CalamityJane
CalamityJane
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Lol, this whole thread literally just reads as someone who doesn't want to admit other players are better than them.
I've been playing on PC for YEARS, and have only come across two cheaters.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1623167#Comment_1623167
If this is the case then keys are still going to be problematic because of the achievement and moris are being deleted.
Not really depending on how they change them. Maybe they'll keep a condition that a key can open the hatch if all gens are completed regardless of how many survivors are alive, it hardly matters then since they can go out the gate anyway.
Keys are really only problematic when you kill 1-2 people and the game suddenly ends.
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Just camp pallets and take hits for it. Even if they tunnel you from your first hook you should have 1 for being healthy and then 3 for each of your injured downs. Also I don't recall one demanding pallet stuns, doesn't it also include Head On and DS? If so, you can play the fake out.
When someone else gets downed, wait until they get hooked and then get into a locker outside of BBQ range. If you time it right the killer sees your aura getting into the locker and comes to get you all cocky, then you jump out and Head On them.
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Hello, this is Spirit here with your daily "are you running Iron Will" check. Oh you aren't? Well get ######### scrub. Oh you are? Well I'm running Stridor so get ######### scrub.
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@FogNoob said:
https://forum.deadbydaylight.com/en/discussion/comment/1623060#Comment_1623060
That's not really true... there was a time when all you had to do was get 4 kills in a match, no need to double pip. But to be fair, that seemed to be a bug and not intended. But anyway.. I mean they could just change it to be 4 kills..
They cannot change the current achievements.
Initially "merciless" was a 4k, when achievements were added to console, they said "get a merciless victory" which was a 4k.
The killer cube changed "merciless" to mean a specific score with emblems, however the achievements still incorrectly awarded this for a 4k.
Consoles allowed them to change the achievements when the Steam ones changed because the description no longer matched the requirement.
Now, they cannot change them on console because consoles will not allow the changing of achievements that are both accurate, and still possible, regardless of how difficult. It's why Skilled Huntress has never been changed, because it's hard not impossible.
They COULD get around it by renaming "No One Survived" to "Merciless Victory" (ie, the score event for killing everyone by any means) and then rename what a double pip is. That would allow them to change the achievement requirements, and like before should be allowable on console.
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Yeah well that post also says "The trade-off for using Decisive Strike comes at the risk of suddenly becoming the Killer’s latest obsession." where in 99% of cases being the obsession is a massive benefit to survivors.
Also, the direct quotes from Q&As commented under that:
"Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed"
So tell me again how the devs never said its purpose was to protect you from being tunneled? And note how they already lowered the duration from internal testing showing the issue people still complain about now.
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I don't know about that, but if someone runs at me or bodyblocks because they WANT to use their DS, you better believe they're gonna die first. I don't really care about the 4k, if that person dies it's worth it.
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I really hope people will stop giving them money for these half-assed sets.
There's been the Minotaur where the head clips through the screen every time you use your power. There's this one where the dress looks like it's made out of solid squares with how many rigid lines it folds into.
Worst part is, they're all still divided clearly by a belt (Alessa), band (Jane) or apron (Kate) at the same point every other outfit divides top and bottom. They aren't any more dresses than every other cosmetic with a skirt, this is only a weak excuse to try to get more money out of us for LESS versatility. Look at Meg's rift outfit, it's a "dress" broken into a top and bottom. If it weren't in the rift it would be sold as a set.
People can argue as much as they like about "they'd look silly mixed and matched," but if you open your eyes and look at basically every other cosmetic in the game, that ship sailed a LONG time ago.
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It really comes down to whether you want to spend half your perk slots on something that might save you once, IF the killer slugs you. I definitely tried running Flip Flop for a while and most of the time it just leads to depression because it never goes off.
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Nah, but I almost never miss greats with Unnerving Prescence on.
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Maps that have recently been reworked are meant to show up more frequently after a patch.
Personally I haven't seen Badham or Yamaoka once since the patch went live, so my guess is they accidentally got something wrong somewhere and made Temple of Purgation the way more frequent map instead.
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The only time I'd heal in the basement is if I'm in SWF and I know the killer's not coming back AND we have We'll Make It. It simply isn't worth the risk.
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No, but if BBQ didn't give bloodpoints it would be my go-to tracking perk. There's some builds where I use it anyway and it's just CONSTANT information. Even in red ranks survivors absolutely suck at working out that you're running it.
Whispers is good in very specific situations like end game gate protection, but I'd never take it over Discordance. Real, tangible information for 95% of the match is far better than "someone is nearby" 5% of the time.
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I can't wait to see Haddonfield with conditional windows rather than like 3 open ones on every house.
The Swamp could also be a lot more atmospheric.
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Buckle Up does need a buff.
Making it the next in the great big pile of second-chance "I can take an extra hit" perks is not the answer.
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@BigTimeGamer said:
The scoring was abysmal, Oracle getting a rematch when they got body blocked and claimed it was a bug AFTER winning solely due to DS bugged annoyed the hell out of me.
only thing I disagree with is the Otz bit, his survivor team was much weaker than Oracle and Agony and kept facing extremely weak teams to get to where they did, I mean a Hag whiffed on an injured feng and she escaped at one point.
Regardless of which team is stronger or weaker, he was in a more than perfect position to get the huge number of hooks he needed going into that match, but their choice to not unhook Ace, and then let Claudette die on first hook was the entire reason they were eliminated. If those two games had've been played in the other order and they didn't know the score going in, they would have unhooked both of them a million times over.
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I ran it while doing adept Blight, and gotta say the only time I was like "hey that's kinda nice" was when they were already injured so the pallet block meant I could pick them up under a pallet without stressing.
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I'm at 160/161 because I've been stuck at 9/10 heals while 3 people are injured for the last 6 heals I've done while 3 people are injured.
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I think they should take the same amount of time to break, however if there's a survivor directly on the other side, the killer punches through and grabs them before smashing through the wall. It would make them way more terrifying, especially the ones on midwich right next to gens.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1619550#Comment_1619550
No, Stephen King works fit under other licenses, because they are books.
Yeah because if they get the license to Carrie they aren't going to go for Sissy Spacek or Chloe Grace Moretz's likenesses, or Jack Nicholson for the Shining, or Bill Skarsgard for It.
The licenses worth getting have all been adapted as films, and that's where the vast majority of people will recognise them from.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1619516#Comment_1619516
I put Candyman over Hell Raiser because its been brought up far more by the community, thus making it currently the bigger licence though, It was almost put in though. Carrie is part of the other king works section. You are literally the only person Ive seen react negatively towards SCP, everyone else either has no feelings for it or is a fan of it. I also could not fine a better candidate for the third spot of its section. And I did list it not being very well known as its big down side.
Most recognisable Stephen King works fit under "movies," Slender is well known as a "game." The entire "other" section was just a weak way to shoehorn SCP in.
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I certainly think Hellraiser/Pinhead easily beats out Candyman. It's a much bigger franchise, much more recognisable, and has better potential for a power.
Stephen King also has Carrie which gets brought up every so often. People seem to want the Shining but I can't think of a more boring movie nor a less power-worthy horror villain.
SCP is not "generally well liked," it's "generally not known." It's an incredibly niche license, and has issues with licensing. Considering most of it is just a paragraph of creepypasta, the devs are better off making their own killers than paying anything for them.
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@StarLost said:
Apologies in advance for length.
Hey all. Very new player here (yay, first post), piddled around a few weeks ago but only really started playing two days ago.
The draw for me was the killers - I love the concept and the variety here was appealing.
So...things were really fun at first - and with the current sale, I bought a few additional killers to muck about with. I never 'won', but I felt more like I was facilitating a fun game, which sort of feels like the killer's purpose. Not great, but I generally ended up getting 1-2 kills a game. I felt like I was playing against people near my skill level, or at least not crazily above. I felt like I was gradually improving, as were my opponents.
However, after a few games, things went a bit squiffy. I started getting rolled. Games where I never saw a survivor aside from them running away. Games where people just destroyed me, without me feeling like I had any impact on the game at all. Games where they moved as a group, with one person constantly hovering around me obviously feeding them my location, or all following me and taking down hooks as I try to use them. Extremely coordinated. A Discord premade?
I started checking the post match rankings, and it was inevitably 2-3 very high ranked players (red rating? Not sure on terminology here) with a single lower ranked dude - and this wasn't a once off thing. I can't think of a game where I wasn't the lowest ranked person in it.
Somehow, I've plugged away to rank 12 (in 3 days...isn't that a bit too fast?)., hoping that things would even out. They...didn't. I think I've won a grand total of 2 games, and that was mostly other people DCing.
I know, git gud and all that - but it's really hard to learn from games like this - currently, I don't feel like I'm getting any better. I simply do not understand the mechanics of the game enough to really understand what these survivors are doing and how, let alone how to beat it.
I don't mind losing as long as I had fun, but losing like this is a massive demotivation, especially when they refuse to end the game or start mocking me. It's my first time playing that map, chaps! Grrr. Vent over. I'm starting to get nastier in how I play, and am not above camping someone once the exits are open to try and secure a kill - not the way I'd like to play, but about the extent of what I can do.
So either:
- I started playing too late in the game's lifespan and the only people left are crusty old vets doing premades.
- I'm doing something that is causing me to be matched up with players vastly more experienced than myself. Hah, maybe I'm a natural? I...doubt it.
Any thoughts? Is my experience out of the norm? Or are there just no other new/intermediate players? Apologies for the length.
I'd really hoped for a few days to learn the ins and outs of the game, but I'm starting to get frustrated.
TL/DR: Why am I, as a complete novice, getting matched against groups of highly experienced players, nearly every match, whether I'm playing a killer at level 5 or 35?
Long story short, the matchmaking is horrible. There's no possible way to balance matchmaking when; a. red ranks can party up with brown ranks, b. the matchmaking will literally just chuck anyone together if you've been queued for more than a few minutes, and c. as you said it only takes a couple of days to get out of brown ranks because the rank system is desinged to push you up fast.
It means there aren't many players considered low rank to match you with, those that are can be with their high rank friends and drag them into your match to demolish you, and that's in the best case where it even cares about your rank when it matches you, which it doesn't because there's not many people who are near your rank.
MMR isn't going to fix it, because all the same issues will still be there, it will just be on a per-killer basis that your ranks don't match, rather than a global one.
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I mean if you're gonna call it killers "dominating" when nearly every match is camping the first hook to death then scraping one more as everyone leaves, then sure.
I'm not saying there is a perfect way to score matches that accurately assesses winning and losing in a tournament, but I'm certain that we'd see completely different gameplay if unhooking had some form of point value. As it is, the best option points-wise is to get all the gens done asap then get as many people out as possible. Risking anything to fight a camp just hands points to the other team if you trade, while giving your own team nothing.
Also as stated, killers are able to run any build they like, which is almost uniformly 3-4 stalling perks or end game punishing perks, and nearly every match all 5 gens still go off. Survivors on the other hand are limited to 2 copies of any perk within the squad, meaning we're not seeing 4 second chances on everyone, and killers have the choice to make riskier plays like tunnelling because it's only 50/50 that they can be DSed.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1618270#Comment_1618270
Basically this. Also, even IF you use the Sacrificial Ward, you still might end up on a bad Map.
IMO Sacrificial Wards for Survivors are useless, since they dont know who the Killer is. So burning them in the hope that the Killer might burn a Game-Offering or stuff like that is pointless.
Killers can MAYBE think about burning them against SWFs, but still, this does not mean that they will get any use out of it or that they will end up on a Map which is nice for them. E.g. Survivors burn Haddonfield-Offering, you have your Sacrificial Ward and in the end, you get Ormond. Thanks for nothing, I guess.
If I want to avoid getting send to a BS-Map, I would rather burn an Offering myself and hope for the 50/50-Chance.
In general, this Offering (and all the Offerings which came with the new Patch) are a waste of Bloodweb-Space, which might be ok for Killers, but is simply painful for Survivors, since they already have 3 times the Bloodweb-Items which Killers have.
If I really want to avoid being send to The Game or Haddonfield as Survivor/Killer, I would throw in some MacMillan myself and hope for the best.
More useless clutter on the bloodweb is never going to be ok for killers, they need to pump so much more into the bloodweb even after they've unlocked perks to just have a regular game. Survivors without an item is just lacking a bonus, but most killers without add ons are at a serious disadvantage.
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@Chatkovski said:
While you are on the Hook, or while another Survivor is on the hook, Camaraderie activates.
If another Survivor is within 16 metres of your Hook, the Phase timer is paused for 30 seconds.
Any Survivor within 16 metres of your Hook gains a 5/6/7 % Haste Status Effect.
If you are within 16 metres of the Hook, the Phase timer is paused for 30 seconds.
While you are within 16 metres of the Hook, gain a 5/6/7 % Haste Status Effect.
For now, I have this. Applying the same treatment as Kindred seems to be consensus, I add a little bonus.
See that's a good one, because it doesn't make it overpowered as hell, but also lets you make use of it outside of a 4 man.
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When they changed Billy Tinkerer got pretty significantly buffed. It really is a great informational tool, and with PGtW it can really have some huge influence over the match if you're effective at downing survivors. I played around with it a bit on Leatherface and it's pretty satisfying to stealth up to a gen that's nearly done, one shot the survivor on it, then pop their gen.
One of Blight's major downfalls is he's quite easy to avoid when you know he's coming, so being able to approach stealthily is pretty good.
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It's a long standing issue with DBD's design. So many things exist with the express intent of countering out one specific thing, but by the time you know that's in play you can't go back and equip it.
It'd be great to have Hangman's Trick on for saboutage, but unless you enter a lobby with 4 Jakes with 4 toolboxes, it's usually something you can't see coming.
It's be lovely to have Mad Grit or Forced Penitance when survivors are bodyblocking every hook, but you also don't know that's going to happen.
It's great to run Unbreakable + Tenacity + Flip Flop to counter a slugging Oni or Nurse, but good luck finding one with that build equipped, they'll only come out the match AFTER you change your build to something else.
Sacrificial Ward is the same, why burn one when you don't KNOW you're going somewhere? Is it not better to just burn a map offering you want than counter an offering you don't know is coming?
It nearly needs to be on the offering screen, like a map offering shows up and everyone gets a button to throw in a Sacrificial Ward and negate it, but the issue then is that 4 survivors are always going to have one between them to prevent a killer ever taking them to a killer-sided map.
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I wouldn't. The goal is to create a counterplay to an unenjoyable strategy. Camaraderie provides the team 34 seconds extra time just for going close enough to see a killer camping. Combined with the stage 2 hook time, that's 94 seconds for potentially 3 other survivors. That's enough to do almost 4/5 gens, all but guaranteeing everyone else escapes or gets a huge lead. Its strength has been particularly showcased during the Hexy tournament.
What it isn't designed for is "you played WRONG so now the survivor gets a free escape from you!" It's a team-based perk that often benefits the team more than the individual. It should not be Deliverance mk.2 + self-BT because you don't like how the killer is playing. Camping has a place in the game, and especially in the late-to-end game, your suggestion is just "survivors get out because their perk counters anything a killer can possibly do."
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I think they accidentally put Red Forest as the map that gets picked more frequently instead of Yamaoka Estate. Almost half of my matches have been on Temple of Purgation recently.
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The description is poorly worded.
Hooking each survivor once gives 10%.
Each kill (not bleed out) gives 20%. (80% total)
Hooking survivors at least 9 times gives 10%.
Iridescent requires the full 100% which means 9 hooks, everyone hooked once AND everyone dies.
If you get 9 hooks but someone escapes, you miss the 20% for their death. If you 3 hook everyone except one person who bleeds out, or you mori them with rancor without hooking them once, you lose the 10% for hooking everyone once.
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Update, I managed to get several points towards it consistently by healing others while everyone other than myself was injured. However after reaching 9, it's become inconsistent again. Healing 1 person (solo and without a med kit) while 1 was hooked, 1 was downed, and 1 was injured counted for 0.5 heals, then the next game while 2 were injured I unhooked someone and healed them straight away, which counted as 0.
Fix this buggy mess. Playing injured and asking the whole team to do the same is garbage, and so is relying on other teammates not to self-care for an achievement.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1617906#Comment_1617906
"decimates Freddy" lmao. Freddy isn't the killer to cry about tbh. He's doing just fine. Place a snare and the survivor has to leave the loop.
Way to entirely miss the point. It isn't about Freddy's current position, it's about how the perk works against him which is how it would affect every other killer if it was close range.
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@Artick said:
Flip it so it works when close to the killer(16 meters or so), not when far away. That way you can't spot a trapper placing his traps if you are on the other side of the map, only if you are actually close.
In which case you see every killer at every single loop and remove every possiblility for mind gaming every tile, the same way it already decimates Freddy.
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Change it into "when the killer sees your aura, you see theirs too."
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I'm always surprised how fragile people are. I don't condone saying stuff like that, but it's just words in a game chat, why do you let it work you up so much? Just close the end game screen and move on.
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The biggest things I see is that to remain even slightly competitive, every killer runs 2-4 stalling perks.
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The reason is they started with them being difficult. When they decided they wanted them to be more reasonable, the console companies refuse because if they're still possible then they won't change trophies.
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All I'm seeing is "I can't bully the killer around the preschool with its god window and multiple god pallets any more, GAME NOT FUN!"
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@ToxicMyers said:
i think the myers one is unneeded. he is already in a niche spot, don't put him on the level of someone like clown or trapper
That ONLY affects his mori add ons and only makes it so that you can't mori someone because their ######### teammate fed you stalk. That's a pretty minor and fair change.
For Executioner I'd like to see a longer delay between stopping his power and swinging M1. It's pretty unfair that you can have your cake and eat it too; either you jump the window/drop the pallet and take the ranged hit, or try to fake it and instantly take the M1. I'd also like cages to spawn right where the survivor is downed. Now that they can't be camped sending them as far away as possible only serves to lose him all map pressure when they're saved instantly.
Big fan of making Infectious Fright on basic attacks like literally every other perk. If it needs buffs after that, fine, but as it is 90% of the time it's used is to chain instadowns and slug which is disgustingly unfun.
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@th3 said:
Also it is harder for Console Peeps to input the codes compared to M&K
Not an issue, everyone puts a word into chat then the winners are drawn and PMed their codes.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1614974#Comment_1614974
Undying works with all the Hexes you mentioned. The only thing is Hexes that build stacks need to build their stacks again.
Exactly, and one takes 5 hooks to do anything worthwhile, the other takes 3-5. That's not worth bringing 2 hexes to try to get those stacks when they keep being removed.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1614968#Comment_1614968
Why does it not work with haunted grounds?
I've heard it doesn't transfer it since it went live.
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It doesn't work with Haunted Ground, or Lullaby, or Devour Hope.
It's medicore with Third Seal.
It does much the same thing as Thrill and Retribution in protecting totems/punishing their loss.
Blood Favour is #########.
It hasn't "revitalised hex meta," it JUST protects Ruin even more, and makes NOED harder to prevent.
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Yeah it's ######### that the new shack has a boarded up window on the back that still has basically all the same holes as the old shack. There's 0 potential for the killer to gain ground or outplay a survivor when they can see you through that goddamn wall.
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There's also the issue that caging an enemy feels like a massive disadvantage, and most of the time it's better for you to keep a tormented survivor until you can just mori them.
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Because generally when there's 2 windows on the same building, there's a way to run between them where it takes the killer vastly longer to either go around or vault twice. It buys an exorbitant amount of time, and if you give up on a survivor who keeps doing it, there's nothing stopping the next survivor doing the same time. Pallets at least get used once and broken, windows are forever.
By having it vary each match, there's never a guarantee that the absolute best god window is open, there's never a guarantee that it's not. It's fairer that way because the map isn't better for survivors all the time, or killer all the time.
By guaranteeing only 1 of 2 windows will be open, it prevents the situation that both make a ridiculously strong loop (like the Wretched shop was for years.)
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Complete summary:
Pick one of two:
- Soon, but not really THAT soon.
OR
- That sounds good but it's not on our radar.
Q&A over.
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I would love that head but I'm not wearing lurid orange and green. I'm not ######### Aquaman.
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@not_Queen said:
@Pipefish There is way to play stealthy without having to blend in the background. It's all about pathing, anticipating where your enemy will go next and choosing wisely when to run, walk or crouch. Lots of perks can help you too! My personal favorite is Iron Will and Quick & Quiet.
As others mentioned in the thread, we are steering away from clothing that is too dark and impacts too much on gameplay. That is also why we've added bright stitches to the Left for dead black shirt back in the days. I am not saying some outfits aren't dark in the game at the moment, just that we're trying to steer away from it.
Are there any plans to revisit old outfits and make them less ridiculously blended? Namely Claudette's mud-brown coloured head-to-toe camouflage.