Avatar

Ayodam

Ayodam

About

Username
Ayodam
Joined
Visits
0
Last Active
—

Comments

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187704#Comment_3187704

    A survivor win is to escape through the gates, which is why hatch escapes are 0 MMR. A killer win is to kill survivors, and it has nothing to do with generators.

    Technically a killer’s win comes from sacrificing survivors on hooks. Moris don’t count toward their win condition (0 MMR just like hatch). So his analogy actually fits well…

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186208#Comment_3186208

    It is weird, especially now that they want to create very gimmicky/situational perks.

    My guess is that they fear people would dodge if they saw someone with self care etc, but to be fair, not knowing has a more negative effect because handicaps the teammate that COULD have brought That BT perk and other more defensive perks out there.

    Aren’t people already dodging because of ‘unacceptable’ prestige levels, though? What makes anyone think people wouldn’t dodge lobbies with perk builds? And I guess what does it even matter? There’s clearly a need for more survivor players but BHVR isn’t doing much to rectify it.

  • @adam1233467 said:

    God pallets? Are you playing the right haddonfield?

    He heard Otzdarva call something challenging to mindgame a god pallet now he’s doing it too.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179142#Comment_3179142

    this used work like this with keys. hatch spawned if 1 person died and 1 gen was remaining or if 2 survivor died and 2 gens were remaining. it lead to cases of just losing randomly from 3 people escaping from the hatch or last two escaping. often 1 from far exit gate and another from the hatch.

    https://forum.deadbydaylight.com/en/discussion/comment/3179081#Comment_3179081

    its team game. 4,3,2 escapes are win for the survivor and 3k/4k is a win for killer. that's always how I saw it. the survivor win conditions are easier because its suppose to be that survivor has "harder" time escaping because killer is supposedly stronger and is favoured to win.

    team based MMR would be really good, but a lot of people complain about their teammates being trash and blame them for losing, so individual mmr is suppose lead to less toxicity regarding that. it would be more accurate for survivor but could prove be a little toxic. At the same time, I don't think mmr needs to be super accurate. it should be vaguely accurate unless you just want the game to be super ultra competitive. I see dbd more as casually competitive. its suppose to be fun to play dbd, but have little bit of matchmaking to it.

    You’re incorrect, survivors win individually—not as a team.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179199#Comment_3179199

    Why wont BHVR do anything?

    at least Killers should stop working with survivors and just kill everyone. The more I think about it, the Killer has a lot of blame here for allowing these 2 trolls to do what they did. He should have showed up and massacred everyone and forced them to play or die.

    This is why I want the Killer community to STOP playing Dungeon master and letting certain people go, working with survivor.. etc. Just kill everyone. Don't work with survivors, and kill everyone. Problem solved.

    They may suspend the players who griefed you, although that is not guaranteed.

    To your question about why they won't do anything about solo queue in general... well, sometimes a thing has been broken for so long that fixing it might create more problems than leaving it as-is.

  • I'm going to share something direct and honest. You won't like it, but you must heed it: You've gotta carry the match, Pulsar. From the killer players in this forum, I've discovered that as a veteran player the expectation is that you..

    1. Loop for the gods. You must keep the killer occupied most of the time, without going down.
    2. Complete 2-3 gens, probably by yourself.
    3. Safely unhook and heal other survivors when needed.

    If you can do all of that, you'll have earned an enjoyable solo queue game experience--at least per a plurality of killer mains on this forum.

  • You can (and should) report those players to BHVR. You have video evidence, although that doesn't guarantee a response. To your intent to illuminate griefing issues within solo queue, nothing is going to change. BHVR isn't going to do a single thing about this. As someone else suggested, it may just be worth your while to find a SWF group you could play with.

  • No, survivors are not a team. They are four individuals with the same goal. They can contribute, together, towards this goal but this is not required for them to reach their goal [escape/MMR rank up].

  • What makes solo queue so unbearable, Pulsar?

  • @TragicSolitude said:

    And y’all complain about solo q.. THIS is one of your main issues.

    Yeah. Over half the complaints about solo queue are about having "teammates" who AFK, suicide, and disconnect. You're proving our point. Solo queue sucks because of this kind of stuff.

    Solo queue has always stunk. It didn’t just begin with people quitting.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172732#Comment_3172732

    The last time we were given stats it was the start of the year around the time mmr went live. We do know whether or not the kill rate stayed the same and it likely didn't since the devs specifically mention that the kill rate was lower than they would like.

    There's no way anyone can say conclusively that the kill rate was around 53% before 6.1.0

    With no significant game changes between the release of the most recent kill rate data (an aggregate of games from July 21-Jan 22 as the devs collect & release six months worth of data at a time, correct?) and the release of patch 6.1.0, it is unlikely that rates unpredictably dipped below a rate of 50%. Kill rates have been consistently around this 53% for what appears to be several cycles of patching. The stats released on January 16 of this year are not just a snapshot of how killers did for a few months; they speak to a broader trend of performance that presumably spans at least a year into the past. Developer comments on kill rates being slightly lower than preferable doesn't mean the kill rates are less than 50%, and we should not assume that it does. Their ambiguous statement could mean that they envision a kill rate of 60 or 65%. I personally suspect the intent is to boost kill rates so that things settle around 50% percent when survivors receive their upcoming buffs.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172244#Comment_3172244

    You still need that 1 killer player. You can't just ignore the killer role because solo q is difficult.

    Killers shouldn't be ignored, but their importance shouldn't be spuriously inflated either. The median kill rate has been around 53% for at least the last year. That means, despite so many killer mains claiming to face these 4-man SEAL team six SWF squads, most of them have consistently managed to 3-4K in their matches. It also means most survivors were not escaping trials.

  • I like him. Well done. :)

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172464#Comment_3172464

    Yes, unfortunatelly, I haven't any aura reading perks, but whispers on hag?=) I mean, if it's only against such situations, I'd rather report them over a good perk slot. Besides, (off topic) imo hag don't need any aura reading, due to chase only in your web.

    I agree, they were trying to outlast one another to get hatch. It wasn't really about you but about who could be the last survivor standing. It's unfortunate that you felt stuck between them, but escapes mean a lot for survivors (as a way to preserve or improve MMR, which determines the quality of teammates). If you find yourself experiencing this particular scenario often, location perks like Whispers, Spies from the Shadows, and a few others could really help. Darkness Revealed is good for finding immersed survivors as well.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170914#Comment_3170914

    Benevolence is not the absence of spite.

    A killer giving you Left For Dead is benevolence (and yes, I do that a lot - heck, sometimes I go out of my way to block the hatch and force them to do a gen, then close hatch so they have to get a gate. Lost count of how many survivors I've given this achievement.) They lose out on points/a 4k/their time by sparing you.

    A survivor preventing you from getting a mori on a game you already won is spite. They lose nothing from letting you mori them because they're going to die either way; they just want to spit in your face as they go and will waste their own time to do it.

    Regardless of why a survivor hides in a locker against a Tombstone Myers, Myers is not entitled to that achievement or any other specific action from that survivor. Meyers must earn the achievement through clever outplay.

    Killers are in four games at once--each survivor's outcome counts as a separate win (or loss) for them. If a survivor hides in a locker to prevent a tombstone mori, then the killer should hook them and attempt the achievement with some other group of survivors. The game isn't "lost" for survivors until they've died. It's time you all retire the argument that one survivor left alive on the map equals game over for that survivor. There are a number of ways a killer could misplay even under those circumstances.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170811#Comment_3170811

    I can understand that, but if you are damned, no matter what, what do you get from being extra salty and denying the other player their achievment? You die either way and with letting that player mori you you will eliminate one other survivors potential further encounter with a Tomestone Myers. Thats the kind of empathy thats a bit harder to sell to certain people, though, because they won't get +1000 BP for it.

    It’s an achievement—earn it. You aren’t entitled to benevolence from random people playing a video game. If you’re unable to obtain the Tombstone Achievement, well, that’s unfortunate. It’s a challenge—it should be difficult. You’ll need to try until you get it. But I strongly suspect you aren’t giving any survivors Left Behind.

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169549#Comment_3169549

    According to you. Multiple perks are the definition of band-aids that only exist to address core issues. Like it or not, it's part of their design philosophy.

    Didn’t the devs tell us in patch 6.1.0 that neither killers nor survivors should have to bring specific perks to play the game? Like they specifically mentioned it in reference to giving basekit BT to deal with camping and tunneling.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169848#Comment_3169848

    That's...even easier, literally something everyone does every game, but that Myers one is just a nightmare because it's just a petty "haha here's a middle finger"

    It seems you're confused about the Left Behind achievement. It isn't what you appear to think it is; in fact, it's one of the hardest achievements to obtain. It's not easy at all, and certainly not something "everyone does every game."

    I don't think you really understand what it takes.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168853#Comment_3168853

    How about the fact that the Myers achievement is, call it what you will if you had better experience, one of the hardest ones to get

    To get hatch achievement, just sit in the corner, contribute nothing and escape through hatch

    The achievement requires that you complete the final generator and escape through the exit gates as the final survivor of a trial where everyone else has died. It has nothing at all to do with hatch.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168599#Comment_3168599

    So which pidgeonholded argument do you want me to fight? Because I'm not going to list every single variable that makes your assessment of the time wastes involved with the perk relevant, things like chase start time/time to down/time to reach a hook are all going to be diferent but they are all going to be more than zero, which was the point I was trying to get through to you. I've never even implied that the perk doesn't have any of the time wastes your mentioned, and havent disagreed with you about any of them. I've just stated that you are purposely ignoring that its something that affects both sides and trying to weigh your outlook to only focus on the negatives for your side. This game is absolutely full of worthless time wastes, but at least those ones are to get value out of a perk rather than a core mechanic.

    If you mean "What other takes do you feel hurt camping?" thats a kinda weird question. I think there are many base factors in the game that have been there and also others that have been included to weaken camping, tunneling, and slugging alike. They have also only made those strategies situationally worse, but have not brought them down below all of the other strategies that have been minimized by other choices, like CoH's existence: There is an extremely large issue with the game's balance about efficiency caps, and thats a major part of why tunneling and camping will always be a thing. You have no idea what level of player youre going against, or even how coordinated they are, yet they are at their absolute strongest at the time you need to figure that out. Most of the things that gave the killer time to judge those factorss and use less oppressive strategies at the start are at an extremely low point right now, so its basically damage control right from the start. I've been seeing a lot of people "tunnel 2" more often now, where they will juggle two survivors and only go after the other 2 if there is little to no time commitment involved, it honestly seems like the best compromise given the numbers game involved. Basically every change like making Corrupt and Ruin super niche, killing thana because two killers got too much value out of them (and then doing it again with AA like a month later because of nurse) all of those types of things have all done their part to hurt X thing but accidentally impact Y too much indirectly. Its been a growing trend since CoH was introduced and they keep trying to throw numbers adjustments at it instead of actually addressing how much it hurt the core mechanics of the game by existing.

    Basically we are at a point in the game's health that lowest common denominators are ok, since their alternatives are not viable enough or consistent enough for people to be expected to leave their outcomes to chance, and its a result of a lot of the nerfs indirectly removing value from things that they were not put in place to do. It happens with survivor as well, but generally only on a perk level rather than a core mechanical one, which is a pretty big distinction. BHVR is just really, really bad at making balance chances without considering what gets affected as a result, and following their "meta shakeup" from first announcement through to today is a very clear indication of that. Even our individual perspectives can do the same oversights without us knowing, which is why I'd rather educate than argue.

    "So which pidgeonholded argument do you want me to fight? Because I'm not going to list every single variable that makes your assessment of the time wastes involved with the perk relevant, things like chase start time/time to down/time to reach a hook are all going to be diferent but they are all going to be more than zero, which was the point I was trying to get through to you. I've never even implied that the perk doesn't have any of the time wastes your mentioned, and havent disagreed with you about any of them. I've just stated that you are purposely ignoring that its something that affects both sides and trying to weigh your outlook to only focus on the negatives for your side. This game is absolutely full of worthless time wastes, but at least those ones are to get value out of a perk rather than a core mechanic."

    You haven't made any compelling arguments as to how Reassurance is going to successfully subvert camping. If your points are merely an opposition to my own, that won't work. Survivor time and killer time isn't a 1:1 correlation. Taking time to find a survivor, down/hook and camp them, is still more often than not going to take less time than a sequence of survivors working on a gen, leaving that gen to find out that another survivor is being camped, applying reassurance to that camped survivor, then returning to their gen or finding another gen to work on. This doesn't even consider that the killer may have some form of gen slowdown. If survivors have a perk that allows them to see that a survivor is being camped (i.e. Kindred), this can be manipulated by clever killers standing out of range of the perk. And it doesn't really change the fact that generators still take longer, and can take much longer with stacked slowdown builds; which brings me to my next point.

    Camping and tunneling have always been efficient strategies for securing at least one kill. Prior to patch 6.1, what made these decisions risky was the counterplay: survivors could apply pressure by completing generators while a killer camped, usually finishing 2 or 3 by the time the camped survivor died. And because the best gen slowdown perks were active at the start of the match (Corrupt Intervention and Ruin, generally), survivors were more likely to secure a 3-man escape at the end of the trial because when the killer had returned to searching for those who remained, the survivors had likely begun work on the remaining gens. But that is no longer the case; the best gen slowdown/regression perks come into play during mid-game now, and the actual slowdown/regression is more unforgiving than it previously was.

    If you mean "What other takes do you feel hurt camping?" thats a kinda weird question. I think there are many base factors in the game that have been there and also others that have been included to weaken camping, tunneling, and slugging alike. They have also only made those strategies situationally worse, but have not brought them down below all of the other strategies that have been minimized by other choices, like CoH's existence: There is an extremely large issue with the game's balance about efficiency caps, and thats a major part of why tunneling and camping will always be a thing. You have no idea what level of player youre going against, or even how coordinated they are, yet they are at their absolute strongest at the time you need to figure that out. Most of the things that gave the killer time to judge those factorss and use less oppressive strategies at the start are at an extremely low point right now, so its basically damage control right from the start. I've been seeing a lot of people "tunnel 2" more often now, where they will juggle two survivors and only go after the other 2 if there is little to no time commitment involved, it honestly seems like the best compromise given the numbers game involved. Basically every change like making Corrupt and Ruin super niche, killing thana because two killers got too much value out of them (and then doing it again with AA like a month later because of nurse) all of those types of things have all done their part to hurt X thing but accidentally impact Y too much indirectly. Its been a growing trend since CoH was introduced and they keep trying to throw numbers adjustments at it instead of actually addressing how much it hurt the core mechanics of the game by existing.

    Camping & tunneling didn't start with Circle of Healing or boons. Nor do killers camp because of some fear that if they don't, survivors will receive value from a boon totem. That particular comparison is out of touch. I believe the path of least resistance is the one that players will always walk. If there is an easier way to complete a goal, that is what most players will opt for. I don't believe efficiency caps have anything at all to do with it.

  • Empathy is nice but you’d probably get more value from Aftercare because…

    1.) You saved someone to activate it or someone saved you, so there was an act of kindness rendered.

    2.) You’ve earned BPs from that save.

    3.) It has no distance restrictions.

    4.) It works two-ways.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168842#Comment_3168842

    But the locker "counterplay" doesn't prevent you from getting snatched and hooked, it only serfs to artificially prevent the match from ending by griefing and frustrating the killer in the hopes that he gives up. Survivors starting the match on hooks would help no one getting their achievments done, thats not the right mindset.

    Should killers have some sort of handicap so that survivors can get their Left Behind achievement..? Like maybe the killer is auto-stunned for 60 seconds once the 2nd to last survivor is killed. That way, they can’t artificially deny the last survivor a shot at obtaining that achievement. Or is it different when it’s survivors who want an achievement?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165212#Comment_3165212

    Again, you're listing every possible negative to the application of the survivor perk, while ignoring every varaible that happened between the start of the game and the facecamping first hook. I'm not even saying your variables aren't worth considering, just that you are purposely only considering half of the situation. I could just as easy go on a rant about how any number of killer issues can impact the situation but I haven't been trying to argue with you, I'm just suggesting you consider more than your own perspective then reevaluate it.

    I seldom see killers face camp at 1st hook with 4-5 gens left, but it's mentioned so often here that I can believe it common practice.

    I noticed you didn't answer the question I asked. I won't consider a thing you say until you do.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165295#Comment_3165295

    The 4 most recent maps we've had are:

    • Saloon
    • Midwich
    • RPD
    • Eyerie

    Not including the reworks because I don't know the exact order in which they were reworked, and some reworks were definite improvements.

    But something that's interesting is that all 4 of those maps are hated by a lot of the playerbase for promoting stale gameplay and being generally unfun to play on for both sides. It does kinda seem like history is doomed to repeat itself.

    I’ve never heard any killers complain about Midwich. It’s a very killer-sided map. I haven’t heard survivors complain about it either but it’s still a killer-sided map. Beyond the main building at Eyrie, that one is killer-friendly too. Just like Dead Dog (strong main building, weak outskirt tiles).

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164867#Comment_3164867

    There's a far cry between "complete babies" and the soft MMR cap. Something like 1% or maybe less of players are at the MMR cap. The great majority of people are not, including a lot of people who probably think they are.

    It feels like every killer main on this forum swears they’re in the top MMR.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165191#Comment_3165191

    How did you list all those variables while trying to pretend that there arent any that can affect the killer's efficiency at camping and tunneling? There is even a perk that can pause hook timers now, regardless if everyone discarded it for undervaluing it. You're stacking up everything that can possibly work against you while ignoring everything that can possibly work against the killer, which is why its not a particularly unbiased take. I already acknowledged you can do everything right and still lose if your teammates refuse to adapt, and its kinda what i've been saying from the start.

    So Reassurance isn't efficient at stopping camping because it only lasts for 30 seconds; however, you've gotta spend time traveling to the hook, activate the perk while in proximity to a killer who can hit you, and then return to or go find a(nother) generator to begin working on. All of this cuts into the 30 seconds of the perk's activation, and the other variables I mentioned are still there. They don't suddenly disappear because you used Reassurance. Technically, Kinship is the better perk but it's still far from a magic bullet. What other takes do you feel hurt camping?

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165094#Comment_3165094

    The problem with your statement is that the game is not actually horror, rather it's horror-themed. Tremendous difference. If Legion had zero counterplay, there'd be no point in playing any other killer and there'd be no point in survivors playing in the first place.

    Hiding is not a viable option against Legion thanks to Killer Instinct. Killer Instinct is basically anti-stealth. You can't hide from it, and the idea of no-one getting caught in the first place would mean survivors couldn't do their objective.

    The devs tried the solution of just buffing legion, and it still didn't make them fun to play against nor fun to play as. Survivors don't like mending simulator, and mending simulator is boring for legion players.

    ...Nurse and Blight are exceptional killers with very little counterplay. People still queue in as survivor even though there is a chance that either of these killers will appear in the match. Survivors could still perform their objectives while hiding; it would just require a cunning playstyle. Either way, I think it would satisfy killer mains who are quite disgruntled by the abilities of survivors.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165115#Comment_3165115

    Yeah that survivor got absolutely dunked on and then ragequit on hook if you're not getting 2-3 90 second gens done in less than 2 minutes of hooktime alone, let alone starting the chase, the chase itself, and everything other timewaste between. Like i said, its literally an efficiency standoff, and you are able to adjust to that. The longer you refuse to, the more of a head start you give your opponent.

    Even running perks to help with gen speed, it's very unlikely that a killer cannot kill & camp two survivors before 3 gens are completed. There are just too many variables that favor the killer in such a scenario:

    1.) Unhooked survivors understanding that their teammate is being camped (so they have to go to the hook and see this, then find gens--wasting time)

    2.) Gens take longer.

    2a.) If survivors bring perks to help mitigate longer base gen times, the perks often require activation fees that require survivors to essentially waste time before they're able to start the gen (finding and cleansing dull totems, finding specific gens, finding partners*, etc)

    2b*.) It's an exceptionally bad idea for 2+ survivors to work on a single gen while a killer camps their teammate.

    3.) The camped survivor doesn't accelerate hook progress by trying to escape, or disconnect because they're in a boring, hopeless situation.

    All of this and more culminates in a match where a killer can camp 1 survivor from hook till death and you might see 1-2 gens pop if you're lucky. What more commonly happens is that by the time survivors get going with gens, the hooked survivor has died or is close to it.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165094#Comment_3165094

    I don't enjoy Legion for a lot of reasons. I don't enjoy slowdown, I don't run slowdown perks. I don't find stabbing survivors over and over fun, I like more interesting powers. And I'm on console, so getting stunned out of his power for whiffing absolutely guts him for me. As long as that last weakness exists, he's basically unplayable for me, and no other buffs will make a difference.

    DbD was originally designed as a hide and seek game, but players enjoyed chases more so BHVR has balanced the game more around that. It's not fun as a killer to play a walking sim, and as survivor you don't earn crap for points by hiding. Legion's entire kit would need to be changed if the counter to him became hiding, because Feral Frenzy's strength is that survivors can't hide from it. I'd be all for completely changing Legion's power, they have the best cosmetics but their gameplay sucks, but changing their kit would need to be a complete change and not just showing scratch marks. No more Feral Frenzy at all.

    I understand you dislike Legion's gameplay mechanics. But with my proposed changes, the Legion would still have Killer Instinct while able to see scratch marks and blood pools. And if the game were to circle back to hide and seek, which seems to be the direction BHVR is moving in by weakening chase mechanics for survivors, then I believe Legion could be a very powerful killer as they are difficult to hide from. The counterplay becomes trying to maintain distance, outrun/exhaust Feral Frenzy, or hope that the killer prioritizes other survivors than oneself. So there is some counterplay, but the character has been thoroughly strengthened by no longer losing survivors in chase. This would make Legion a 'strong' killer and would satisfy killer mains as well, I think. Would it suck for survivors? Yes, probably. But that seems largely inconsequential.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165081#Comment_3165081

    How are they securing gens if they are facecamping? gen rushing and facecamping generally end in mutual destruction and a 2k. It basically just becomes an efficiency standoff.

    Not anymore. A killer can fully camp to death 1 survivor and at most now they might lose 2 gens before they can prowl for another survivor. It they’ve got regression perks, it could even be 1.5.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164930#Comment_3164930

    Killers need some counterplay. No counterplay at all and why bother to run, might as well just stand under a hook. Looping isn't a guaranteed escape, it's potential counterplay.

    Legion is weak because the whole idea behind his power kinda sucks. His kit is slowdown and locating, so anti-loop is the one left in the cold. He has speed, and after he gets his first hit in FF nearby survivors can't hide from him, so scratch marks are hidden to give the first survivor a chance at not being hit in chase. He can't down survivors with his power. Playing efficiently by splitting up guts him. Like I said, his design just kinda sucks.

    I think allowing Legion to see blood and scratch marks could be a buff you’d enjoy. And maybe the counterplay could be hiding? Or, since Legion has killer instinct in their kit, just hoping they go for any survivor who isn’t you. Running is disadvantageous but hey, you could simply try to hide. Like I see killer mains say, quite often, just don’t get caught. That seems like a fair trade off, no? Legion is no longer weak, survivors have a bit of counterplay that killers approve of It’s a horror game; maybe it should be more like hide & seek anyway.

  • @TragicSolitude said:

    He's not meant to deny loops by vaulting. He's meant to quickly apply the Deep Wound status to multiple survivors. He's a slowdown killer. The counter to him, like the counter to most killers, is looping. Killer Instinct as part of his basekit means survivors can't hide from him; if they couldn't loop him, either, then how would survivors be expected to play against him at all?

    He's a poorly designed killer who's weak but also not fun to play against (and I don't find him fun to play as, either, personally). A lot of people agree that he needs a big rework.

    Maybe the problem is that you think survivors should have counterplay against Legion. If Legion is so weak, then eliminating survivor’s ability to conceal scratch marks and blood against him is an easy way to buff him. Throw in some anti-loop potential via his ability for good measure. Now he won’t be weak anymore.

  • @Sabraiz said:

    As someone that likes the perk, it is absolute bull that you can use it through the floors on RPD, The Game and Midwich.

    Just like how its Circle of Healing being usable on different floors as well.

    The perk is absolutely not trash.

    A lot of killer perks & abilities work through multi-floor levels too. Is that bull too?

  • I’ve seen the bonus go from 25-100% on the survivor side across various times. It seems quite reasonable that there is an overload of killer players.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160441#Comment_3160441

    Mine are instant. RIP to you, but I am different.

    Luckily survivors are easy to bribe. I have never had queues this good on a new killer launch. Ez money.

    I simply give up. I'd rather play another game or do something else entirely than wait so long. And solo survivor is just awful, so that's no reprieve.

  • @Sadako_Best_Girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159011#Comment_3159011

    I don't want to be the breaker of news, but OTR and DS are not end game perks and don't require any build up.

    Of the five perks I named, only two require build up...

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160202#Comment_3160202

    It's almost like they don't have any confidence that they can win without doing those things.

    Lol, that's cute. Yeah but the real truth is people take the path of least resistance.

  • This won’t last. And killer queue are still long. At least mine are. Ugh.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159807#Comment_3159807

    Because they are babies.

    If they find the game unplayable, they shouldn't play it.

    The balance in solo isn't great for sure, but it isn't a free pass to bail on matches. They're not punishing BHVR by bailing, they're punishing other solo players. It needs to stop.

    It seems counterintuitive to tell survivors they shouldn’t play the game. Are you personally going to queue into solo, exclusively, to make up even an iota of the difference?

  • @Biscuits said:

    It's crazy how much a blood point bonus increases my survival rate. Just yesterday I was escaping about 25% of my games. I log in today and I am escaping two thirds of my games. Looks like survivors have been trolling for the past month.

    Can I have your games? Killers are still camping and tunneling early to mid game in mine, and no one is making it out.

  • You mean killers are still camping & tunneling despite the new BT and Reassurance? Well, color me surprised.

  • @Gylfie said:

    As sad as it is to see an underused perk nerfed, I'm actually with BHVR on this one. The first time I used this perk and I noticed that my mine had failed but that I was able to immediately place a new one, I was like what? That can't be right?

    It's like missing your flashbang save and immediately receiving a new one to try again.

    Edit: and now it's consistent with Dragon's Grip, which also goes on its huge cooldown even if it didn't hit anyone.

    Can we make OTR and DS consistent with NOED, Remember Me, Blood Warden, Save the Best for Last, Rancor, etc..?

  • With killer queue times upwards and beyond 10 minutes, the argument that they want games to end as soon as possible doesn’t really track. What it comes down to, in my belief, is that they’ve got an easier path to their 4K and intend to walk it. Like the 4K is what truly matters to killers, you must understand.

  • @Alcuin said:

    A significant appeal for solo survivors is the teamwork involved and the possibility that all four escape, or at least not only yourself. You have to involve yourself in the action for that.

    As far as the build, it could work but I'd say Wake Up, Sole Survivor, Left Behind/Clairvoyance, and Adrenaline would probably be the best build for a solo survivor intending to survive through or the exit gate after the other three teammates are eliminated.

    Teamwork is dead. It’s every survivor for themself now—just the way BHVR intended it…

  • @JacobiusWick said:

    Feel like it could use a slight buff, to .75 or so. It's so temperamental on console.

    They tried that on PTB and killers complained.

  • @Chaellooo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156851#Comment_3156851

    Hopefully the killer queues will go back to normal after the incentives come back, 5-10 minute killer lobbies suck.

    Unlikely. 100% extra bloodpoints just put survivors about 5-10K over what they usually make and the gameplay is still… questionable. Also Wesker is going to make the queue times longer.

  • @Zen_but_not_Zen said:

    Not everyone buys dlc, although res evil will be popular just for the brand. The fact bhvr makes you pay to try and combat camping kinda sucks though, they won't even offer that perk later in shrine will they?

    Although, is camping really that much of a thing, maybe just at higher mmr? in the last week, I can recall only coming across maybe 1 camper early on in a game, a couple others but could understand those, gens done and needed to secure a kill.

    It should appear in the shrine eventually but we still haven’t seen either Leon or Jill’s perks there. It’s probably going to take at least a year before Reassurance shows up.

  • I believe the official statement by the devs is that it’s not a skilled play if you don’t escape.

  • @Bot_Salvo88 said:

    If the last survivor has been downed and you can't find him, just go make yourself a coffee untill he bleeds out or he finds hatch. You won anyway, so no big deal

    If it's really that much of an issue, just bring Deerstalker. The same way survivors need to bring umpteen perks to deal with specific killer behaviors, killers sometimes need to do the same...

1 … 56 57 58 59 60 … 62