Chewy102
Chewy102
About
- Username
- Chewy102
- Joined
- Visits
- 1,009
- Last Active
Comments
-
DCs are common enough of a problem that they should have been dealt with LONG ago.
Past 2 days Iv had maybe 40ish% of my games have at least 1 DC. And all of them for the same reasons. They either don't like what Killer it is (had a Freddy daily, 3 instant DCs), seen their hiding spot, or I won a mindgame for a quick down. Boils down to.
If I can't win, DC. My fun is more important than yours.
Even had a guy start an argument with me about how it was my fault someone else DCed. And how I should have farmed with the other 3 as if I should be rewarding the DC mindset. That only makes the problem worse. Did take it easy that game, but he failed to notice that and accused my wanting to just play the game as being a "tryhard AF" then started rant about my build of random tier 1 perks as being too meta.
-
Save the Best for Last.
This perk combos VERY well with Demo in how you can build stacks for it while being able to keep them. Normally with STBFL dealing with the obsession is a gamble. You down them, you lose stacks and thus power. Don't down them, and they get annoying or can cost you the game. But thanks to Shred, you are able to attack the obsession freely without fear losing STBFL power.
Surge.
This is to combo with STBFL. As you build up STBFL stacks, your M1 potential makes you very lethal. Odds are you will be close enough to gens to have Surge pop them allowing you to both pressure people off of gens and degrade them at once.
Surveillance.
Combos with Surge and your tunnel network. This perk triggered by Surge will NEVER remove the white aura from a gen till a Survivor touches it. Useful for knowing where to put pressure and supports your ability to tunnel around the map at will. Not that good till late game, but once you have a tunnel network placed you will be a threat anywhere at any time. Just don't put your tunnels directly on top of gens. Place your tunnels in tiles next to gens or on the path towards loops from the gen. The idea is to keep people guessing where you are till the last moment while also blocking off their ideal escape paths.
That's my 3 main perks for Demogorgon. A bit heavy on teachable perks needing something from the Pig and Shape but it simply works. Early game is going to be kinda meh, but by mid/late game you should be a screaming powerhouse. Quick to down, can be anywhere, able to keep people guessing, and still has an open perk slot for anything else you may need.
-
@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1026648#Comment_1026648
Gonna be honest, I have the feeling that would break the game just as much, if not more, knowing Bruhaviour, especially when the system was already questionably functional as is (I really loved when I would get the smoking splinter for Freddy IN FREDDY'S BLOODWEBS).
Lesser of 2 evils. If either choice isn't good, you gotta go with the least bad one.
-
@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1026363#Comment_1026363
I personally think Tome missions that require a DLC character should work a bit like the contract system in TF2. In that game, beginner-level contracts can be tasked to the player that requires a weapon or item they may not have, and said item will be gifted to the player until they complete said contract.
I think it would be totally fine if selecting, for example, a Spirit mission in the Tome would allow you to play as Spirit for as long as that Tome as active an uncompleted. Completing the mission or selecting a different one disables your ability to play as Spirit. Similarly, doing a mission that requires a Perk you may or may not have will immediately lock that Perk into a random slot on all of your characters until you either beat that mission or select a new one.
Better idea. Instead of going through all the work of doing that, adding odds of something breaking as we all know will happen in DbD.
If you don't own a character for a certain challenge in a tome, the game gifts you a one time deal of 5 splinters for him/her. Like how the game worked before adding the cash shop when your blood webs had odds of getting splinters for DLCs you don't own that let you play as that Killer for a single game.
Gives people a chance to complete their tomes without a pay wall feeling. Gives people a taste of playing other Killers/Survivors so they might be tempted to buy them. And it wouldn't take that much added work compared to your idea. They'd need to add a splinter for all the DLC Survivors as well as Killers and have them give their 3 perks by default instead of going perkless. But if the system is already in place. Why not use it?
-
@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1022083#Comment_1022083
Amount of Shards needed to buy a character: 9,000
XP needed to earn 300 shards: 4200
9000/300 = 30 levels of shard grinding to get a character
30 x 4200 = 126,000 XP to grind one character
XP needed to earn one Rift Fragment: 800
126,000/800 = 157.5 Rift Fragments
157.5/10 = 15.75 Rift Tiers
In the time it takes to grind out the shards for one character, you can get 15 tiers of the Rift done. For this Rift, there are 3 characters that require having been unlocked to complete the Tome. Assuming you'd need to grind for all three, 15.75 x 3 = 47.25. You will literally be able to grind out almost five-sevenths of the entire Rift just to earn the ability to complete the Tome. Between Survivor queue times and short matches, imagine how long it would take to grind out that much XP. By the time you've gotten even two characters, there probably won't even be a Rift anymore.
There is a question everyone needs to ask themselves.
Is it really worth it to complete a rift?
A tome lasts for an infinite amount of time. You can still work on tome 1 to earn its BP and lore. So having stuff locked behind shards you need to grind for doesn't mean much when there is no time limit on finishing a tome. You have till the day of your or DbD's death to finish a tome.
The rift on the other hand. That is limited to 70 days. And that is what you should be looking at in my opinion. Tome 2 will help in unlocking rift 2, so having the DLCs will in turn help with that. But if you don't care about rift 2. Then why the rush to finish tome 2? Just do what you can and sooner or later you will find the DLCs worth buying (on their own right or another reason) or simply unlocking them through shards over time.
In my opinion. The rift nor tome shouldn't be your deciding factor on buying DLCs. You should want to buy (through cash or shards) the DLCs on their own right. Tomes and rifts are just added perks on top on that.
-
@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1024591#Comment_1024591
How are you leveling up so much in a few hours? Just curious. Because if you are new you have to hit 46 just to hit 9k the first time
Playing Killer, luck in having fast lobbies, and keeping game length to around 10 minutes.
Shards are earned though devotion. You gain devotion XP though gameplay time in matches to a cap of 10ish minutes per game. So the more games you play and the closer you are to 10 minutes per game the faster you can earn shards. Playing Killer is better for this due to how Killers need to play throughout the entire game and wanting to drag it out somewhat. Survivors run the risk of early death or working gens to fast, both cutting game length down for worse devotion XP gains per game.
I can't say I earn 1-2K a night, never bothered to track, but it roughly fits my own gameplay in how often I can earn 2k for the shrine even though I don't really play that much in a week anymore. Someone who puts a few hours a day should be able to earn a fair bit of shards before long.
-
Lerry's has always been a FPS hog. When it first came out the office tanked me on PC to sub 10 FPS for some reason. That got fixed, somewhat, but with a rework more problems was bound to show up.
Can't really say I have the that problem anymore. Played a match as Rawr-gon in there today on PC and didn't notice anything odd or FPS drops.
-
Survivors only need to get good, but Killers on the other hand need to be better than that in order for DbD to be "balanced".
-
@Aven_Fallen said:
Aside from already mentioned: Hatch spawned, EGC did not start, only one Survivor left, I would also consider the following situations as "Holding the game hostage":
1st:
Blocking a Survivor into a Corner until EGC kills them. Yes, the game can end. However, it is at least griefing to do that and I think the only solution should not be that you have to wait for your teammates to do all the Gens so that you can finally die. This can also take a long time, because they might not be on the Gen the whole time, but wandering around, looting Chests, cleansing Totems to get at least some Points and maybe just looking what is going on. If it is not holding the game hostage, it is at least griefing.
2nd:
3 genning a Team without any effort to advance the gamestate. So only removing them from the Gens without any intention to leave that area or to go for a chase to win. Yes, the Killer is protecting the Gens, but if he does not do any effort to get a Hook and just chases the Survivors away, there is no way for the game to end.
The 2nd case doesn't work as the Killer would need to down Survivors in one way or another to keep them off of gens. And once a Survivor is on the ground they will bleed out sooner or later. Can't chase someone off a gen and keep them off if you don't down. Can't stop someone from working a gen without downing or grabbing them.
I can't think of any case where a Killer can hold a game hostage outside of corner trapping the someone. And that should be easy enough to fix by adding an AFK timer for Killers. If the Killer doesn't move for a full 2 minutes, the EGC starts as if the Entity saying "######### this, Im out".
-
Survivor favored in my opinion.
Killer gameplay is based around taking advantage over Survivor mistakes for the most part. Killers do need to gain skill in using their powers, learning the maps, and what not when it comes to earning hooks it boils down to the Killer either brute forcing through loops or Survivors making mistakes.
In low skill gameplay that means Killer will be much stronger as Survivors will make more mistakes. But as you go higher into skilled gameplay Survivors will make fewer mistakes leaving Killers with less and less to take advantage on. That naturally puts Survivors in the favored position in the long run.
In other words. Survivors only need to get good at DbD to do well while Killers need to be better than that in order to do well. The skill requirement simply isn't equal as Killers need to be better than Survivors to only be "equals".
-
@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010486#Comment_1010486
One second can mean everything in DbD. The current grab animation speed is fine.
Balance > Atmosphere all day in this case.
How often do you earn a window/pallet grab? With dedicated servers Iv had countless on top of countless grabs fail after the animation starts. Gen, totem, window, pallet, any/all grabs are getting rarer and rarer and when I do manage to get one it has NEVER given another Survivor a chance to blind me. So why not make them special?
I do agree that drawn out animations cause balance problems, but this isn't one of those cases. Besides. You can make animations good while keeping them short.
When someone vault into the Killer, he grabs them by the neck and tosses them on a shoulder. Looks good and is fast. To shorten the OP animation you could have the Killer still grab the foot to keep better looks. But instead of the Survivor hitting the ground then picked up, have the Killer just sling that poor fool onto his shoulder like a backpack. That would isntantly cut the animation in half while keeping how the Survivor looks back and being forcibly ripped from the vault.
-
@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1005227#Comment_1005227
It tells a lot about the game that nobody can come up with a working tournament concept.
Even "space esports" won't continue with the DbD tournaments btw.
It turns out that a game built for solo players doesn't work in team based competitions.
For a DbD competition to work you need to look at each individual player. Survivor v Survivor, not Survivor team v Survivor team. Killer v Killer, not Killer v Survivor/s.
But that doesnt fit as an esport at all. It would require a round robin tournament with each player taking a turn as Killer. Round robins take freaking forever to play.
-
@AnthrAdorableBoy said:
I think it has more to do with the recent trend and change with killers win condition, and how the post game lobby and pip reward system in turn gives feedback to the killer. Currently playing killer feels bad not because you don't 4k every match, but because games where you did the best you could have, earned a 2k and/or at least 24k bp, you're still barely black pipping or even in some cases, depipping on a 2k. The requirements for high rank killer " wins" vastly out weigh the requirements for high rank survivor " wins" .
And I only say wins in quotations because that's implying you treat a win as getting a pip. Some people don't see that as a win per se, but I'd at least consider it positive feedback on your play.
Killers are getting the rest of the real on feedback. I think the rank disparity is really just.. people who used to be closer to red and purple ranks, but don't put in the extra legwork to eek out that extra pip value. Whether that requires making one survivor have a less than fun game by focusing someone, tunnel or not, and trying to make it a 3v1 asap, some people don't like playing that way. It isn't about the fun of the game since you're deciding right away that this person doesn't get to play. Not necessarily due to their mistakes, but because the killer decided it to be so.
Pipping and ranks really just reflect someones general knowledge of the game. Not how good they are. They know what gets them to that rank. They know what it takes. Does that make them a good player? Not necessarily. It just means they play a way that works really well In the system, or they play a killer that the current system/ meta favors ( like legion. Literally free pips. Long games, mostly 2k's, but free pips nonetheless )
Hopefully we can see something addressing this at some point, because I don't really think that these rank 10~ killers facing ranks 8-1 survivors have always been low rank. I know I used to float rank 4 as killer. Didn't sweat too much. Don't use ruin. Rarely used moris. I'm no expert but I know how to pressure. I just think that killers now just aren't getting the same positive reinforcement from the post game screen. Even if it's just placebo, I think it means more than people think.
That adds to the problem. Killers being forced to 4k or else in order just pip leads to less high rank Killers. But as more Survivors are pulled into high ranks by SWF and SWF needing more lobbies in total, it only forces mid/low rank Killers to face high rank player if they are ready or not.
There just arent enough mid/low rank Survivors to go around for one reason or another. Matchmaking cant function if it has nothing to work with.
-
@wichael_wyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1003949#Comment_1003949
Yeah, what a shame. Even they said they wanted it to be competitive. Like a potential e-sport, but I don't think many past the DBD fanbase got to see it sadly.
We seen DbD's e-sport potential. It was horrible.
So many people attempted to make a working rule set and no one found anything that worked. It basically boiled down to Survivor V Survivor teams while almost ignoring the Killer. It doesn't help that the "official" DbD tournament was a disaster as well.
-
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1003357#Comment_1003357
So much for content theft and Stridor.
I take what I said about Stridor back and admit I was wrong about that. Doesn't change how the original video and channel looks rather odd in being edited in both blocking builds and having overscan. If you care about uploading clips and even go through the effort of editing them for one reason or another, then why don't you bother to care about how they look or to the point of crap?
It doesn't add up to me. You having a source doesn't change my opinions of the content possibly not being yours as you still need an unedited copy in order to edit.
Plus, this can also be proof towards sounds being bugged. You can't hear the Survivor till after you get line of sight. Sound is suppose to go through walls with each wall and overall distance making the sounds harder to hear.
Hearing breathing through a wall is unlikely, but on the other side of a rock/tree? And moments later as the Killer walks away ALL sounds (pain grunts and self caring) are lost going from 90-80% to 0% the moment you go past another tree not a couple meters away.
In the very video you posted showing how sounds aren't bugged. Survivors don't make any sounds at all once you are a few steps away from them in what should have been half cover at best.
-
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1003357#Comment_1003357
Want me to upload the original? 🤔
If you did that, there wouldn't be any question that the game is working as intended. For that game at least.
As others have said the sound bugs aren't 100% certain to happen every game. I have had maybe 1 game since the last patch with bugged sounds (Survivor on the ground not making any noise) but I have also watched videos of it happening to others. So for you and me, there might not be any bugs. But I know better from DbD's history of being a buggy mess and it breaking at random every single patch.
-
@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1003299#Comment_1003299
I dont think you have to justify yourself for your decision to hide your perks.
When you are talking about bugs or overall balance, you can't hide your perks as there are perks that effect bugs/balance.
Stridor is one example in this case. If he is running Stridor then it effects his claim of sounds being fine. I even think he does have Stridor from how loud that Survivor was compared to my personal gameplay. It simply makes him look fishy and like he has something to hide.
He clearly has something to hide anyway from needlessly blocking off his perks and add-ons. There should be zero reasons to do that. Even if he was a streamer, hell I don't even think the OP was the one playing the game to start with!
Look at his past videos. Half of them are zoomed in and/or have massive overscanning. No one records their gameplay like that. The first few videos was normal but once he started to cover his build the vast majority of the videos became horrible quality with overscans as if he used a phone or camera to record his monitor.
This topic smells of fish, the YT channel looks of content theft, and the OP himself feels like he has an agenda. This is one of those cases where the OP needs to defend himself. He made a claim and needs to defend it against others calling him out. He got himself into this with using poorly edited videos as "proof".
-
Legacy Killer main. Hit rank 1 multiple times over the years using all Killers possible minus Oni (only Killer I dont own) and Nurse (never liked Nurse). Currently rank 12 due to months of inactive play.
Ruin getting nerfed isnt that bad from a balance standpoint. It was over used and done more than near any other Killer perk. But Ruin itself wasnt the problem, it was that there wasnt another good choice for Killers to counter how fast Survivors could finish their objective before the Killer had to finish his.
Without Ruin and without treating why Ruin was over used will only make another perk take Ruins place.
-
@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/992316#Comment_992316
They stated that we will get ourevent skins back 100%. You can read the support answer here aswell: https://forum.deadbydaylight.com/en/discussion/118347/still-no-event-cosmetics-in-ptb#latest
They were not able to identify everyone who lost Legacy. That was the main issue. Just remember: Our saves were local.
Saves was checked server side as well. That's one way how they caught save editors that hacked BP and people who copied game saves to avoid the grind. Likely never stored those copies long term though.
In any case. Something like losing Legacy should have been treated better. Far too important not to.
-
@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/992303#Comment_992303
There is no option for the devs to verify who lost which Legacy skin. So I doubt they will give them back until they are able to isolate players with Legacy. I dont think the achievements will be enough.
Thats not my personal opinion on this topic, I think they should work on a solution but I doubt there will be any ever.
I still have mine, but when others lost theirs there was certainly ways to refund Legacy as well as confirm if they earned Legacy or not. But the devs just didn't bother.
Even when there was 100% proof the player lost legit earned Legacy (say a streamer) the devs didnt bother.
If the devs didnt bother to refund Legacy, they aren't likely to refund anything else.
-
When who that lost their Legacy get it back.
-
@JOBreazy said:
https://forum.deadbydaylight.com/en/discussion/comment/967308#Comment_967308
You do realize not every swf is good?
Not every Nurse was omega. Not every Spirit was beaded. Yet those occasionally over preforming Killers got nerfed.
Not every SWF is a death squad, but SWF by itself is far more common and offers more of an advantage than near anything Killers had to counter it. It left SWF at still being too strong, but now Killers have no real counter to it anymore other than to use a Mori every single game.
-
@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/983295#Comment_983295
They are following the rules because they're not breaking any rules. As silly as that sentence might sound, it's the complete truth. There's a rule against getting advantages from third-party sources, but VOIP applications as well as post-processing software like Nvidia Freestyle and Reshade (which arguably helps killers more than survivors if they want it to!) are explicit exceptions to that rule, either by developer statements or by being present on EAC's whitelist.
You can think it's unfair, I think it's an advantage that's impossible to emulate as well. That's an opinion shared by many people, and why a lot of people discuss ways to lessen the advantage ranging from somewhat realistic ideas on how to balance the game around it to what is arguably pipe dreams about applying all sorts of restrictions and handicaps to it.
But cheating is a completely binary yes/no matter. If the developers or EAC's whitelist say something isn't cheating, it quite simply isn't because players won't get punished for doing it even if all the proof is present. If you take the third-party advantage rule 100% literally then recording the game or streaming it would be cheating too, as you get the advantages of being able to review your gameplay to figure out where you made mistakes more effectively than others, and if you're streaming someone in chat might decide point out a totem you missed or keep track of how many times you've hooked different survivors even if you lost track.
And also SWF can't "choose their matchmaking". Matchmaking is broken in general at the moment but SWF parties are matched based on the highest rank, which isn't exactly an advantage for the SWF party. It certainly used to be a thing when any rank 1 survivor could family share the game to a new rank 20 account, make them invite 3 rank 1 survivors and as a result not get matched in red ranks where the party obviously belongs, but that's not a thing anymore. Any possible remaining matchmaking "advantages" they could have are much weaker than a killer's ability to dodge a lobby they don't want to play (which I personally don't have an issue with, for the record).
Matchmaking being out of wack could very well be caused by SWF.
DbD was built to support 4 solo Survivors. Finding 4 random people within a rank and matching them to play with a random Killer. But SWF confuses that supposed simple system by needing to mix/match group sizes. The more complex you make the matchmaking, the more it tends to break and/or slow down.
SWF is also taking players out of their intended ranks. Currently it is taking low rank players and putting them into high rank lobbies. That leaves less low rank players in total slowing that matchmaking while clogging high rank matchmaking slowing it as well.
It is no longer giving an advantage, but SWF is having negative effects on matchmaking as a whole. This isn't the first time either that matchmaking broke due to it being unable to handle the added complexity and SWF shifting players between the ranks out of the natural flow.
@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/983190#Comment_983190
It would cause a lot more than a backlash. It would kill the game.
Swf also no longer allows you to play with killers below your rank. Not sure why you think it does.
You also literally need 0 information/support perks while playing solo. I always run the meta perks and do just fine. All you need is somewhat decent teammates.
Read the above to see how SWF has an effect on matchmaking.
Also, you don't need support/information perks as solo. If you know your fellow Survivors, IF you can trust them. It is a constant complaint that teammates are worthless. They don't work gens, they can't loop, I can't trust them for anything!
Sound familiar? That is how DbD is was built to be. Survivors not knowing if they can trust each other, not knowing anything for certain without seeing it for themselves. This makes your perk build a choice. Favor information? Want to help others? Be out for yourself? There is suppose to be a give and take. Instead, we have meta builds thanks to SWF making too much information freely available and adding too much co-operation for DbD's balance to handle.
But as you said. The backlash of removing SWF would likely kill the game. That's why you don't remove SWF. Just make it unranked and return ranked to what it was built to be. If it is impossible to balance solo and SWF, then you don't attempt to balance them at all. If all you care about is playing with friends then playing in an unranked mode shouldn't have any effect on your group at all.
Make it so you can earn BP and have an option to make that lobby a custom game if wanted where you have full access to map selection and perks for free at the cost losing BP gains.
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/983190#Comment_983190
Because if it's allowed within the rules, it's not cheating. Arguably unfair, but not cheating. There really isn't much else to it then that.
As for combining swf and kyf, how? Kyf has all perks unlocked and unlimited addons. Add to that putting in another game mode would increase que times by alot.
That's double standards though. It is no different than saying SWF is better than anyone else. They dont need to follow the rules, but you do. You can't get free perks, you can't choose your rank or matchmaking, you can't just give yourself an advantage at will. But SWF can.
What makes SWF so special? What makes SWF better than anyone else? SWF isn't following the rules, they are ABOVE the rules!
Call it what you want. But SWF is held above everyone else for no reason other than they are SWF. It isn't fair, it isn't right, and there isn't any defending it. You said it yourself.
SWF is allowed to work outside the rules for no reason other than it is SWF.
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/983146#Comment_983146
I'm saying people following the rules can't be said to be cheating. I thought that it was fairly clear I wasn't referring to you there. I understand why you feel swf is unfair. It can certainly cause some lopsided matches. But you and I don't decide what is or isn't allowed. Even if we did, what would you propose to fix swf? Short of removing it altogether, which would cause alot of damage. There isn't much to be done.
Maybe you can do what Groot can't/wont.
In your own words, defend SWF and explain how it isn't cheating. Why is SWF not cheating when anything else that bypasses rank, bypasses matchmaking, and causes lopsided gameplay is?
And Iv already gave an idea to how to fix this. Combine SWF with KYF and make it unranked. It isn't without fault and will lead to a backlash. But SWF shouldn't have been put into ranked gameplay to start with as DbD was never built to support it. Ranking would have worth if SWF couldn't allow players to play above/below their ranks. Matchmaking would be better if SWF wasn't trying to pair up and organize cluster ######### of group numbers across all ranks. Gameplay balance wouldn't be so horrible if SWF didn't allow Survivors to run pure meta builds without any need of support/information perks.
SWF is a root cause of a LOT of problems in DbD. And in order to fix said problems, you gotta deal with its root cause or else it will never be fixed.
-
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/981784#Comment_981784
Except the devs made the game. Which means they make the rules. You can't follow the rules and cheat. You may not like swf. But it's not cheating simply because you say it is.
I can't follow the rules and am a cheater now? I hope that's just bad english and nothing more.
Because if it isn't, that means you are accusing me of being a cheater for the nerve of wanting fair gameplay or calling out bullshit when I see it.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/982063#Comment_982063
Because since the rules are reasonable I have no reason to be angered over them.
Are some rules more reasonable than others though? That's my point.
It is against the rules to stack perks. But SWF is allowed to do so.
It is against the rules to bypass ranking/matchmaking systems. But SWF is allowed to do so.
It is against the rules to gain unfair advantages. But SWF is allowed to do so.
Why is it that SWF is allowed to go against the rules but no one else can? How is is reasonable for the rules to be bent for them but no one else? Why can't Killers stack perks? Why can't Killers bypass ranking/matchmaking? Why can't Killers get unfair advantages? Why?! Because that is cheating.
Yet SWF gets to do all of that, and it isn't cheating because someone said so even though it fits every definition of the word. If it looks like a duck, sounds like a duck, and walks like a duck, it's a chicken.
-
@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/981731#Comment_981731
I’ve never in my life as killer had to work for my rank nor as survivor. Bringing up a broken ranking system where Legion can pip off of 1 kill and Plague can de-pip from a 4K isn’t stating anything other than the emblem system favors some killers over others.
And who is SWF unfair to? Because I’m certainly not gonna be losing a match as killer when I have 2 Rank 16 Claudettes self caring in a corner not contributing to their team. Red rank killers get matched with low ranks because they are in an SWF group. It’s basically a 2V1 because all I have to do is kill the two Rank 16 survivors quickly and then it’s just the two red rank survivors. Nobody will win a 2V1 no matter how good they are.
Of course you’ll lose some matches against a good SWF group just like you’ll lose some matches against 4 good solo survivors but blaming everything on the fact that they are friends just seems whiny. I win the majority of my matches against SWF groups.
Stopped reading at pipping at 1 kill. A low rank can pip with 1 kill, but the emblem system is often more ruthless than a woman on Black Friday. Iv had far too many 3 kill or 25K BP black pip games to count, but don't recall ever earning a pip off a 1 kill game outside of yellow ranks.
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/981784#Comment_981784
You can’t really compare swf to counting cards since I’m not getting banned for it so you should find a different comparison. So you don’t care about what the devs said because you think your ‘legal cheating’ hold higher value?
I haven’t once said nope and covered my ears, you however keep on saying I’m not providing counter argument despite me defending the facts and opinions I’ve told you.
You asked me for proof. I gave examples. Now Im asking for you to do the same. That's now these things work, you gotta back up your claims with examples. Not just a "he said/she said" one line reply.
Please explain how SWF isn't cheating when if gives information Survivors aren't suppose to have without paying a cost and/or when it actively bypasses ranking and matchmaking systems.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/981688#Comment_981688
I told you a fact said by the devs and I told you that not every survivor playing with friends is good which is a fact.
Instead of saying that my argument isn’t valid you should instead prove the facts I listed above wrong if you truly think they aren’t facts.
No. I said you never had an argument, not that it wasn't valid. I gave my opinions and defended them. You haven't said more than "nope" and plugged your ears.
I also said that I don't care if the devs said SWF wasn't cheating. Not that you lied about it. SWF in ANY game but DbD would be cheating as it bypasses ranking plus matchmaking systems and gives unfair advantages the game was built to NOT support. So it is cheating by any definition of the word. Legal cheating is still cheating.
It isn't illegal to count cards, but you are still getting your hands smashed and kicked out of the casino.
-
@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/981239#Comment_981239
SWF is literally just friends playing with each other. A majority of the SWF groups I go against I can easily beat. It doesn’t matter if they have free information, if they’re not as skilled as you are then they won’t beat you. The only time an SWF group beats a good killer is when they are all on equal skill level.
A majority of SWF groups are just having fun and goofing around. I survive more solo than I do in a SWF groups. I just don’t see these death squads people are talking about nor does it happens every single game because the very moment a killer gets a 4 man escape and they had a sweaty group, they forget about the 8 previous rounds they had that they won and destroyed them all.
Games are only stressful if you let them be stressful.
If SWF groups can simply goof around and not bother to try and win, but still do well against Killers of "equal" skill playing for keeps. That's a problem.
If Killers have to work their asses off to earn their rank. It is only fair play to expect the same from Survivors. Not every SWF is a death squad, never said they was. But I am saying that SWF is simply unfair as a whole.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/981512#Comment_981512
What? I indeed try to get better at games but who says the people I’m playing with try as hard as I do? You’re acting like every swf plays like that when that is quite far from the truth and as I tell others, if you wanna make a claim like “you don’t try to improve” then get proof.
It isn’t very hard to say that someone isn’t providing counter argument which btw isn’t counter argument either.
Your first reply said that SWF isn't cheating. I gave an example to how many perks SWF gives for free and how it bypasses the game's own rules.
Your second reply gave a poor example communication of "totem by that tree" as if that was the normal way people speak. I responded with examples of what other "normal" phrases people say and how even poor communication still gives more information than Survivors are suppose to to have without using valuable perk slots for it.
That doesn't count for me giving a starting argument and counter arguments? I gave my opinions and defended them, the basics of a discussion. You on the other hand. I haven't seen you defend anything yet and just attempt to deflect. Might be reading it wrong, but I just don't see your fair share of the discussion. Just one liners without anything to back them up.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/981423#Comment_981423
That’s not really a counter argument either, “Guys, by one of those trees there is a totem” but which tree? Not everyone gives precise information and you can’t always be exact on information and since we are people, we make more mistakes than these perks.
So at the end of the day these perks end up being worth more than a dollar.
Hex is on Killer shack side. Hex is near main building. Killer is stealthing towards X/Y landmark.
You don't need to be exact to have a good idea where something is and only an idiot would say something like "by a tree". You use landmarks to give directions. Main buildings, shack, harvester, cow tree, freezer, bathroom, ect. Once you have a landmark, any player that has played more than a few hours should be able to find any totem. They often aren't hidden well enough to start with to need directions anyway.
Even saying "OH #########" is more information than Survivors are suppose to have as it tells everyone that the Killer is in chase and that it is 100% safe to do anything you want even against stealth Killers without any fear till that guy gets downed or says the Killer broke chase.
You still haven't made a counter argument. But you read like someone who doesn't bother to try nor cares to get better at a game and simply plays a game to just play it. Not exactly someone who would know much about details anyway.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/981381#Comment_981381
All those perks are still very useful is swf.
That isn't a counter argument.
A penny is of use, but it is worthless compared to a dollar.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/981239#Comment_981239
I never said any killer breaks the games rules but swf doesn’t either, Peanits has confirmed that it isn’t cheating, ranks are pretty messed up even in solo queue rn.
What is the point of using Bond, Empathy, Dark Sense, Alert, Better Together, Detective's Hunch, Kindred, Premonition, Spine Chill, Small Game, Wake Up, or Windows of Opportunity when in a SWF group? They are all perks made to give the player information they are not suppose to have otherwise, but ALL of them are given for free thanks to SWF and just talking to each other. Leaving the entire SWF open to run a pure meta build of DS, BT, and an exhaustion perk of choice without having to sacrifice anything for that power.
Last I looked perk stacking, giving yourself more perks than intended, is cheating. Changing your own rank is also cheating last I looked into it. SWF allows low ranked players into high rank games, till recently it allowed high rank players into low rank games! That's called smurfing, something ban worthy in any game worth a damn.
SWF bypasses rank, screws matchmaking, and ruins the game's core balance. I don't care what the devs think or say it is. In any other form, in any other game. Something like SWF would be cheating pure and simple and Im going to call it as I see it.
DbD wouldn't be the nightmare to balance that it is if SWF wasn't forced into ranked gameplay. Im not saying you shouldn't play with your friends. I am saying though that you should keep broken/custom gameplay where it belongs, unranked.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/981143#Comment_981143
So you don’t see the problem with people dodging lobbies because someone mains spirit or Freddy? If it’s in the game then it’s perfectly fair for us players to face it.
No Killer in the game breaks the games own rules. SWF bypasses rank, gives over a dozen perks for free, and allows coordination well beyond the game ever intended to have.
That's why SWF is hated. It's a legal form of cheating. SWF is a root cause of the vast majority of balance problems in DbD. KYF should have been worked into a proper unranked mode instead of forcing SWF into ranked and breaking the game ever since.
-
@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/979933#Comment_979933
They could make a system where the dedicated servers regulate and mange the matchmaking, and lobbies, and once the game starts the player host takes over during the loading screen.
That way you get the benefits of both, the fluid matchfinding of dedicated servers, and the fluid gameplay of P2P.
We already had that. Back in P2P matchmaking was on its own server/s that served as a pairing device to connect hosts (Killers) and clients (Survivors). That's how DbD organized its ranking/matchmaking system and allowed the devs to gather data on it all. When you clicked to be matched into the game you connected to the matchmaking server and when you ended a game you dumped data to the same server for dev collection. It's also how they caught people who copied save files, gave themselves Legacy (if rightly earned but lost or not), or cheated blood points as the back end server kept copies of your save file to compare to.
DbD launched piggybacking off of Steam download region servers for its matchmaking then moved on to its own servers. Remember when everyone set their Steam download region to Toronto to have faster matchmaking? That was a thing and it worked 100% before DbD moved it using its own matchmaking servers.
There was also a DC detection system back then as well. The game could have easily flagged every type of DC. Lose internet, but the game kept running? The game could have seen that with a "game start" flag and a "game end' flag but seen when it failed to do a post game data dump. Game simply crash? You now have a new crash log flagged for the next data dump. Click leave game yourself? Same game start and end flags along with that data dump.
The excuse of "servers was needed to punish DCs!" line is pure bulls***. We have servers and it STILL took forever to have DC punishments! That excuse is a load of crap. DbD already had ways to track DCs in P2P and even banned (very few) players because they DCed so often. It took something around DCing well over half of your total games, a ######### insane number, but the system was there.
Don't take me wrong. I find DbD very fun to play and have put a lot of money into it. Iv been playing DbD since it launched, pre-odered it (still have my beta invites), and am a legit Legacy. I got a lot of investment into DbD and hate talking bad about it. But I can only wade through so much bulls*** before having my fill. 427 hours isn't a lot compared to others. But for me, DbD is in my top 10 most played games in my ENTIRE life. Only behind Final Fantasy 7, ES4 Oblivion, Planetside 2, and maybe Minecraft that I can think of off hand.
-
@goat10em said:
I play on PS4 as well as PC and I honestly don't understand who got the whole "you got dedicated severed" thing going. PC and it's servers are not special on the bullshit hits when you're well past a window vault. Or the huntress hatchets traveling through walls.
In P2P your connection to the Killer is based on a single ping, any and all actions between 2 players will be delayed by that length of time.
On Servers your connection to the Killer is based off of BOTH your and his pings. An action one of you takes has to travel to the server THEN to the other player before they are told of said action.
Dedicated servers double any and all lag by default because any and all information needs to travel twice the distance. A ping of 100ms on P2P is a delay of 100ms between one player taking an action and another seeing it. A ping of 100ms on a server for both players is a 200ms delay for actions taken/seen between players. In fact, it's WORSE than the raw ping as computers/servers need time to process the data they send/get adding like 1-20ms to the delay for each user the data goes through based on the hardware of that user.
So a raw ping of 100ms on P2P can roughly be 102-140ms when you account for 2 sets of hardware processing data. But on dedicated servers, there is now 3 sets of hardware. Adding both raw pings of 100 and the processing times to a rough delay of 203-260ms.
That isn't something you can fix either. You can have internet speeds in the GBs if you want. That is just moving MORE data at a time. It isn't making that data move FASTER. Nothing can make data move faster as that is limited by the laws of physics.
Don't know about you, but I can clearly tell the difference between dedicated servers and P2P. It's instantly clear to me in how players move about and how they react to others when comparing low (50ms) to high (200+ms) pings. To make it worse, Killer actions and powers are linked to their pings in dedicated servers! That ######### with your muscle memory when you spent years learning EXACT timings of several things. I can't tell you how many times Iv failed to flutter a chainsaw, undercharged a blink/hatchet, stopped setting a trap too early, or failed to simply kick a ######### gen due to dedicated servers screwing my muscle memory by adding my 60ms ping to each and every action.
It's game breaking.
-
All I can say is that we tried to warn people about how dedicated servers would do more harm than good. And all those warnings fell on deaf ears till after servers came out and we all seen that those warnings wasn't even close to the truth in how bad servers can be. Then those same people who demanded servers started to complain about "hitboxes", perks "not working", lag in general being worse by default, failing at once basic mindgames, and oh so much more.
The community got what it asked for, just like SWF. Something that breaks the game more than it ever helped in balance and/or function. We have no one to blame but ourselves on this.
-
@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/978047#Comment_978047
I’m confused you say new killers do better than new survivors, but you started by saying the game is much easier for beginning survivors than killers?
Also I won’t agree, and I have lots of hours as both role and have reached red rank as both (for what it’s worth anymore.). New killers have no help and must juggle 4 players.
Both new Killers and Survivors suck. Simple as that and that is also why you do not balance a game around such players. They have no idea how a game is played, so why should they be the main factor for game balance?
Once you get out of low ranks though, that's when the learning curve and skill curve show up. And that is also when Killers start to hit ceilings that Survivors do not. This is a big reason why I (a legacy player from launch) basically stopped playing DbD but MAYBE once a month now. My effort as Killer leaves little to show for it as I go up in rank. I can't out skill hard locked limits, I can't get good and get better when the game doesn't allow it by basic math. Mindgames are one thing you can learn and effective use of Killer powers is another but those are nothing in the long run.
Map size is a problem when the Killer can lose a gen to just walk from 1 side to another. Map layouts are a problem with they allow chases to be up to minutes if looped well. Survivors having MULTIPLE second chances stacked on top of each other before perks/items. Gen speeds that see half the game gone by the time an average Killer earns 1 maybe 2 hooks out of 12. Survivors having nothing to do when not in a direct chase outside of working gens. The list just goes on but I frankly don't care to keep going.
You need to balance a game around skilled gameplay. Not the top 1%, maybe not even the top 10%. But the top 20% at LEAST should be the main focus for gameplay balance and in that skill level Killers need to put in ######### LOADS more effort than any Survivor thinks of using in order to just stand a chance.
-
@ThisGuuy83 said:
I give up. I'm done with sweaty ass matches against try hard swf's and there bs coms. Uninstalled. Needed to free up space anyway. Lemme know when you fix sounds and make the game a lil more balanced around swf's. It's getting way to stressful to play as killer now, and I don't wanna play survivor, because it's a joke. Solo players and killers are SICK of tryhard swf's. Listen to the PLAYER BASE!
The devs did listen to the player base. When DbD launched SWF didn't exist and KYF was crap. The player base demanded a better way to play with friends and they went well out if their way to do so. But the community also didn't want to use KYF, they wanted group play in ranked or there would be hell.
Then came constant lobby hopping, review bombing, and endless forums complaints.
After a bit the devs caved in to the community demands and half assed a beta version of SWF ASAP to shut them up. Even after telling the community it would be buggy and it would break balance, the player base didn't care and got what they wanted. Group play in ranked matchmaking and every bug, break, issue, and problem that came with it.
This is a case of "be careful of what you wish for". The community got what they asked for and SWF is only the first one. Dedicated servers are another. Just look at how well those turned out.
It's no wonder most gaming devs dont listen to their communities. They often dont know #########.
-
@xenofon13 said:
https://us.v-cdn.net/6030815/uploads/424/U1045KSP0LUO.jpg
Matchmaking boys, matchmaking.
No, that's SWF bypassing the matchmaking and ranking systems. A rank 1 and 9 is a bit off as you should be matched with up to 6 ranks apart, but the low rank players is 100% from how much SWF breaks the game as a whole.
-
@Aceonfire said:
https://forum.deadbydaylight.com/en/discussion/comment/933687#Comment_933687
"during the dash, you avoid damage" - from the perk, Dead Hard, in the game Dead by Daylight, "developed" by BHVR Interactive.
...get's hit during the dash and goes down.
Yeah, works just like they planned..right......it's all timings..right...
gtfo here.
10 day necro. Why?
-
I say Trapper needs to work like Demogorgon.
Spawn with 5 or so traps in hand and can place them anywhere he wants but can't replace a trap without either picking one up or having it destroyed.
Early game buffs he needs without it effecting his late game outside of having less total traps. And be honest, Trapper never has full access to all 8 of his traps anyway with them being spread over the entire map. At best Trapper can make use of 1-4 at a time without add-ons and that's IF he walks the over the entire map multiple times to gather the damned things.
-
The Shape tells a story with his terror radius.
He in the only Killer able to resist the Entity and so has no power nor terror raduis at the start. Ghost has nothing on that level of bada**.
-
@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/934842#Comment_934842
DbD is not a fighting game.
The servers might lengthened latency (lengthened, not necessarly doubled). That's true. But before that I run on a regular basis into games with a green lobby, but a complete laggy game experienced, where using windows e.g. took visually a significant longer, etc. And the killer turned out to be from certain countries. It was unplayable, because a killer host was able to harm everybodys movement entirely. Now, I might have laggy hits and non-working DH, but such games are still playable to some degree and those killers aren't automaticly winning anymore because of their bad connection. Etc.
Besides that the servers came with a bunch of stuff, which is healthier for the game like better DC detection, improved SWF lobby system etc. It was the right move.
About defensive skills having priority: Of course for a defensive skill to be efficient it requires the user to time it right. But that's also the case, when the servers gives the defensive skill priority over the killer hit detection, because it still requires the skill to be used at the right time.
DbD is closer to a fighting game than you think it is in how Survivors interact with the Killer.
Pallet stuns, DH use, 360ing, vault fake outs, flashlight blinds, and more like basic mindgames all work like in a fighting game. Reacting to the other guy ASAP. In P2P both Survivor/Killer could react to each other as well as predict. Even at 100ms ping games you could reliably react to another player in time to dodge an attack, land a pallet stun, save someone getting picked up, or what else.
But on a server your 60-80ms ping gets added to the other players 60-80ms ping. Taking it to 120-160ms delays for interactions by DEFAULT! Gone are the days of low latency reactions thanks to servers. Pallet stuns became trades, DH became a gamble, 360s make you look like a fool, vault fake outs hardly work, and mindgames almost don't exist anymore. By the time you see the other player doing something, it is too late to react on a server. Their action is already done and finished LONG before you see it.
The only thing servers did better than P2P was SWF interaction. DC detection was possible in multiple ways. Game sees you start a match and flags it in a quick save, if you go back into lobby without having an "end game" flag then you DCed. That simple and covers almost every type of DC. Internet cut out, the game kicks you to title screen and flags that as one type of DC. Close the game by Task Manager, you have a game start flag without a game end flag and counts it as another type of DC. Leave mid match by clicking the button, the game counts it as a third type of DC. Then once back in the lobby, or when starting matchmaking, the game would dump your data to the devs so they have records of everything.
In fact DbD already HAD a DC detection system before servers! And Im rather certain that was how it was done.
Servers was not worth it in my opinion. They have done more harm than good in near every way possible outside of SWF grouping. Something that itself broke the game in multiple ways in balance and bugs since it was also forced into a game not built for it.
This is why most devs don't listen to community demands. They tend to be wrong or simply break the game from the community not knowing what they are talking about.
-
@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/934174#Comment_934174
That's one way to handle it. But it's not uncommon for defensive moves to give them a higher priority handled by the server. So in situations when the survivor client triggers DH and the input reached the server, it can negate hits during the iframes. In such scenario the bigger latency by having a middleman doesn't play much a role for the survivor, because their defensive action is priotized in that case.
As someone else said.
It wouldn't be to that extreme but it would feel like 100% ######### for Killers to land a hit and have that taken away. It doesn't take much either for Killers to lose the game. A single missed attack means that Survivor likely gets another loop or reaches a pallet/window. A single mistake can cost the Killer the entire game. That isn't hyperbole. One mistake is all that's needed for a game to snowball against the Killer.
Iv seen it countless times in my gameplay and others. If you make it so a Survivor can 1v1 the Killer then what chance does a Killer have against 4 Survivors? That's what you have to remember. That's why Killer was made host in P2P and why Killer has priority for dealing damage, it's kinda required for Killer gameplay to function.
And no. Most games don't make defensive skills have priority. They tend to require you to time them with an attack in order for those skills to work. Blocking only works if you are blocking before the attack hits. Parring/counters only work if you time it well. Predict and react to your opponent. This is why fighter games NEVER have servers! To reduce latency as much as possible in order to allow you to react and predict someone with reasonable timings.
But no. P2P wasn't good enough for this community. We demanded servers even with the warnings of some players, the devs, and the freaking laws of physics all saying it would cause problems. This community just had to have servers and we got exactly what we asked for. Double latency for everyone causing problem after problem. Are the more stable? Yeah. Are they giving better quality gameplay. Nope!
-
@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/933548#Comment_933548
I've had this issue happen on consoles. It's why I stopped using Dead Hard. Was using Balanced Landing until it got nerfed so now I'm using Sprint Burst.
To the people that say it's bad timing. When the word "Exhausted" pops up and you are hit, but see your exhausted status effect going down, something's wrong. Dead Hard went off in that case.
Again, you arent understanding it.
Thanks to people demanding dedicated servers without understanding what that brings everyone now has to deal with double latency when interacting with another player.
Your input of using DH needs to reach the Killer. That only happens after you send it to the server THEN the server sends it to the Killer. Dealing with both your ping and the Killers ping fir double the latency. You have to use DH a LOT sooner now or if you intend to dodge or bait an attack.
Back when it was P2P you could simply react to the Killer easy enough thanks to only a single ping. But we got what you all asked for in dedicated servers, even though people (like myself) warned you about this EXACT problem of double latency.
Both a case of git gud, and getting what you asked for.
-
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/933687#Comment_933687
The fact that you say "backstabed from the front" shows to me that you have 0 clue about how latency works in dark souls 1 and that you don't know how to counter it. Besides the fact that all the stuff you mentioned is absolutly non-relevant.
And no, it doesn't. Dead hard is buggy because of dedicated servers. It's was buggy before aswell but now it's worse.
Not buggy, just bad timing and user error.
To keep using Souls games as an example, using DH is like attempting to parry someone.
In Souls you gotta predict them and account for latency or you'll tank a hit to the face to have your opponent land his attack during your parry frames. In DbD you gotta predict the Killer and account for latency to have his attack land during your i-frames. Both are the exact same thing. Both are small time windows, both depend on latency, and both can end badly if done poorly.
Git gud in other words. Like it or not, this entire thread boils down to user error in you not having proper timings to use DH or failing to build personal skill.
-
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/933589#Comment_933589
In dark souls, if you attack your opponents and he succeeded dodging it (on his screen), you would only see the blood splashing and the sound cue of hitting someone. You would see that no actual damage was taken and attacks which would make you stagger (aka stun you) wouldn't apply their effect either. It would look like a normal dodge, just with blood splash.
How would I imagine this for DbD? Well the same: the survivor won't get downed, from the killers POV you would just get the blood splash but you would see that the hit didn't count since the survivor pressed dead hard and keeps running. To balance it out, the hit animation in such a scenario gets canceled so it would match the time of a whiffed attack
In a Souls game you have proper combat and weapons used by idiots who just widely swing them in massive arches. It's online isn't exactly all that well made either with phantom hits/reach, status effects triggering without taking effect, and lag that can make you get back stabbed from the front.
Dead hard works exactly how it was built to be. A chance to dodge a hit while gaining a bit of distance. You just gotta relearn the timings.
-
@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/919491#Comment_919491
Well, I wish I could say I had as much success with Demogorgon as you. I'm in green ranks on US East, but I frequently get matched with red-ranked and purple-ranked survivors by matchmaking (Thanks BHVR). Against players of that caliber, I have little chance of doing better than a 2K.
Many otherwise-tolerable loops are near-impossible for me to mindgame with my loud clumsy footsteps, and it's quite rare for me to actually get the drop on a survivor after using a portal. Getting hooks is almost always a struggle against experienced survivors.
Compared to my most-played character (Doctor), I'd say my performance has been consistently worse.
If wanted, let me tell you how I play Demo.
Build. Save the Best for Last, Surge, Surveillance, and Ruin. Preferred add-on types. Shred move speed, faster tunnel travel, longer undetectable, and extra tunnels.
Starting out, you want to place a tunnel at least some meters away from gens. Out of sight and on the edge of local hearing range. So often enough that means in the next tile from a gen. Attempt to place tunnels in order to cut off paths to loops as if you are coming from a good loop, they can't run to it without getting hit forcing Survivors to run to where you want them. And once you start using tunnels for travel. The more resources are used in the areas you herd Survivors towards making them more dangerous as the game progresses. Also you might want to place an extra tunnel around a possible 3 gen setup and avoid using it just in case Survivors destroy a known tunnel to prevent said 3 gen setup.
If you aren't in a chase, attempt to travel by tunnel as much as possible. Keep people guessing where you are. Travel to check that gen and by the time you walk to the next gen, odds are you can travel through its tunnel by default. The more you make Survivors guess where you are, the better the odds of finding someone out of position.
NEVER use tunnels as detection! The AOE is near worthless and can often be ignored by Survivors as you will likely never want to hold Of the Abyss due to slower move speed. And the odds of you reacting to the detection is almost nil without holding tunnels and wasting them in random places. To little resources, too slow reaction times, and too little information. It just isn't worth it outside of camping both gates or basement plays.
In loops, attempt to bait Shred as well as commit to it. Shred is great in landing hits otherwise impossible, but you can be dodged rather easy. So you want to mix in baiting them into dodging. If you can bait someone to dodge your Shred, they just lost a LOT of ground allowing for M1s. As you land M1s, you will be building up STBFL stacks and soon enough will become VERY powerful. Shred the obsession as needed though to keep STBFL stacks. But with STBFL you can M1 into a Shred for a quick down before the Survivor can run away. Sometimes you can even hit them mid speed boost from taking the M1 thinking they are safe and wont bother to dodge.
Surge comes into play thanks to how well Shred can bait into a M1 while building up STBFL. Helps save a LOT of time when you almost never need to kick gens. Surveillance combos with this to make better use of your tunnels. If the gen is white, they NEVER go red when hitting 0% with Surge, no need to tunnel there. Keeping that tunnel hidden till needed. But if you see a red or yellow gen, you instantly know where to put pressure. Each gen you can ignore, the more pressure you can apply to what gens remain.
Wish I could replace Ruin though. Hate having to use it. But it's Ruin. No other Killer perk comes close to it in slowing gen progress.
From there it's just the basics. Mindgames, red stain control, predicting/reacting to Survivors, knowing when to or not to chase, and what else comes in normal gameplay.