Bwsted
Bwsted
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@SquirrelKnight said:
Survivors: Play 4SWF with comms, bring perks specifically to promote the killer to play as sweaty as possible.
Survivors when killer plays ruin + undying:
RRREEEEEEEEEEEEEEEEE
The killer: makes this thread to complain
SquirrelKnight: survivors blah blah swf blah blah REEEEEEEEEEEE
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We don't know the context and how these stats are linked together. For example, the sacrifices/escapes might have been collected over a diferrent period/platforms from the completed gens.
That's why conclusions shouldn't be drawn, including statements about whether the stats are correct or not.
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@Golden_spider said:
It's like beating a Maurice with a Kanabo...
Bring a Rainbow Map.
Don't have any? Map with Red Twine.
Don't have any? Dedicate a slot to Detective's Hunch.
Don't have Tapp/Shrine is giving junk? Dedicate a slot to Small Game.
Can't dedicate a slot? Better start learning those totem spawns.
You were cleansing Totems but NOED still triggered? Blame the 3 other Survivors for not doing their part, not the Killers' fault only 1/4th of their opposition attempted to counter their perk.
You don't wanna blame the other 3 survivors? Play a 4-man SWF...
Now, I'm waiting for you to make a similar convo where you defend not nerfing SWFs. After all, it's not the survivors fault if the killer can't counter 4/4th of their opposition.
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There's no context, so it's impossible to draw too many conclusions. It doesn't change the fact that the numbers are factual.
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Looks like the sweat squad got the sweat killer. You deserved each others.
Like okay I 4Ked them but I had sweat super hard using my Main Killer Blight and had a generally unfun time with 3 OoO and a ton of second chances while Tbagging at every pallet.
This part simply reads as if you wanted to be the only sweaty one and that you're entitled to an easy match. It seems to me the matchmaking worked perfectly for oncs. You didn't select your main because you saw a swf, you queued up like that. Nothing to complain about here (except OoO. Please, delete that perk).
If you want easier games then derank. But if you ready up geared for war, then don't whine when a war is what you get.
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Thabk you very much!
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When they're wiggling it'll result in you swaying left and right. It won't drop until you're in that moment when you stop going one way and change direction.
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This is not a horror game. This is a cat-and-mouse game in a horror theme. You won't get scared for very long, simply because it's PvP. The scare factor (or lack thereof) is not what makes this game successful and as such it's not a necessary or guiding element.
You might enjoy 1st person for a little bit and then the scare will wear off to be replaced by frustration. Then the forums will be swarmed by requests to nerf killers because they're OP when survivors are in 1st person.
An alternate mode might work in 1st person, but the base game would be completely broken and require being rebuilt from the ground up to be playable.
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This is troilling at it's finest. Using a disposable account on top of that.
You have 3 in the basement and somehow they save under your nose and then somehow the 'experienced killer' targets BT and picks up DS.
Then you complain that you won with 2 gens left instead of 4 and the 'oppressed' players jump out of the bushes to comfort the poor soul after the traumatic experience.
This is 11/10 quality bait. You, Sir, are a master at this.
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OP is correct imho. His rush is easy to dodge regardless of increased turn which might be intended or not. Also whenever I do that trick the hit looks really wonky on my end with the survivor at the edge of my screen, sometimes out of view. His ability is decent at jungle gyms and shack, but neutered at most other loops.
He's S tier against survivors who run in a straight line. But again, that's true for almost anyone else.
For being really mediocre at survivor (I'm a killer main) I've gone against a handful of pro blights who were hitting lethal rushes left and right. I had no issues in turning them into default m1 killers, because I was simply using sharp turns into objects or running toward them for the first rush.
Ironically, the one thing that makes it easier to land rushes is the bug that renders slams silent, which confuses the heck out of survivors.
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First of all, we would've to define what makes them 'trusted'.
The second issue is the 'higher tier' and the fact that normal gameplay and players' base in DbD are not high tier at all.
So, whatever the advisors suggest would affect negatively most players if it's in a high-tier (think 'tournament') balance mindset, because DbD is a casual party game and the outcome would be something undesireable like this:
@PigMainClaudette said:
Overwatch did a similar thing to their game with players from the Overwatch league. It destroyed the game's balance where the top players had balance but nobody else did.
Rank 1 is different to Rank 5, even though those players may clash. Rank 5 is different to 10. Each colour and even region has its own meta.
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It's rng based. As such, it can be amazing when rng is on your side and awful vice versa.
Botany knowledge is far better for consistency.
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Beforecare
You are able to see the aura of 1/2/3 survivors from the beginning of the trial.
They also see your aura.
Every time you perform a heal or unhook a survivor, or a survivor heals/unhooks you, the effect of Beforecare between you and that survivor is disabled.
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If I understand you correctly than it's just the default breathing of some killers, specifically the OG ones. It's easily audible too, just pay attention to it next time.
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It's an irrelevant message. Stop paying attention to it.
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Those discussions have always been here, just like discussions about DS, Noed, etc.
Camping is in the game because it's the reasonable thing to do in some situations and there's not been a proposed fix so far that wouldn't be unfair in some aspects.
However, your solution to camping (just do objectives) only works for coordinated depip squads and they have to play perfectly as well. I reiterate, not simple SWFs, but genuine genrush seal teams. SoloQs have to waste at least a little bit of time to ascertain the killer is camping and assume they're going to camp all the way, then go back on the gens that they have to find and travel to as well and rush the objectives. When you factor that in, the killer has essentially a mathematically guaranteed 2k unless they make a massive mistake and the survivors waste literally, not figuratively, no time at all. Everything past that is a bonus kill. And in every situation where you can get a guaranteed tie by simply avoiding a major mistake while the opposing side can't afford even small ones, then there's a flaw in design.
If you add to the mix the unholy trinity of corrupt intervention, bitter murmur and noed, plus (but not necessarily) an undetectable and/or insta down ability, you can 4k consistently by simply having a staring contest with your first down.
The reason you don't see that every game is that it's boring as heck for the killer as well. But it works and it's been proven, simply because it's game design.
What you see instead, and that's how you play killer in the red ranks, is that you hook someone, then you pressure someone else getting ready to leave them to cut off whoever goes for the unhook, who you're going to slug if possible. Then you snowball from there, generally with one person on hook and another one slugged.
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@Orion said:
There's a psychological effect called "risk compensation". The gist is that the safer you feel, the more likely you are to take risks. Playing survivor, with all the second chances you get, you rarely - if ever - feel like you're at risk, so you're more likely to make dumb plays. Combine that with second chance perks like DS and your risky behavior generally being rewarded because of all your second chances, and you've got yourself players who have been conditioned to make dumb plays, because they don't suffer any real consequences from them.
There's no indication in the OP to lead to conclude that was the case. You're trying to take this conversation to be about DS and '2nd chances' when we don't even know their builds and nothing was said about it. I don't understand those survivors' logic as I don't understand yours. They made a bad play. The end. The actual reasons are unknown. There might be n-thousand explanations why they did. Inexperience, panic, cockiness, incomplete information, boredom, wanting to move on to the next match and whatnot.
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All the meta perks are good in general. For solo, you can also add information perks like Bond and Kindred.
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3 cats. They were all stray. Adopt, don't buy!
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It's an add-on that makes the terror radius audible while cloacked.
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Bbq because I'm greedy.
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A band-aid fix for other defective core mechanics. It might be broken in some aspects, but removing it altogether without addressing the underlying problems the perk is meant to alleviate would singlehandedly make the game unplayable.
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Sample size of 1.... That's not how statistics work.
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There's no official format, it's up to the organizers. You have to look at the specific tournament's rules.
Some tournaments count kills and escapes for scoring. Others count hooks. A few are based on bloodpoints. And you can also find a mix of everything.
For matchmaking, there could be anything from brackets to groups and whatever.
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Bbq:
- always fresh info (procs at hooking compared to picking up)
- locates survivors regardless of generators (useful at all stages of the trial)
- if survivors try to hide their aura, they waste a similar amount of time to thrilling tremors
- no cooldown
- range limitation is trivial. You need the long range info the most. For gens nearby you have eyes and ears, you don't need a perk (ehm looking at you thrilling tremors) to know they're being worked or not.
- mentioning bloodpoints is not even needed at this point.
Thrilling tremors:
Some killers can trick survivors to leave a gen before you proc. Neat! If the gen is far away they're gonna fall for it exactly once and never again. If the gen is nearby now you have to wait yourself to pop it while survivors get free down time. If you've got ruin regression's gonna be on hold and maybe you even forced survivors off the blocked gen and onto your hex.
That, plus it doesn't do or have anything that I listed for bbq.
Verdict: bbq.
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Life and death have are non-linear in the Entity's realm. We can argue if anyone was alive in their dimension when they were taken, but what happens after that is a gray area.
Take sacrificed survivors for example. We know for a fact they are resurrected after the trial.
Even those who get discarded into the Void, survivors and killers alike. We know they're empty shells of no use to the Entity, but there's no indication of them being dead. And even if they were, death is reversible by the Entity.
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@TheClownIsKing said:
HEX: MATCHMAKING
A Hex that affects player selection. Whenever you press the Ready button, your opponent/opponents/teammates will be picked to ensure the trial is as unfair as possible.
Players' levels will be 6/12/20 ranks apart and players' individual playtimes will be 10s/100s/1000s hours apart.
Hex:Matchmaking affects all players.
The effect persists even if the associated spaghetti code is cleansed.
"A curse is upon you, in the form of a job which has been pretty good so far."
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0k for me is the same as 1k, just like a 3k is the same as a 4k. Unless I have a specific reason to kill that one survivor, than I don't sweat it.
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@JureissicPork said:
https://forum.deadbydaylight.com/en/discussion/comment/1671405#Comment_1671405
I don't know why I thought that you lose the stacks with other killers. Has it been changed cuz I have a memory that you lost the stacks if you hit the Obsession with ex. chainsaw?
You were maybe confusing it with Play With Your Food, which loses tokens for any offensive action.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1671313#Comment_1671313
lol it is to discourage it but not to keep it penalty free. sure you can dc anytime you want, you just have to accept the penalties. you were saying you should be able to dc with out penalty, and that statement says that they are trying to discourage disconnecting through the penalty system they implemented not that there was nothing there. I'm all for dc penalties, all for it and I accept if the game says i got one unless I can prove i don't deserve it. (like TRU had to do when the people hacked things).
if the functionality is left in there has to be a penalty to use it because the rules state that is not a valid way of leaving the match. The match must come to a natural conclusion. do you wish to argue that you're right when you misunderstood that quote lol.
OK.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1671205#Comment_1671205
OMFG it does so say this, I have proven then from a forum post here by behavior. i'll do your homework for you because you obviously can't be arsed to even know the rules. https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
The functionality you call "leave match" was left in incase the game gets into a state where it will not shut down normally, you get stuck in the geometry etc. it is not in match functionality. you need to understand the difference between in match functionality and out of match functionality. IF you have to leave the match by hitting the escape key (you are no longer in control of your character) then you are using out of match functionality and functionality that was supposed to be used in emergencies not because the killer nodded at you or that you got a map you hate or you just want to de-pip.... if you don't want to play the game then don't load it up! even TRU doesn't dc when he finds there's a hacker in the game. you are trying to justify your desire to screw everyone else over because you don't like it.
Oh, but I did do my homework.
https://forum.deadbydaylight.com/en/discussion/128722/status-update-disconnection-penalties#latest
"Our objective with this feature is to discourage players from quitting games and will serve a double purpose of excluding users who are already in a negative mental state from re-entering matchmaking until they’ve had a chance to cool down."
Which is exactly what I said.
Meanwhile, none of your conjectures is corroborated.The irony is that the page you linked clearly says to not report DCs anymore.
The rest of your post is tl;dr.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1670263#Comment_1670263
no one should have to suffer through matches they can't do anything or even come close to winning because someone just clicks I'm a leaving this match for some abritrary reason when the RULES state you are not to leave the match except via the exit gates/hatch/being sac'd. Play the game according to the rules or ATLEAST accept you get penalized for breaking the rules
Except the rules don't say that anywhere. The button explicitly says "leave match" and in exchange for that you (will whenever they fix it) get an escalating penalty. Nowhere it says you can't, because you quite literally can and you could. DCs are discouraged, not prevented.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1671148#Comment_1671148
They will never stop camping with him. He is the poster boy for camping. It’s why I suggested they give Killers who camp a campfire and lawn chair animation. At least it would be more interesting to look at while I’m hanging on the hook.
They should've just made the dash end when one survivor gets it. The current chainsaw is already much stronger than its original iteration and sufficiently different from Hillbilly's. The multi down is useful only for camping or for breaking a pallet after downing someone. Decent teams won't be caught by it in other situations. But at least a hook trade would be possible, contrary to now where if the unhook is even successful the unhooker goes down regardless and the unhooked can be downed through BT.
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Clickbait video title, but entertaining footage.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1671007#Comment_1671007
You missed my point. If the timer never stopped while slugged there is literally nothing a Killer could do in that scenario. Just watch them crawl out for 2 minutes, seems really dumb to me. As of now it can be countered by slugging, which seems fair. As Killer there should be some options in an endgame situation.
I might have very well missed when you said it, but as far as I'm concerned I agree that the timer shouldn't stop when slugged. You get no objection from me about that.
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I used to think for the longest time that the locker DS was an issue, but I have since changed my mind. If other deactivation conditions are introduced, then the locker thing should actually stay. Stress on the fact that it should stay only if there are other deactivation conditions.
If DS is to be emphasized on the anti-tunnel aspect, then the survivor should have an option to present an insta tunneler between the choice of eating the DS or leaving, instead of ending up being a slug or being chased until the timer runs out. The other deactivation conditions will make it so the locker play isn't abusable, because if the survivor does anything productive, then they lose their DS.
Working on a gen should obviously deactivate DS. Being healead or self-healing should too, but only if the heal is completed, to avoid situations where the killer instantly comes back or where a heal was simply tapped and it instantly deactivates DS. Sure, that means they can 99 the heal, but it also means the killer knows ds is likely still in play. Starting healing someone else. Cleansing a totem, but only if the cleanse is completed (to give a chance to inner strength users). Starting a sabo. Unhooking someone but not uncaging since cAgEs aRen'T hOoKS and HooK pERks dOn'T WOrk. Successful pallet or flashlight rescues. These should all deactivate DS. Mending shouldn't. There are also a bunch of killer specific interactions that should be looked at individually, such as snapping out of it or disarming traps.
DS shouldn't be tied to the chase interaction, or we would have the analogous of old moonwalking Legioni all over again.
@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1670907#Comment_1670907
Disagree on this one. My personal issue with DS is that if a Survivor gets unhooked after the gens got done they are guaranteed to escape if they still have it up and the Killer has no super-mobility. Slugging can help there, but if they could use DS no matter what...darn, guess I got outplayed by a perk alone. I really hope that if and when DS gets balanced they bear this scenario in mind.
It's not like tunneling gets disabled when the gens are completed, does it? There would be no logic in disabling the counter to that either.
Saying you get outplayed by a perk would be like saying they get outplayed by your basekit if you insta down them off the hook and their DS is gone because of the gens.
The fact that they can escape at that point is simply a consequence that there's no other objective for them. Tough luck, but you can't win them all. What it could be done is to add deactivation conditions so their ds can't make someone else as well escape in that situation.
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Toxic is subjective. What you're doing is allowed, but it's also pointless imho. You'd be better off learning when it's time to hook and when to slug.
As for your responsibility to make the game fun for the other side, of course you're not responsible for that. That's not even debatable. However, there's also a difference between making something fun for someone and going out of your way to make it as unfun as possible. The fact that you even asked suggests to me that you already know what's going on.
Moreover, the kicker is that ensuring the fun/unfun of the other side works both ways. So, do your thing, but don't come here looking for sympathy if that backfires eventually.
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Keeping in mind the perks you want to keep, choose a slowdown pair (ruin+undying or pop+corrupt or even ruin+thana) and a 4th perk of your choice to brutal strength (which is a solid choice btw).
Despite having a built-im slowdown, paradoxically I find that legion works better with double slowdown perks rather than reserving slots for chasing perks. Legion excels at the war of attrition.
Some examples:
- you can go ruin+undying and then either surveillance or monitor for synergy;
- pop+corrupt and bbq/thrilling tremors/discordance
- ruin+(new) thana with nurse's calling
Add-ons might also change your perk choice. In general, duration are the best, followed by increased mending time and by some of the pins.
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When it was a competitive match. Not necessarily a very close one, but a game were both sides had a chance to impact the outcome.
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No, there's no such a perk/add-on.
If she was a couple of meters away, she could have heard you search the chest or enter the locker even if it was a slow animation. The alternatives is that she saw you, either directly or through perks (for example, hex undying, if you were near a totem), or she suspected there was someone in the shack through various clues abovementioned and she checked the obvious spots.
As side notes, there's no point hiding from BBQ when you're that close. The aura is shown only when you're 40m+ from the killer. And the killer always gets notified of fast vaults/locker actions, unless the survivor is using Quick&Quiet and it's not on cooldown.
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I'll preface this by saying that this is not an issue of us-vs-them. The roles could have been reversed, but my conclusions would be the same.
This is a typical case of someone who can dish it out but who can't take it. It's the equivalent of the kid who's all fine and dandy when winning a ball game, but as soon as he's losing he stops playing and takes the ball home with him and it's everybody's fault but his.
If that guy wants to tunnel rank 20s, that's fine. It's perfectly within the rules and the killer's purview. However, the utter entitlement (I hate how that word is spammed within this community, but it's fitting in this case) that the game should cater to his fun and his only disregarding anyone else's is just plainly undefensible.
You gave him some tough love and explained your point in a civil manner. It's a legit method like any other. Some people learn a lesson more easily than others. Some, however, need to be taught the hard way because they don't get it until it's them on the receiving end of an asskickery. Nothing wrong with that.
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@Alex_Splicer said:
https://forum.deadbydaylight.com/en/discussion/196733/the-counter-to-undying-any-hex-perk
I only played killer - Can you actually tell what kind of totem you're breaking?
Because if so, that's just stupid and more of a reason to not come back to this game.
This got the Sea Of Thieves treatment where it's a great game but really crappy people can ruin the fun of it all.
No, you can't tell. You only know if it's a dull or a hex, but you don't know what hex it is.
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Premonition isn't good.
If you suspect spine chill, walk to the gen by looking down or even better to the side, keeping the aura to the corner of your vision. That's outside the cone of detection.
For stalking killers, you need to stalk as much as possibile from a distance and only complete when you're close. Aware survivors will notice you when you're nearby regardless of spine chill, because of sound and generally scanning their surroundings.
They also don't react immediately and leave the gen just because the perk flickers for a moment. If they do, they're being super inefficent and you won the jackpot which means you can even slow down gens by simply looking at them.
Also, spine chill doesn't tell them where you're coming from. You can use this to your advantage by pathing unexpectedly so that they run into you.
Try to see the opportunities for explotative plays, instead of nerfs.
I suggest you focus on perks that need be looked at, rather than those that are decent and break the meta. Unless you just want to face the usual builds of ds, ub, dh, bt.
Sincerely,
Your former Myers main.
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It's not the usual bm. This is just messing around playfully.
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@ClickyClicky said:
It will be forever legion.
Yep. That's what I said when they announced they would change thana. It was arguably decent only on Legion and Plague and the update will only benefit those two, imho.
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Bloodpoints are killer dependent. Some killers gain more than others in certain categories and using a perk for that category is simply overkill when they can max out anyway. Also, in general it's better to invest the slot into something that could impact the trial as a whole.
Strong killers without instadowns are better for total bloodpoints. So, Nurse, Huntress, Spirit, Freddy, Hag.
If you want bp exclusively in a sort of autopilot mode, then I suggest Legion with BBQ and a mix of slowdown and chasing perks. Hook everyone at least once and then go for as many frenzy hits as possible. You can even hit someone who's already in deep wound for some easy brutality if there's no one else nearby. You will max out all categories but sacrifice very quickly.
From an efficiency standpoint it's very good and also headache free. Your priority is not necessarily to kill, but to rack up points as fast as possible and to move on to the next match to repeat the process. Bp categories are capped. So, for efficiency, it's better to spend 5 minutes to max out brutality, hunting and deviousness (24k bp) and then go do the same again, than to spend another 5 or more minutes to kill everyone for only 8k additional when the that same time could have been invested in a fresh match for a new 24k farming.
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In the red ranks (killers) very often, but I include also instances where others get instantly tunneled. By that I mean tunneled through possible bt and even immediately picking up possible ds. In figures, I would say at least half of my games easily.
I disregard obvious situations like gens completed or 2 survivors remaining.
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BHVR doesn't release stats anymore, but the last batch of November 2019 showed Demo's pick rate at at just shy of 4% across all ranks and about 1% higher in the red ranks. It was low, but there were a handful of killers who were as or less popular. Hope this helps.
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@AhoyWolf said:
I think that all tips need to be looked at, for example DBD mobile gives you tips against face-camping Killers.
'Excessive' facecamping.