CheyeneKL
CheyeneKL
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- CheyeneKL
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Monitor and Abuse, heavy emphasis on the ABUSE part LMAOOO
I really dislike going up against Deathslinger over the fact that he IS basically another stealth killer, except he can shamble you from a distance before you have too much of a chance to react. (Good players can pull up on you without being seen if they come from the right angles and shoot quickly). He's tall but his appearance blends in well with many maps (I want to die when I go against DS on Backwater LOL), rather than looking like... Oni or Spirit or another killer that has a more blatantly visible design.
I think part of the problem stems from his unique terror radius music- the beginning of it is so low and quiet that he has several more meters before you even notice it over the sound of generators that are being worked on. So even if his terror radius (with M&A but no add-ons) is 16m, it's maybe closer to something like... 10m by the time you notice? IDK. I just feel like I would have a better idea of him pulling up if he had the normal heartbeat terror radius or something.
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25fps is extremely generous lmfao
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1592858#Comment_1592858
Those kill rate statistics are a nearly a year old at this point and are no longer representative of the game as win rates do naturally go up and down over time based off of how much people have experienced these games.
Also if the devs took those into consideration then The Nurse would have been buffed a long time due to having an overall lower kill rate then THE CLOWN.
About a year old and yet, it was BEFORE several maps received significant changes. Those 100% braindead loops on multiple maps are mainly gone now, so you actually have to be decent at chases instead of being bad but knowing that running to a certain vault can guarantee getting the killer off your back (or prolonging the chase undeservedly for your skill level compared to the killer's)
Also, your second paragraph- You're referring to the kill/pick rate for ANY AND ALL ranks- Nurse is considered to be the number one killer requiring a high amount of skill to be good with. So of course the average over ALL ranks will be quite low for her- if you don't main Nurse and play her for several games in a row, you will be lucky to get more than one or two kills with her. She's much less straight forward than your aforementioned Clown (someone who would naturally farm lower ranks as less skilled survivors won't be picking on the weaknesses he has, AND not be as difficult to secure kills with even at other ranks due to the fact that he is much easier to understand at first than Nurse).
As for UB and DS, I think devs know they can't change those perks until they have a better answer for camping and tunneling. I dare say half the player base would quit if they didn't their own fight back mechanic for the way that some killers play the game. Like others have said, killers are doing just fine even with those perks being prevalent. Also, killers have their own perks to slow down the game (corrupt and pop, anyone?) so it's not like they're completely perkless/helpless.
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It's so bad and the main reason that I went from 50/50 solo/SWF to almost exclusively SWF nowadays. Playing solo is way, WAY too frustrating- you have teammates who are horrible in chases, horrible at evasion, don't do gens, and are scared to save you off hook. It's excusable if they're low rank and somehow got into your match (and hey, one time I got a brown rank Jake Park who made every single save like a sicko and was the last one to die. He didn't do anything else but NOBODY saved like that Jake 😤) but it is pretty frustrating to look at the end and see that they're red ranks. I can excuse one or two chases per survivor per match that go horribly wrong and last very little time, but if you go down within seconds while also using good pallets... bro... BRO...
I'm cool with the survivors who are horrible at chases and play immersive who get found and hooked. I'm assuming you're doing gens and maybe totems/heals on teammates before you get found. But it seems like the majority of red rank potatoes help the killer out more than the survivor team. I want it to be harder for survivors to rank up in this game tbh.
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@Mekochi said:
It's the flex on other people pretty much, that's the main reason anyone prestiges anymore
I've seen way too many potato bot babies who were prestige 3 with their character to see it as a flex anymore LMAO
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1585442#Comment_1585442
I'm honestly guessing this is what happened here. OP had a 3 gen strat and instead of leaving the gens alone, they decided to constantly come back to the gens.
The survivors, only 2 of them left knowing there's no way to get the gens done probably decide "well screw it, guess we can't get the gens done then" Probably searched every chest, broke every totem. I guess people expect survivors to just run in and get themselves killed because they're losing? Idk, why should they try to go complete a gen that's being patrolled while only having 2 players left?
If the killer actually REALLY searched the map, there's no way to hide for 2 hours. They would get found eventually. There's no area on the map where you can hide that well.
I'm with you on this LOL
And anyways, this is such a rare problem... I've seen it happen to my boyfriend (who mains killer and has tons of hours in DBD) ONCE and it was when he had a nasty 3 gen as Huntress. The game was quite long but the two Claudettes must have had a conversation because one of them DC'd and the other immediately got the hatch after. And the hatch stand off was NOT more than 15 minutes. I don't believe anyone who says it is a "serious problem" as if there is an epidemic of immersive hatch campers.
So weird to me how some incredibly annoying thing happens to killer mains once or twice every hundred games, and suddenly it's the biggest deal in the world and BHVR NEEDS to make up a new mechanic to fix it ASAP, even though it's already a bannable offense LOL
They're probably the same guys who would say "do your secondary objectives!" if you complained about getting cheesed by NOED... but then suddenly those don't count as objectives and you're holding the game hostage when they're annoyed that you decided to cleanse totems and search chests instead of immediately and constantly working on the main objective (that they were ruthlessly guarding anyways) right away. You expect people to rush and do the gens in front of your face? (same energy as "I knew they were around the hook so I camped! You expect me to leave when I know they're gonna save immediately!?!").
Leave the objectives alone for a little while, maybe long enough to draw the rats out so that they feel safe enough to work on objectives a bit. It won't work for the mentally deranged Claudettes who are secretly wishing they had a mori so that they could kill the other survivor right on top of the hatch, but it will definitely work on NORMAL survivors who aren't willing to go work on those gens right in front of your face. It's your job to find and kill survivors, it's their job to do objectives. But there is a lot more to playing survivor than making a beeline to any gen no matter what's going on. Use a little bit of S T R A T E G Y and see if it gets you anywhere.
People who hold the game hostage deserve to get in trouble, and rightfully do, but I highly doubt it's such a problem that the devs need to introduce new solutions for it. (not that I'd be opposed to something, but I would resent some of the silly ideas people are presenting in this thread LOL)
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@Missing_Toe said:
I always hope Clown, he seems really fun but I can’t get into his power. I feel like I’m blinded and choked by my own power more then the survivors are.
I just want Clown reworked so we can get some sickening new chase music. You just KNOW his reworked chase music would be great LMAO
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It's a crappy situation to be in when a killer decides to face camp. There's no counterplay to a good ol face camp, if the killer plays it completely correctly. Unhooker has to have BT+force the killer to make a mistake while attempting to grab. Sometimes you can get something done if you have the rest of the squad over there, but more likely than not, it's a win/win for the face camper.
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1586761#Comment_1586761
I'm on Switch and in the same boat as you. No problems with my gaming...
HOW!?!? 🥴🥴
I play on both Switch and PC. It's not THAT bad if you're just playing with crossplay off, with people of your own platform; y'all are suffering the same issues together. But as soon as you wanna play with friends or can't find a killer match with crossplay off, it's a crapshoot. The patch where they changed Billy and Bubba seemed to make it even worse.
I can tell with 100% accuracy when I'm playing against a PC player when I'm SWFing with my boyfriend (he's on PC). I'm not sure what it is but dead hard is such a useless perk against PC. I used to consider it a must-have perk, but I've lately been running NO exhaustion perk (which sucks for when I go against a PC Nurse, Huntress, or Deathslinger, but isn't quite worth it for how often I go up against any other killer and find it to be useless. Dead Hard works OKAY on PC, but for some reason I get hit out of it probably 70-80% of the time on Switch against PC killers. If I end up exhausted on the floor, it's only for a split second before I get DH back. I've had plenty of times where I press the button and I'm hit before it even comes out- something I hadn't ever previously dealt with before crossplay.
Vaults and pallet drops can have the same issue- I'll make perfect fast vaults or drop a pallet with fine timing, and half the time the game says "Nah." and I get hit regardless. I can take getting dedicated- I GET IT when a killer has garbage internet. What I don't get is how (as my boyfriend says) "Switch players have NO rights" LMAO
It's the weirdest thing. I really don't know what it is besides being related to PC just running better than console, as far as I can tell. I have an easier time on PC on KBM (which I suck with!)
Games against a Spirit are absolutely UNPLAYABLE on indoor maps (+several other maps including Ormond). Freddy is awful in the Dream World. One time I went against a Freddy on Ormond and it was a full half second of delay before the game accepted my inputs on skill checks- so I was constantly missing them because it was so difficult to adjust to that delay unless the skill check was at the very end of the circle. If the killer has Sloppy, there are severe frame drops as soon as you get hit for several seconds. I won't go crazy listing all the examples of bad frame drops, but I can't remember the last time I felt like I was playing on 30 FPS. It seems more like 15 max nowadays- and a Microsoft Power Point presentation against Spirit/Freddy+Indoor Map. I know it isn't only me, as a couple of friends who also play on Switch have the exact same issues 😕
Anyways, I'm just waiting for them to implement cross platform progression so that I can leave that mess of a platform 😞 Switch WAS fun, but after crossplay, it just became such an inferior experience with no counters to the issues you deal with on there.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/1578513#Comment_1578513
:D
No need to apologize lol, just felt like memeing bc thread looks lighthearted enough.))
Have a good day anyways!
<3 all good! Glad we had a nontoxic end to something that I thought would be toxic LOL
You have a good day, too, king!
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/1578452#Comment_1578452
oh my god, what is it with people not getting memes and taking everything serious, smhok, simp :)
Oh gosh, I figured there was a small chance that your second reply could have been at least a partial joke, but considering how snotty a majority of the people on this forum can be out of nowhere, I wasn't really banking on that LOL, especially since you're not even close to being the first person to have assumed I was a guy (unsurprisingly, considering it is a male dominated community! :) ) and that I was acting too sweet or warm (or "thirsty") to a woman, when in reality I'm just happy to encourage/connect with another girl in a sea of dudes LMFAO
If that's the case, my apologies for getting testy immediately, but it should be somewhat understandable on my part! I don't like to snap but every few replies like that I just go "ok THAT'S IT!" LOL
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/1578437#Comment_1578437
The only way to avoid being simp is being gay male.
Girls still can be simps, if they are simping for other girls.
So yeah.
Simp.
I'm straight, have a boyfriend, and am capable of being kind to fellow ladies. If you have an issue with women, just say so and go LOL
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Welcome to the game, girl! I hope you get lucky and never have to deal with teammates going berserk on you in chat, but fair warning... it DOES usually happen. Most of the time if you try your best to not sandbag, do objectives, safely unhook, etc., even if you do it poorly, as long as your effort shows most people will be nice. Turn off your post game chat if you feel like you're gonna see some rude messages post game, though! Most people are polite in their criticism after game (and if you're interested in getting better, reading their advice/critique of how you play can actually be helpful) but yeah, like I said, there are plenty of jerks who will be rude. It's like that in a lot of games and DBD is no different, unfortunately.
GL queen!
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1577719#Comment_1577719
This.
Its actually why I choose to tunnel early and mid game. I want that damn perk eliminated from everyone ASAP.
Inversely (and oddly), if there is no Obsession icon, then I don’t tunnel at all.
DS very possible presence actually encourages me personally to tunnel to avoid that exact situation at endgame occurring.
That's like, optimal gameplay for it tbh. Get rid of DS as early as possible, and then you don't have to worry about unwinnable end game scenarios. My boyfriend tunnels off first hook ("Let's see if you have DS" LMFAO) if he gets the chance, and if they DS him, he leaves them alone and switches targets. A stitch in time saves nine, as they say.
And even if sometimes you don't get the chance to do that to a survivor before it reaches end game- half the time, that survivor might have deserved an escape anyway (if you can't really catch a survivor who is superior at the game compared to you as a killer, and then you get lucky at the end with, say, NOED, or an extreme and lethal case of sandbagging, his teammates brave the save, and he DS's out in the end, I'd hardly say it was really broken or unfair- he outplayed most of the game and had his last chance perk on for the end of the game to help ensure he made it out, if that makes sense?).
I don't play killer enough to not have a skewed perspective on it- my own personal experience is that most skilled killers seem to have nearly zero issue playing around DS or minimizing how much DS slows them down. And that's on 4 man SWFs (varying skill levels but usually something like 2 quite adept players and 2 immersive fricks who are maybe not that good at chases). So I wouldn't know if it's really that much of a problem, or if it's one of those things that less-than-stellar killers complain about.
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DS (the perk) already has counterplay, especially if you're a little camping tunneler LOL
I don't play killer much, but my boyfriend does, and he has no issue eating the DS if he has the chance to and walking away to look for someone else/check on objectives after he is stunned for a few seconds. Getting it out of the way early in the game makes it easier in the late or end game. Nobody hits him with DS in the EGC, that's for sure.
The way a huge number of killers play this game makes DS a virtually must-have perk, especially in solo queue. I get that there's "abuse" of DS but nobody is forcing you to grab or pick them up. The counterplay is the same and you know what? I'm personally ok with killers getting the short end of the stick every now and then. It's not like survivors don't constantly get screwed over by things out of their control (that again especially goes for solo queue players). I currently do not have DS because I'm playing PC after unlocking every perk on my switch account, and boy... cross platform progression cant come fast enough LOL. Some days I go multiple games in a row with getting tunneled through no fault of my own, and without DS I'm completely at the mercy of my random teammates.
As for DS (the killer) I McFreaking hate running him or going against him (I suck at controlling my camera or even looking behind myself while running at this point of being new to KBM) but I think all he would need to make him more fair in chases would be to make it a little more difficult to quick scope. Or if the devs want him to stay oppressive in chases the way he currently is, then perhaps change his terror radius or something? People love to say that his counterplay is to not be found as easily and avoid chases with him, and that's totally ok to force a different playstyle than what might be preferred every now and then, but every DS and his momma equips M&A so he pulls up as secretly as a stalker killer. Except, he can shoot you quicker than any of the stalker killers can expose you, and a good Deathslinger ends a chase fast. Going against an M&A DS on Backwater Swamp is one of my least favorite things LOL, that man is virtually undetectable AND invisible until he already has the spear gun through your heart 😭
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Weird flex but OK.
As long as you keep that same energy for survivors who play the way they want to... teabagging, spamming flashlight blinds, etc. They're just playing the game the way they want to play!
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@Breque said:
https://forum.deadbydaylight.com/en/discussion/186091/you-want-nerf-the-killers-nerf-the-survivors
WAIT DO YOU WANNA NERF NO MITHER
Nah that was the guy from the other day trying to get the Adept Demo achievement, he refused to delay the challenge when he saw an obvious SWF in his lobby with 4 flashlights. They all ran Tenacity, No Mither, DS, and Soul Guard and he apparently only got two hooks despite the fact that everyone on the team was constantly one hit, and then had the audacity to complain about them LMAO
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It freaking sucks now and idk if something actually changed or if I just keep going against laggy killers or something. It was one of my favorite exhaustion perks back when I had a more immersive playstyle (and ran Inner Strength constantly) but not too long ago I just had way too many games in a row where I'd get grabbed out of the locker AFTER inputting a rushed locker exit.
Weirdly inconsistent perk 😞
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Nah tbh
Survivors shouldn't be punished for a killer's inability to hook them before end game. Especially not while NOED exists.
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Another day, another thread on DBD where over half the commenters don't comprehend what they're reading in the OP 😐
If a Bubba gets a fast down in the beginning, there really isn't that much of a counter. He is 100% guaranteed a kill against the first poor soul, and maybe even a 2k or 3k if he gets even just slightly luckier- from winning one or two chases during the game. New Bubba can down people VERY QUICKLY- You might be able to get 3 gens done by the time you have the first person dead on hook (in a 4 man SWF on comms so that they IMMEDIATELY know to stay on gens instead of coming to save) but the NOED+Bitter Murmur combo (maybe even with Discordance to immediately know what gen to go to as soon as first person is dead) will get at least one or two other people in the end because you can't complete the other two gens AND find all the totems in time to get out. Even if it doesn't take long to cleanse a singular totem, the time waster part of about them is that they are much more difficult to locate than gens, and can often in areas that take you away from the main objective.
Even if you do all the math and factor out the time it takes to travel to each gen, travel to each totem, etc., you still don't have enough time to complete every objective in the 4-6 minutes it takes for a Bubba to facecamp 2 survivors to death. You don't have to be Otz level to get a down early on in the game, unless you're unlucky enough to go against a team of incredibly good survivors. Also, if you equip Ruin, you further your chances of gens not getting done in time as the chases before you down someone will naturally take you by gens that are being worked on, forcing them off even for just a little while and adding more time to their rush to get out.
Survivors have to come equipped with toolboxes to improve their chances of escape- which of course happens... but the chances of the whole team bringing purple toolboxes with wire spool+BNP and getting matched with Evil Bubba is low.
And for those who say this rarely happens, I can only assume that you rarely play survivor. I have only been playing since January and I have run into Bubbas who play this way DOZENS of times- even at higher ranks. In fact, it's even more lethal at higher ranks because good Bubbas who decide to play this way for whatever reason can end their first chase quite quickly more often than not.
Personally, I dont really care THAT much. It's kind of funny when it happens, if not extremely annoying just as often. I do care that this isn't a strategy that is exclusive to Bubba (he just happens to be the most efficient at making sure his first down STAYS hooked if he wishes) as other killers can face camp with varying levels of success and still make the game miserable for the survivors at the end because they couldn't both get all totems+finish all gens as efficiently as possible. Despite it being more common than some people here believe, it is rare enough at higher ranks that it isn't a huge issue imo
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1558856#Comment_1558856
"Yes, the hatch mechanic exists to benefit the survivor"
Thank you for confirming my point that it only exists to benefit survivors.
So what? My original post wasn't about if the hatch was meant to benefit survivor or not- the specific part of my comment that you are nitpicking was about how between the two ways hatch has existed, it is currently more killer sided than it used to be. It used to matter less if you found it first as the killer because you couldn't shut it- you had to rely on grabbing the survivor. And now some games it will be even easier for the killer to deny the hatch if the offering is used because killers have more priority over the hatch than survivors do if they find it at the same time.
Nobody needed to point out the obvious fact that the hatch was created to benefit the last remaining survivor- you simply misunderstood my original comment.
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There is zero issue with your second screenshot. Purple ranks get matched with red ranks all the time. It's not that big of a deal or a difference. And the only reason there is a rank 16 is because he is SWF with one of the other players on the team.
When I SWF with a new friend, we get a mixture of killers around their rank (brown/yellow) and my rank (red/purple). It's fair enough considering the game's match making has to pick from one or the other since tho wildly different ranks are already matched together in a pre made group.
And all this ignores the fact that most players in red ranks are still potatoes 70% of the time
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@EuphoricBliss35 said:
Oh good. Nothing to talk about so let’s rehash old topics
Better than a "get rid of DS and BT and also maybe Dead Hard" thread again LOL
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1566471#Comment_1566471
Congrats you watched Scott’s video. If the survivors get 20m after getting hit, why does it matter if it’s on cooldown or not since they won’t stay at that loop anyways?
If it also blocked windows, I could actually see it being worthy of having a cooldown. Sometimes you don't really have much to run to from a loop. But the most use this perk will get is during late game, when pallets have already been used at adjacent loops. Unfortunately, the longer the game goes on, the more likely it is that your totem got cleansed.
I suppose another use would be to prevent pallet saves on people who go down on a pallet... but that requires them to already be injured once you hit them there, because the perk will more than likely be on cooldown (either down them within 10ish seconds or chase long enough for the perk to go off cooldown).
It's just so situational that I only see it being useful as a pub-stomper. Bot level players will get wrecked by it.... but they're gonna get wrecked by anything in a chase.
If the range stays the same, the cooldown needs to go. I think that even if they increased the range for it to be useful, the cooldown should be heavily trimmed, if not removed completely. It's a hex perk... it deserves to be stupidly and annoyingly good
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I totally agree. The cooldown on it is completely unnecessary for a totem perk that can be destroyed within seconds of a match starting. It's the PTB so they'll probably change things, but yeah. Remove the cooldown and I think it will be in a better place.
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I main survivor and I don't tbag or do anything rude unless provoked (killer has to do something first- if I recognize you from a different game where you were rude, or if you tunneled me relentlessly/camped or shook your head at me, etc) and even then it's fairly light. I know it's rough being a killer and hard not to take things personally so I just don't really try them like that unless I can FEEL they're an a-hole LOL
As for perk builds, run whatever tf you want. Killers can rag on survivors for the "smol pp" build all they want, but there's no denying that killers overall have more useful perks than survivors do. Whatever perk they pick, they're guaranteed to get usage out of it. A survivor isn't guaranteed anything except that they're probably gonna run into multiple tunnelers and campers during a night of DBD LOL
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It honestly sounds like lag on the killer's end. I can't count the amount of times I've got hit by some BS. If your feet touch the ground on the other side of a vault... there is NO WAY that you should be getting grabbed. It's always lag in that case. And unfortunately, the way the game currently works, killer hits, grabs, etc., are ALWAYS prioritized no matter what you see on your screen with very low ping internet. It isn't usually this bad, but I've had several games where I've gotten hit by a completely invisible killer LOL
And don't mind other commenters, a lot of people expect everyone to be god loopers when in reality it takes hundreds of hours in the game to get really good and consistent at understanding loops, how to chain them together, and what a map offers to survivors.
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Wait hmm.... his lore makes it sound like his dad could show up as a survivor in the future... sounds like their parents were taken by the Entity... 👁👄👁
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Hex: Undying should NOT be base kit. It's gonna be annoying as hell with NOED (people already started moving away from the "cleanse ALL the bones" mindset because of the fact that some totem spawns are nearly impossible to find before it's too late for it to matter, so they just memorize the totem spawns that they see so that the chances that it spawns in a visible spot is higher). Just the threat of NOED+Undying will have people cleansing totems more often, which aids in making totem cleansing a small little secondary objective.
I'm surprised Hex: Blood Favor is a hex perk. I don't think it's that strong for how you can just run to another loop or pallet with the speed boost from being hit. I can only see it being good/strong when all the other local pallets are wasted- and by that point, it is later in the game and the totem has already been cleansed, most likely (if it glows, it goes!). Now, I could see it being a nasty little perk to bring a Game offering with. Pallets are your best friend as a survivor on that map, with so few vaults available, and totems are somewhat difficult to find on there, too.
The new survivor's perks do kinda suck LOL, one of them is a perk for people who are new to the game and don't know where to find gens (so it's weird to give it to a DLC survivor), one of them is a different version of Streetwise that will only be decent for medkits or SWF items (purple flashlight, anyone?). Toolboxes aren't worth refilling, nobody uses keys for anything other than opening the hatch, and maps are rarely used. But it isn't completely bad, just not that interesting considering we already have something similar with Streetwise (which only conserves by 25%, but also affects your teammates AND applies to whatever item you use in the trial instead of just refilling one item once)
Desperate Measures might have some potential but I haven't played around with it enough yet. I don't really see many people considering it worth a perk slot, though, because it will be inconsistent. Botany knowledge won't affect hook save speed but it will consistently make healing faster, instead of it relying on teammates being hooked, injured, or dead. Idk. Seems like a risky perk for one of your slots. But not TOO bad.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1548462#Comment_1548462
That's... wrong. Very, very wrong. Hatch literally only exists to benefit survivor. What? It also makes keys MORE powerful and MORE in need of tunneling, because now instead of spawning randomly, they spawn in one of two locations, and keys are completely uncounterable.
Like, I am hoping this is sarcasm/trolling, but I have met people who could actually think this.
It's not, actually. When killer knows where the hatch is, it automatically is more beneficial to them. In a keyless match, if someone put the hatch offering on and killer paid attention, it's very easy for him to check the offering hatch spawn immediately after there is only one last person alive, because he can wait right in the shack/main building (depending on whichever offering it was) as the hatch becomes visible and immediately shut it if it does spawn there.
Yes, the hatch mechanic exists to benefit the survivor by giving him an extra chance to escape without having to complete generators (a nearly insurmountable task because it is easy for one single person to be found doing objectives, as he can only hide for so long) but as it stands, if the killer finds it first or at the same time, there is nothing the survivor can do, as the killer can just shut it in his face before he jumps in (at least- that's what I've heard and experienced for myself- if the killer waits on the hatch it doesn't matter if I spam M1 [with good internet and ping] to enter the hatch, killer's input seems to take priority). A survivor can anticipate this and just wait at a door instead of hatch, but doors obviously take a while to open and if they're close enough together the survivor definitely isn't getting out that way- hatch was their only hope there. The hatch mechanic used to be COMPLETELY survivor sided back when killer had to rely on grabbing him when he jumped in, because the tradeoff was that he couldn't shut it. Now you have to rely on finding/getting to it first (which varies in difficulty depending on the match, sometimes it is easy and sometimes not as easy) or on bringing a key for reopening the hatch after it is shut.
So anyway, the hatch offerings seem to mainly benefit a killer (unless he doesn't pay attention to the offerings) because as long as he is there first, he wins the hatch part of the game.
In a match with a key, the offering still CAN help out the killer since he potentially doesn't have to run around as much looking for the hatch- as soon as hatch becomes visible he can check main building/shack, and if it is there, he knows he has to keep an eye on the area for a period of time (as the key carrying survivor will likely visit the area very soon after it becomes visible, too, to check for hatch). Hopefully he has Franklin's so he can have a little party smacking the key out of the hands of survivors attempting to escape through the hatch. Otherwise, it's a big waste of time for the killer to run around looking for the hatch once the hatch spawn requirements are met in a key match.
The only way I do see the hatch offering completely benefitting survivors is if they put on a key, put on the offering, and then in early game, strategically finish gens in the area the hatch should spawn so that killer gets paranoid and ends up failing his objective of patrolling gens further away from the hatch so that the survivors have a free pass to finish those gens AWAY from the hatch spawn and power the exit gates, if that makes sense.
Anyways, most killers I run into seem to deal with keys not by tunneling, but by putting on Franklin's Demise and lightly camping the key (since you can see the aura of the item until it's gone, it's not too difficult to keep track of whether someone has picked it up or not) to ensure that nobody picks it up before it is consumed by the entity. Tunneling a key bringer is hit or miss since most survivors pay attention to someone else carrying a key and can simply go pick up the item from their death hook (if they didn't have a particular add on) and now they have one less gen to finish in order to escape with a key.
To end this long comment, I do think the hatch offering mainly benefits killer, with or without a key. I might be wrong about how much it can benefit a killer against a lobby with a key, but that's honestly a different problem that mainly concerns keys. I only see this offering being good for survivors when combined with a key, especially against a killer without Franklin's, though. It'll be interesting to see how it plays out, but I know for a fact that 99 times out of 100, I'd prefer that the killer does NOT know where the hatch is, haha
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Idk, I can see the breakable wall in the house of pain on Badham having interesting scenarios. Imagine leading a killer into the room with the breakable wall when you KNOW you're going down no matter what, and as soon as you go down, he still doesn't want to open that loop so he is forced to take an obvious path to hook you. A survivor or multiple survivors can easily intercept (if they stayed stealthy enough) and block him in there and bait hits. This can lead to the downed survivor escaping the killer's grasp if the survivors are coordinated enough. JRM has a video where he put on a certain build to have a little fun with the dead end room on the Saloon building on the DDS map.
You can safely assume that the killer will never break certain walls, but it's an ok way to nerf certain loops here and there without them being completely taken out.
Putting in breakable walls like that also opens up the possibility that they would, in the future, introduce a survivor perk that allows you to break one or two breakable walls per trial, or something like that. If more killer sided breakable walls become a norm on more maps, that would actually be a useful perk and help break up the monotony of survivor perks, no?
(Of course, as someone who mainly plays survivor, I'd prefer not to have loops nerfed constantly, but it seems like an interesting concept nonetheless, especially if there was a way for a survivor to counteract it IF they used a perk slot on it.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1552295#Comment_1552295
True. But these bugs wouldn't nearly be such a problem if people weren't deliberately going out of their way to exploit them.
It's an admittedly impossible thought, but if no one exploited bugs then some wouldn't even have to be fixed.
What? That's silly.
Survivors are fine for making sure that attention is drawn to the issue, that gives the team more info for how to fix it and make sure it isn't accidentally replicated in the future or left in on other maps/the non PTB. There can be variations on single bugs that are survivor/killer specific or situational. Just because they found a glitch once doesn't mean exploiting it once finds out all the relevant information.
Survivors AND killers should absolutely be looking for exploits in the PTB, there will always be people who consider bugs fair game so your last paragraph is a dream. Bugs need to be found and fixed, and "abusing" them in a PTB isn't a bad thing.
It's a PTB, don't take it that seriously if a glitch happens or the game doesn't go your way because you're playing a new killer or something. I mean that nicely- a lot of PTB players seem to be getting upset over things that are out of their control when this is literally for testing a new patch.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1549672#Comment_1549672
Except its not a lazy perk sense even with ruin you'd need to chase survivors off of generators or pressure multiple people into going for saves over generators to even get the effect on said generator to begin with.
Oh, that's my point- you have to chase people off gens in the first place, and once it regresses to 0%, it sort of restarts, if that makes sense? You don't just have to do it once to have that information forever until they start working on it again. Idk how to say what I mean but I'm pretty sure we're in agreement haha
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They took the laziness out of it, I guess. You still have an objective to patrol survivor objectives and make sure they don't get done. I personally think they could have gone without fixing the bug, but it makes sense why it was just a bug and not an intended feature. You're not supposed to just be able to sit back and watch gens regress from afar without ever going to check on them, I guess.
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I use sprint burst more often, but I like how Lithe doesnt force you to wall everywhere or very carefully 99 your sprint burst (only to accidentally let go of shift and accidentally use it anyway LMAO)
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The survivor perks are kind of trash, one of them is just vastly superior deja vu (without the 3 gen avoidance information), another one is like,,,, worse botany knowledge, and the third one is actually somewhat ok... if you're running a really good toolbox OR a purple flashlight
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Hatch offering is a little disappointing to me- if they're secret, that's better, but at this point, hatch is already somewhat killer sided (whether or not anyone wants to admit it). If it's secret and a survivor offers it, then that's a 50/50 for killer only- otherwise, if killer offered it it's a free hatch close for the killer once he offs the 3rd person, especially if he hooks next to shack or main landmark. It's a 50/50 for both sides if a teammate other than the last one left offered it.
I can only hope that they perhaps take down the time it takes for the hatch to open because at this point you have to wait a very long time for the 3rd hooked survivor to get sucked up into the sky by the entity lmfao
Definitely will be helpful to killers who see a key in their lobby- this might actually cut down on "you have a key" tunneling because a killer can just pop this offering on and immediately check the probably hatch spawn point once requirements for hatch to be visible are met.
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I'm assuming the annotated blueprint offerings will be secret? This could be interesting for key matches and for making people less likely to DC immediately against a secret killer offering (since there would be multiple offerings that can be secret)
However, with how killer sided the current hatch mechanic is (whether you want to believe it or not, the way hatch works now is undeniably killer sided), I hope there is something to compensate for difficult it will be to get hatch if you burned an annotated blueprint offering.
I suppose that if it is a secret offering like I suspect it will be, it will be a true 50/50 for killer and survivor, so that actually wouldn't be too bad, but as it is, you have to wait a LONG time for the hatch to open as the last survivor gets sucked into the sky by the entity. If the offerings aren't secret, then the killer can just off the last person and be immediately ready to shut the hatch before it is even visible on the map.
This could also be a really good little band aid for keys, too- if you see a key in your lobby, burn your offering and you'll have stronger tracking ability there and possibly be able to intercept a MASS KEY ESCAPE. You'll at least be able to immediately check shack or main landmark once the requirements for the hatch spawning are met.
Very interesting offerings, the basement hook aura one is kind of weird, though. I don't really see the point of it as the basement isn't a huge deal unless you are up against Hag or Bubba LOL
Not really a fan of the Sacrificial Ward, either. I probably won't play any map offerings unless I'm in a full SWF and I don't see that offering being much use to survivors as survivors either generally are more accepting of certain maps, or killers don't tend to play map offerings. (The only maps I really dislike going to are The Game and the Swamp maps)
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/1548126#Comment_1548126
I don't think he's complaining specifically about the escape though its the mechanic whereby healing takes precedence over killer pick up animation. Logic would dictate that killer animations should take precedence over survivor animations given that a huge killer grabbing at them would likely prevent you delicately patching up your buddy.
Killer animation takes precedence in pretty much every other scenario but this, so I can see where the disparity lies even though it doesn't really bother me as killer. Its tech that is backward compared to the rest of the game.
I see what you mean there and that makes a little more sense as something to complain about, for sure.
Isn't a killer unable to hook someone when the hook is being sabotaged? Or unable to kick a gen when someone is still on it, break a pallet when someone is sliding on it, etc.? Fairly different examples but still things that show that the killer's action doesn't ALWAYS take precedence over the survivor's actions.
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@xenotimebong said:
No. Run Save the Best for Last if this is happening to you often, or just deal with it.
Can people stop asking for every single thing in this game to be nerfed or removed please? If the devs removed all the weird niche stuff people complain about here on a daily basis this would be the most dry and boring game in existence.
Thank you omg
What he is complaining about is a non issue if you run STBFL (which is a really good and meta perk, anyway- not like some weird barely useful niche perk- it is actually a GREAT counter to SWF teams who hook bomb/commit to gens in your face/etc).
The "tech" he is talking about takes some effort from both survivors- downed survivor has to make sure they don't tweak and start crawling too early, and other survivor has to be there and know what to do himself. It takes knowledge and (at least a slight bit) of skill on survivor side.
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I like it, I'm glad my friends who don't have PCs can play with me since I'm switching to PC. However, I really, really, REALLY want a console optimization patch. I've been playing on the Nintendo Switch here and there because it's my main account and I want to make sure I get Tome challenges done for the Rift Pass, and the advantages killers have on console survivors is HUGE. I'm talking Dead Hard not working, pallet stuns not working, vaults, etc. It's like the lag/frame drops would have been happening for both survivor and killer on the same console, but now it's just the console player having to take that L and the PC killer benefiting from it without even knowing what happened.
I feel pretty helpless in chases even with good safe pallets, unless I'm playing on PC or I'm up against another console killer.
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Huh? Are you asking for a nerf to it?
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It's coming in September! With how fast they pulled crossplay on us, I'm hoping that we get it first or second week in September. I have the game on both pc and switch, but I'm forced to play on switch right now if I want any chance of getting my tome challenges done. It's NOT a good time after tasting how much better PC is
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I wish killers got to see their own cosmetics more often than just in the lobby tbh. At this point it's just that lobby time where you get to admire yourself, and the rest of the time it's all for the survivors hahaha
But changing it to third person would make it very difficult for survivors to escape from a chase unless they had the ability to blind the killer without a flashlight somehow, and that would just be Weird.
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It's so broad, too. If a killer doesn't get enough kills he assumes the whole group is SWF. Trappers in particular always get mad and assume the team is a 4 man SWF when everyone escapes and cause they always get their traps set off and it's like dang, man, we're four randoms and you aren't running Corrupt Intervention on a low tier killer.
You don't even have to be ACTUALLY toxic to be considered toxic by a lot of killers, you just have to
1. Play the game well (get gens done, maybe pallet or flashlight save once or twice per match, take protection hits, etc)
2. Have everyone escape
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People are roasting you in the comments, but as someone who plays both Switch and PC, there IS something up with it all. I can run in chases just fine on PC (disregarding my issue with currently being trash on KBM- ha!). Get that fast vault, throw that pallet down before getting hit, etc. But on switch I find it very, very difficult now to win or prolong chases against killers on other platforms. I'm not exactly sure what it is. Back when we were all switch players, I got dedicated plenty of times (McDonald's Wraith, can I take your order?) but I was capable of understanding that the killer had a CRAP internet connection against my crispy LAN. But now when I get those random spots of frame drops/lag in a chase, I end up being the only one who takes an L. The other day I got hit through so many pallet stuns that should have been 100% safe, and I also had trouble with Dead Hard in a way that I'd never experienced prior to crossplay (idk how to explain the issue I had with it- I know how to properly time DH but it was like I got hit regardless of what should have been good timing as they swung, and it wasn't a dedicated server hit sort of thing)
I was playing with a friend on PC who was able to confirm my guesses about whether we were going against a PC killer or not at the end screen. It was a pretty obvious difference and I was *always* able to guess whether the killer was on PC or not.
Idk, maybe I'm crazy. I just never noticed this issue before crossplay (it's different than dedicated server hits) and within the past couple of days I have found it EXTREMELY difficult to keep up with killers who aren't experiencing my frame drop issues. Like I mentioned, I also play PC and I don't experience this sort of stuff while on PC
In any case, it hasn't discouraged me from playing on the switch (trying to get these tome challenges done on my main account... can't wait til September for cross platform progression LOL) but I really hope that a console optimization patch comes through sometime in the near future.
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I feel like a better nerf to her in chases would be to make it so that survivors have a better idea of whether she is phasing, and once she is phasing, where she is if they pay enough attention and listen hard enough. I can hear Wraith's footsteps when he is pulling up if I'm paying close attention, but I find it much, much harder to hear Spirit. I feel like it should be easier to hear her footsteps OR she should have somewhat louder sounds (like breathing or that weird whining sound she makes sometimes)
It isn't a perfect and automatic counter in chases, but it gives the survivor SOMETHING to work with.
I've also heard people suggest that her hearing be slightly lowered while she is phase walking. IDK how I feel about that one but I really do think that Spirit needs to have SOMETHING done when it comes to her chase power. If she didn't have good map control then people might not care as much, but as it is, she is very powerful in every situation and it is frustrating to feel like you can only guess in chases.
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People complain about DS, UB, and BT, but then want all the other good survivor perks nerfed too :/
I could see Spine Chill receiving a nerf and still being fine, but as it is, it's a very good perk for people who want to play IMMERSIVE. I see posts all the time hating on looping, or telling players that the counter against this killer or that killer is to play immersive, and you know what? Spine Chill is the perk for people who do want to play like that. If they nerfed the range, it wouldn't be quite the heads up that it is now, and it would be more difficult for those immersive players to get to their hiding spots without being found (considering the time it takes for scratch marks to fade, taking some time to figure out which direction to head, etc). So many killers (Doctor, Legion, etc) and perks (BBQ, etc) already shamble those players who just want to play the game in a hide and seek manner; I don't really support nerfing that playstyle further.
It sucks for stealth killers that there is a perk that makes it harder for them to use their power, but this is one of the few counter perks to them and it definitely has counter play for them to employ. Plenty of killer perks are little work but require decent effort from the survivors to counter or have no counter at all; the Spine Chill counterplay is really annoying but it does exist and work well enough IME
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@osardo said:
Thanks for your reply!
I think I will wait for a good sale or news switch patches. Do you know if the new graphics patch did something on the old models (on switch)?
I'm not sure what you're asking here :v
Graphics have been the same since I started playing in January, I believe? I'm not sure what they're planning for graphics or performance on the switch in the near future, unfortunately!