I live in US where everyone knows English so I had no idea of comms problems in Europe. A chat wheel would work much better.
Oh, dont worry, I know that. I was at an international Event in Japan a little bit over a year ago, and meet one of my US "Colleagues" (basically someone who is doing the same thing like me, but on the other side of the world), and one thing he was worried about were the Translations.
So I know that it is somewhat unfamiliar for US people to come in contact with other languages (maybe Spanish, depending where they live).
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This might be working for the US, but certainly not for Europe. There are so many languages involved.
Like, I live in Germany, we have English in School, so every German should speak somewhat decent English. I work at international Events, therefore I have a lot of contact with people from all around Europe, and I know that not everybody can speak English to the same degree. And some simply refuse to speak it (looking at you, France).
Furthermore, as written above, why should a group of foreign Speakers include me in their conversation? If I am solo with a 3 man SWF from Italy, they will most likely not speak English, let alone use the ingame Voice Chat.
And knowing this community and in general communities of cheap games, I also dont want to get insulted by a 14yr old in his language, because I did something he did not like.
So while it should be the longtime goal to buff Solos to SWF-Level to balance the game around that, this will not be achieved with Ingame Voice Communication.
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@Trwth said:
He just needs bug fixes and an add-on rework. That’s it. Hopefully the devs won’t make the same mistake as they did with Nurse and “modernize” her basekit too when the changes were unnecessary.
As someone who had 3 Phantom Saws in two games right now, I agree.
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If we are talking about addonless Hillbilly, sure.
But Tuning Guide (way too strong for a green Add On on a Killer like Hillbilly), Insta-Saw and Cooldown Add Ons (missed Chainsaw Attacks not having a real penalty) is what should be looked at.