ChiSoxFan11
ChiSoxFan11
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I hate camping as a survivor, so I don't do it as a killer. Only exception is the gates are powered and/or open, and I've just hooked someone (especially if it's near an open exit gate). At that point, I really don't have any place else better to be, especially if it's a coordinated group I'm facing. I will at least stay in the general area on occasion when that happens -- facecamping, though, I won't do.
Example as why NOT to camp during EGC? I played a game last night as Wraith against a 4-man SWF. Had one dead, downed someone just as the last generator popped. Hooked that survivor halfway between the two exit gates (it was on Haddonfield). Instead of camping, I patrolled the wall between the two gates and found one of the remaining two survivors partly opening a gate. Chased, downed, and hooked them as the fourth survivor was making the rescue. Caught the other two healing at the other exit gate (which they had 99'ed -- or close to it, but not opened). Downed the unhooked person, and nailed the last survivor just before they could get the gate open, securing a 4K. I would have likely walked out with a 2K instead if I had camped that hook when the gates were powered.
Example as why TO camp during EGC? Played a frustrating match on one of the corn/farm maps as The Shape. Couldn't level up for the longest, chased an Ace who teabagged and pointed it seemed at every pallet he dropped, watched generators popping, Finally stopped chasing and stood at an exit gate near the killer shack with 2 gens left and pretty much gave up. The Ace kept teabagging and dancing around in front of me. I kept leveling up until I was close to Tier 3. Last gen popped, I opened the gates myself and kept standing still. The Ace came right up to me, teabagging, etc. I hit it, he still didn't leave, so I hit him again and downed him. Carried him as far into the corn near the Pig Tree as I could and hooked him, then just stood there. One Claudette tried to make a save, I popped Tier 3, then downed her. Left her slugged and waited by the Ace on the hook. Another Claudette tried to sneak up, I chased her quickly and downed her. Saw the last survivor (a David) approaching, chased him, and downed him. Game went from me inviting the survivors to just leave to a 4K because the Ace wanted to teabag and be toxic. Might be the most satisfying end to a match I've ever had, lol.
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I had pretty much stopped running Ruin on any build because of the ridiculously short amount of time it would be gone in every match (I used my phone as a stopwatch to satisfy my curiosity one day -- I lost Ruin in under a minute in a dozen games in a row before I gave up keeping track, including under 30 seconds in multiple matches).
I used Undying yesterday, and it's the first time in forever Ruin actually impacted a game (and even then, a couple of games saw both Undying and Ruin gone early, due to terrible totem spawns). The aura readings I got were only when someone was literally cleansing a totem in my face (other than a Blendette hiding next to a totem they didn't know was there, lol). I played against it as a survivor a few times (including matches where the killer ran Ruin), and while it was an inconvenience, it wasn't game-breaking at all.
It's a much needed perk that has the potential to slow the early game down. Playing with it helped but didn't make games unwinnable (gens still popped), and playing against it was manageable (gens still popped when more than one of us were one on and the killer was occupied in a chase across the map). A nerf isn't necessary -- as was stated, it's using a perk slot to keep another slot from being completely useless.
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1607177#Comment_1607177
Killers tend to do this a lot. If you're not dropped directly on top of the hatch then they're most likely baiting. I'd rather crawl away or not crawl at all.
Same with doors.
Point noted for the future. I'll have to make sure to drop people closer than I currently do.
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@Moundshroud said:
I once had a Killer down me, drop me in front of the gate and proceeded to open it himself. He then let me crawl almost all the way out, the implication he was letting me go. Then he picked me up and took me to a hook. I was the last Survivor, so it wasn't bait for anyone else. It was just being a jerk. Likewise, I recently had a Killer (I was the last Survivor again) down me and then proceed to watch me bleed out instead of hooking me so he could Tea-Bag me for the entire time. Again, there was no game purpose for this; he was just a jerk. Well he or she was jerk. Who knows. This kind of behavior really shows the very worst of humanity, bad sportsmanship, and so on. They aren't even rats; they are fleas on rats. Fortunately, they are the exception, not the rule. Pretending to let someone get the Hatch is kind of the same bait and switch, a weird sort of cruelty that has no game purpose but really makes you wonder about the person on the other end.
When I give the Hatch, or a Gate, I carry the Survivor directly to the point of exit and drop them there so there can be no doubt.
I had this happen the other night. Two people dead, one person slugged, and the killer downed me for the first time before I could go and pick them up. They hooked me, I pulled myself off the hook (kobe) while they were hooking the last survivor (who was on death hook), and then ran them around some more looking for the hatch. They closed it first, downed me, then carried me to the door, let me wiggle off, watched me open the door, then smacked me as I started to walk out. THEN, they watched me crawl most of the way before picking me up to hook me. I'm sure they found it hilarious -- as you said, it makes you wonder what type of person is on the other end to act like that. Just end the game and call it a day at that point.
When I play killer, I often give hatch/door, especially if it's been a rough match for the survivors and no one has been toxic. I've seen survivors hesitate to move towards the hatch -- I think they're honestly expecting me to close it in their face half of the time, which makes me wonder how many killers actually do this.
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New bug, Ran into the same issue on PS4.
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I get a lot of value from running Nurse's Calling. I can't count the number of times that I've caught someone getting healed/self-caring in what they thought was a safe place when I was undetectable, and I literally jumped on them from around a corner.
If you're on a map with a building and a 2nd floor and you spawn close to it, going upstairs to get a peek and a sneaky stalk on someone can work nicely. The Ironworks and Father Campbell's Chapel are good spots to pull that off.
Getting back into stealth ASAP, even if you're not using it to mark someone, is crucial. The quicker you're undetectable, the better. The Chewed Pen is arguably his best add-on because of that.
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I've had the issue before, but as a survivor. No perks showing up, no skill check circles, no survivor icons, nothing. I was playing, literally, in the blind. Repairing generators, healing -- anything that would require a skill check, was pretty much impossible. I could do rescues and break totems, and get chased, but nothing else. No clue as to how many generators were left to do, whether spine chill was going off -- and I somehow managed to escape, lol!
Match is on my channel here:
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Sometimes, you get lucky.
https://www.youtube.com/watch?v=_v1sq9VaFR8&list=PLC2rL4BtEvpvPsN1GpNzs7kCbbry0_e7o
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Ruin won't count towards damaging a gen, I'm almost certain.
Though if your experience mirrors mine, your Ruin totem will be gone within the first 30 seconds of the match anyway, so it's not like it matters, lol.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1560836#Comment_1560836
Just think about it, if the first survivor drops every pallet, she/he creates enough time to finish 3 gens. M1 killers can’t stop it, even high mobility killers can’t stop it. Maybe if u chase them off from the gens with Ruin, but totem spawn is terrible ruin usually is a 1-2 minute perk. So please don’t come up with this non-sense that the killer needs to stop it. If you would play killer you would exactly know its impossible.
I WISH Ruin was a 1-2 minute perk half the time. Just played a game -- on Yamaoka (where you would hope, in theory, there would be good spawn locations for totems) -- and Ruin was destroyed 27 seconds into the game. With the cleansing time being 12 seconds (I think?), that means the survivor who cleansed it must have literally spawned looking dead at it. This is on the heels of my preceding match (last night) where Ruin was gone in literally the same amount of time.
Playing both sides, there's seemingly no middle ground. Either the totem spawns in some ridiculous-to-find spot and lasts forever (which can sometimes be a game-breaker, but other times, if someone else is simply in a chase, you can work around it on your gen as if it doesn't exist) or it's so in the wide-open (with a spawning survivor staring at it), that it's gone before it ever had a chance to work. My experience (as both survivor and killer) is that it's far too much of the latter, and not enough of the former. Maybe the Upcoming Undying might give it some of its teeth back, but that's still going to be two perks to essentially make one even usable a huge majority of the time.
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@Steel_Eyed said:
I was thinking about doing this challenge with Ghostface rather than perks. I hope it works correctly.
It should. I completed the challenge using Ghostface,
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I often give the hatch (or sometimes, the door) to the last survivor, depending on the situation. If I feel the last survivor has earned it by being exceptionally tough to face (without being toxic), it might feel like they earned it. If I'm playing a particularly tough build that wipes out a team quickly, I'll sometimes show mercy to the last survivor left. I've given the door to someone who booped the snoot when I play as The Pig. When I've been brought to the hatch as a survivor after a particularly tough game, I'm grateful. As killer, I've had people in game leave a toolbox or med-kit at the door when I've let someone out -- it's nice to know someone else is grateful to be shown that occasional mercy as well.
It's not always about getting the 4K -- I play enough of both sides to know that playing "nice" can go a long way towards making someone else's day better. As someone already has said, at the end of the day, it's a game and not life or death.
As far as a farming match, I've had a couple as killer where I've had multiple people DC at the start of a match, or immediately after being downed for the first time. If it's turned into a 2 vs. 1 and 4-5 gens are left to do, I don't want to penalize the other two players who are getting sandbagged by selfish teammates, so I've allowed those players to finish the game out and escape (though getting them to realize that I'm not going to relentlessly tunnel them out can be sometimes difficult to communicate, lol -- which probably speaks to the number of times they've been killed quickly under similar circumstances).
There's a definite difference between those making a mockery of the game and those who are avoiding being a "try-hard". The game is supposed to be fun. When you can't have a little fun (again, without making a mockery of normal gameplay), then that's the bigger problem.
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As someone who'll rarely chime in publicly on something, this is a problem that warrants it.
The new auras are TERRIBLE. And that's from playing both sides. I play half my games as a survivor (with one friend as a 2-man SWF), and the other half as killer. I'm not color-blind -- and I feel awful for the players of the game who are with this "improvement" -- but I might as well be blind with the new aura change. I run Empathy on a lot of my survivor builds, and seeing injured teammates was a nightmare for almost four hours of gameplay last night. People on hooks? Even that was a challenge, depending on their distance from me. Killer auras if someone was running Kindred? Worthless.
Playing as Killer wasn't much better. Tried a round as the Trapper, and as others have said, that was a new definition of "fun". Running Nurse's on most of my builds? Yep -- more "fun". BBQ? Not everyone is hiding close to me every hook, are they? Even my generators and hooks were difficult to see, and that's supposed to be one of the killer's advantages.
I'm an older player, and I'm not the target audience for the game age-wise, I'm guessing. I don't have the eyesight I did as a teenager. For me, the auras look like every survivor is some version of Slender Man, and it makes the game far less playable than it was prior. As other people have said in this thread already, with ALL of the problems, bugs, and issues the game has, that the developers decided THIS was something that needed their time and attention to work on -- only to turn something that seemingly no one had issues with into something that now so many people do -- is a mind-boggling miscalculation and waste of their resources, when, as the saying goes, there are far bigger fish they should have been frying.
My two cents only. Your experience may vary, though by the looks here, I'm not alone in thinking this way. And as someone who rarely speaks up, I wonder how many other people who don't post on here but play the game -- and my assumption would be that they would represent the majority of players -- dislike this as well, and how many of them will throw their hands up and say "I'll find another game to play" when new issues like this are created for players instead of the constantly broken issues (some having existed for months or longer) being fixed instead.
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I was playing as The Nurse the other night. Three cakes in the lobby, none of them mine. Almost immediately after I blinked (and found a survivor), that survivor (who, it turns out, had been one of those who had brought in a cake), DC'ed without even being hit, presumably because they didn't want to face a Nurse.
I've played The Nurse less than a dozen times. I was actually running only one perk (Nurse's) and was playing simply to practice against live players and learn her mechanics since I'm, not surprisingly, terrible with her at this point. The other three survivors figured that out soon enough. I ended up getting a few hits in, actually downing a couple of people. One of them generously sacrificed themselves willingly during the EGC, the three remaining players all racked up huge bloodpoint totals and the other two easily escaped (I did pretty okay myself in BP as well), and I got some good practice in on a tough killer.
I only hope the person who DC'ed hung around long enough to see what they deprived themselves of (BP wise) by quitting on their team in what would have been a ridiculously easy match for them the way they did, lol.
In a different situation against a competent killer, that person who DC'ed would have been putting his fellow survivors at a huge disadvantage by thinking only of themselves. The DC penalties can't come back soon enough.