Cymer
Cymer
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- Cymer
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The issue is, you cannot ban the exchange of information and how would you monitor it? If a flat of 4 playing survivors together in the same room, the just can shout. They don't even need any Discord or TS to communicate.
If there would be no SWF people would just queuing up together and hope to land in the same lobby, otherwise DC, rinse and repeat. This happen before SWF were in the game.
In the actual situation your cannot do anything against SWFs and ever buff to solos would inevitable buff also SWF and ever buff to killer would hit the solo survivors the most (over half of the player base).
So what is your solution to this?
Banning SWFs and voice isn't an option because you cannot follow up.
Forcing voice to even the field would go against the spirit of the game and would send a lot of solo player away.
Right now we are buffing killer and closing the gap between SWFs and try to get to a sweet spot, where everyone could at least have fun.
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In every other game you get a handicap when you play with a friend to compensate for the coordination you get.
It's more fair for the killer and held improve your low teammate a lot. Just support and teach your teammates right. Playing together and helping a friend out is the reason to play.
You wouldn't play just to bully low rank killers, would you?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/709702#Comment_709702
This latest one is a bug. Her carry speed was faster than it was supposed to be, and the camera shake is a bug that popped up with the hotfix today.
@Peanits confirm the slowly sneaky update of the Pig by @alma41@Almo , suddenly faster carry speed? Suspicious isn't it =)
Why is Alma there and why can't I delete her?
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Conspiracy theory says that @Almo bit by bit smuggle a secret pig patch every official patch into the game and one day, when all the snippets are online, we would get super Pig.
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I think they put out 5 versions to test various design concepts and collect data.
In the end it will help the devs to analyze and use the data to get to know their players better and translate the learned lessons into amazing new maps and map reworks.
I praise and cheer for the devs who made that move and @Patricia could you send the dev team my gratitude?
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/705695#Comment_705695
Plague doesn't get a movement speed bonus on top of that, so you can handle it much easier to loop her.
Play with your Food is a thing ;)
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@eSPiYa said:
https://forum.deadbydaylight.com/en/discussion/comment/706094#Comment_706094
It is our fault if we got hooked, but not when camped or tunneled. We can improve our looping and evading skills, but you will eventually get caught because killers. But it is not a reason you have to get camped, right?
It really depends on the situation of the game state and on what killer is playing. A hag is a proxy camping goddess, so don't run to or of the hook, crouch or use flashlights.
What killers did you face?
Did you provoke them?
Was the rest of your team SWFs?
All you can do is, ask for BT in pregame chat, use DS and use perks that either helping you to break chases, avoid chases and use your loops correctly.
With Adrenaline, DS, BT, Instaheal and a coordinated team you can overcome every face camper.
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Are you looking for help or just to blow of steam?
Camping and tunneling sucks, but what build where they running?
Was Remember Me in play and you the obsession?
What build do you use?
Was you team over altruistic and rewarded the killer?
How can you prevent to get hooked in the first place or improve your looping skills?
Survivors are as strong if not stronger then the killer if played right.
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Survivors, complain and discuss over NOED, also survivors, don't heal or cleanse against Plague the entire game.
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High B tier, low A tier.
I like his Shred, even more after the buff.
The portals are nice too, gives a lot of information and once setup also nice map pressure and a way to slow down the game by cleansing it.
I love the hag and may be biased, but I disagree with some others that he is above hag or that she is overrated. She offers a variety of playstyles and options with her add-ons, something I don't see with the Demogorgan.
He's shred helps a lot in chases and the portal are a nice tool too. Looking at you LF...just one chainsaw that slows you down...
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But why isn't it base after 3 years? What's the reason?
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Right now the Demogorgan's Mori looks like he is molesting the female survivors, pushing them on the ground, fondles their breasts with it's claws and smooches them to death. Just pay attention to it and you cannot unseen it.
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@Aztreonam78 said:
More rarities will no longer be a problem with 4 perks per level, I think.
You are that one kid in class that asks for homework after the bell rung.
Why would you want to increase the grind if the devs literally just announced a rework to the bloodweb to reduce the grind?
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Pinhead, because the survivors first need to summon him via solving the puzzle cube.
If no survivor touches the cube, you cannot play the game.
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No one is salty about the anti-tunnel aspect of DS, but the fact if you down and hook another survivor and then still get hit by DS because you play to efficiently or the DS-user shoves himself into your face with no real options against it (besides Mori, that can be negated by lockers...).
Especially frustrating if you down and hook another survivor and the DS-User got healed and you down him again...
You target someone else, let him heal up and DS is still active...that's BS.
That's why the majority don't like DS.
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Try to play Myers with Judith's Journal and Myer's Memorial, and as perks Fugitive Chase, PWYF and two perks of your choice. I propose Infectious Fright and Nurses Calling.
You get incredibly fast and almost always in Tier 3 and while in T2 and full stacked no TR during chases.
Really Evil.
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I was thinking a long time about MoM. The biggest issue most seam to have, it's a free hit with no counter.
Maybe changing the requirements from hits to successfully pallet-stun a killer we could get some counterplay in, an expression of skill and risk vs reward. 3 palletstuns would be to easy, but maybe 5-6? The good thing, with this change the devs would have a better option to tweak the numbers and killers have some counterplay options.
Do I respect a pallet or not, can I read a survivor successfully and avoid the pallet drop or can I use it to my advantage? I can counter it with Spirit Fury and Endurance, so if I am worried about MoM I can use it to my advantage if I'm smart.
@Peanits what do you think? Could this be something the dev-team could work with?
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I started the game after the YouTube algorithm showed me a gameplay of Tru3 as the Hag(as she came out).
I thought the game looks interesting and I love the concept of the Hag. I always like some map pressure and macro-gameplay.
So I bought the DBD and it's DLC's had fun with the Hag, leveled up LF for BBQ and went on a Doctor prescribed BP gathering tour. Before the BP changes he gave so much BP, now he isn't bad either. In the end I end up with a fully stacked Hag (besides the newest GF perks, I will wait for 3.2 to drop and finally less grind) and some cosmetics that make her frame small and stealthy for maximal scare factor courtesy of M&A.
In the beginning I played the hag extremely protective and spread a large web of traps. I always feel a bit bad for that one survivor who always runs into my traps, especially if he just came of the hook. But what should I do? I just teleport hit him then realize, "Not you again!".
Now I go more for a hunt down strat with M&A, Haunted Ground, Infectious Fright and MYC.
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@Brenbren said:
https://forum.deadbydaylight.com/en/discussion/comment/679753#Comment_679753
That’s why if they remove the totem aspect and just make it a perk that activates only when someone is hooked it’ll benefit all players and all ranks. It’ll reward survivors for escaping in chases and reward killers for winning the chases. Will make it better for killers to just engage in chases and not be paranoid that ruin will be cleansed and no need to keep checking it.
Now I understand your idea, but we already have PGTW, basically same effect. Current Ruins buys you an extra min of gen time on average so you can setup you game. That's why most swap Ruin out for Corrupt Intervention. It also helps you to find survivors, either by failing skill checks or looking for the totem. These aspect of the perk would be lost.
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Ruin only works against bad survivors.
Good survivors don't bother hitting great skill checks and know where to look for Ruin.
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@Gibberish said:
PGTW = Consistent 25% Gen regression each time you hook a Survivor.
Ruin= Garbage
-Luck based due spawn location, meaning it can be destroyed near-immediatley if you get unlucky
-Luck based due to Skillcheck frequency being random, you can easily go an entire generator without geting more than one or two skillchecks
-Just overall garbage because it only works on new players who cant hit skillchecks correctly
I wouldn't condemn ruin as garbage.
He is a new player and at his level Ruin might just right for him. He probably facing newsih survivors and Hex: Ruin allows him to get used to the game better.
If he figured out how and when to apply pressure, what gens to protect and ending chases fast, he can comfortably switch to PGTW.
But if he struggles to consistently down and hook someone Ruin is better at his level. (Not that you are bad, you are just new and start learning the game. You wouldn't put a beginner in a sports car.)
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It's called Dunning-Krüger-Effect.
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This may help you get started and get some ideas where to go: https://youtu.be/7_yixIT0p58
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What killer do you prefer to play and what is your playstyle?
Ruin that lasts is amazing, but it gets a diminishing return of value the more skillful the survivors get. PGTW is more consistent.
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I kinda like Lerys...with Myers I either go Jumpscare or just don't tier up (but if have to say, I run PWYF on him so much even in T1 I can be very fast) Good headphones help and try to map the surrounding in your head. I like Lerys because you can cut of most survivors.
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There are things, I guess they are called map offerings? Yes!
Use one of those!
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@DonnieTheZombie said:
https://forum.deadbydaylight.com/en/discussion/comment/679132#Comment_679132
Not sure if youre that guy that responded before , but I'll say the same thing. More so since youre replying with some sort of elitist response. I'll literally break it down since you're that desperate to try and insult survivors. ( killer main again btw, dont know why you're so upset ) . As I said it was a solid ass game, I got numerous safe hooks, I used the diversion and saved the team countless times, distracting the killer, I DID take as many hits as possible without throwing myself away. I didnt spell it out because it's really not relevant because i thought when i said I did what could , safe hooks and blah blah blah. I did take hits. I took as many as i could without pointlessly Downing myself. The only "meta" perk I run is self care, I use it because im solo 100%. I am not going to rely on strangers for my well-being. Id heal take a hit, and leave. When I can.
I just don't see why youre so desperate to try and make me feel like ######### when i clearly stated otherwise.
Rveryone had played with potatoes
I don't try to put you down. I just state the fact, that one hook could have bought your team some time to breath. By telling me you don't trust your teammates and use SC I imagine now, you taking some hits then SC in the corner of the map.
I wasn't there. I cannot tell what exactly you did. All I can say is, it's a team game.
I just can assume this happens often to you or you are just extremely salty over one game in particular and looking for some sympathy.
If you come to the forum and ask for advice, what you could have done better and why Deliverance don't work on the last hook of the game:
If you are the last survivor and the killer hooks you, there is no point to elongated the match to letting you of the hook. He just could smack you down, even with DS you would just waste 60s of everyone's time. Better go on to the next game and enjoy your BP from all the unhooks, heals, totems and gens done.
But if you end up constantly in that position, you maybe should alter your playstyle.
By taking a hook you can buy your team some time. You can even communicate with everyone if you take kindred.
If this is your regular game and 9/10 you end up dying on your first hook, because everyone else is dead, you just sound like a selfish hook farmer.
Again, I don't attack you and if you want more help, post a gameplay of you so we can help you analyze and improve your game.
CYA in the fog!
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Did you survive? No. You died on your first hook.
I don't know for certain, but if you would have bought your teammates some time by taking the killers attention, looping him around a bit, so the rest of the team can take a breath and reset, heal up or do some gens. This might increase your survivability?
In the end, I am not the one opening a thread and complaining that I die on the first hook with Deliverance up.
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Do I get this right? Had Deliverance up the entire time but let all your teammates die? You could have taken a hit or two, even a hook to buy your team some time.
Playing like this is like a killer complaining about NOED didn't go off...you get value out of the perk, you alone are to blame if you cannot capitalize on it.
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Never, not worth it to exchange. I can generate 150k BP really fast in 2-3 games, and BP can only be used in Bloodwebs. Shards I can use for nice perks in the shrine, even for content you didn't brought the dlc and can use them for skins and content (killer, survivors) it can work as money (aurelic) something that BP never could.
Exchange 2000 shards for 150k BP is very shortsighted. I would rather buy 2000 shards with 150k BP <3
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/678592#Comment_678592
MYC only work good for Hag and Nurse
And Ghostface, Wraith, Billy, T1 Myers, Spirit, Huntress, smart Trapper, Pig, Demogorgan, Freddy...yeah such a bad perk.
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Just run MYC and go for the unhooker...no trouble with BT, DS etc. The only BS is, if you chase down and hook another survivor and the stupid previously unhooked just run into you again and still have DS. This just sucks...I wish they would do something against this.
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@Peanits said:
Not all perks are meant to be meta. We could very easily do the same old every time and slap bigger numbers on them if we wanted to make new meta perks, but that wouldn't be fun. If a perk like Inner Strength creates a unique and niche build, that's perfect. If you just want to run the best of the best every match with no variety, hey, whatever floats your boat, I won't stop you, but there's a lot of people out there who like to mix things up.
Dear @Peanits besides trolling and griefing, why wouldn't you run the perks, that give you the highest chance of success? Why should anyone opt for less?
Yes, you will naturally fantasise about fun perk combos and builds, but in the end you go back to the meta to win.
If there is an optimal route to play, any diviation is putting a self chosen handicap/penalty on yourself. You can go in with no perks and add-ons, and some successfully do so.
I just would love to see real alternatives, side grades to the meta, no power creep but also no dummy perks. I rather have less perks, especially regarding the unfun grind, but more meaningful full one.
I would love, if the devs could design perks that interduces a valid playstyle and in a panel shortly state, why they created that perks and what they want to achieve with that.
Like Babysitter, we don't like tunneling and risky unhooks, BT and DS, as well MYC, isn't sufficient in our opinion so we give you another perk that will help you to discourage the killer to go for the same survivor over and over again. (Ignoring the fact, that taking out a survivor permanently out of the game starting a death spiral and hands over more and more pressure to the killer and usually the tunnels survivor was and still is an easy prey to begin with).
I don't ask for the devs for justification, but merely stating their intentions, visions and ideas. I know for a fact they have some great ones.
By sharing this insight it would allow the community to participate and help the devs to create really awesome perks.
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On m1 killers to anti-loop get Bamboozle, Enduring and at your preference Spirit Fury/Brutal Strength. The higher rank your survivors are the more value gets Brutal strength, because the moment they realize you have Spirit Fury, they drop the pallets earlier.
So you are left with one perk slot at your leisure.
STFL helps reducing the chase time by being able to hit the survivors faster.
Realistically you would run at max 2 perks that helps you in loops like Bamboozle and Enduring, one slowdown perk like PGTW or Ruin and one flavor perk matching your playstyle.
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Do I understand that perk right?
I need to hook every survivor twice and slug the obsession to get 18% action speed reduction?
I rather kill a survivor and start the death spiral. Slugging the obsession is such a fun gameplay...
It basically incentives to go after the unhooked...
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/667029#Comment_667029
They don't stack. The guy on the hook needs to be using the perk and it can only activate once.
So I need to equip the perk, get hooked, twice or left on the hook, and when I go in struggle phase I need to pray that someone come and safe me?
The perk is only useful if the killer is face camping or unhooking survivor is getting chased by the killer.
Sorry, I fail to see, why I ever should take this perk.
Unhooks are better done with BT and Deliverance, if I don't want to get tunneled I pack DS and I rather take a perk, that helps me NOT get hooked than one, that eventually let's me sit 34s longer on the hook...yeah, 34s more to hang around.
Why do we get this perk?
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Did you ever play as a hag? Or mint rag hag? Or are you just posting because monto made a hag video?
Mint Rag and Shackles can be powerful, but you give up your ability to "trap". With Mint Rag you need to be extra careful where to place your traps, so that you don't teleport to the wrong one. Shackles removes the camera yank too, so you cannot longer misguide survivors away from loops and teleport hits are almost impossible unless the survivor stands still at the trap.
These add-ons gives hag the power to protect a hook, gen and area better. And beside cutting of a loop, there is not much she can do during a chase.
Mostly you proxy camp your hooks with MYC to synergies well with the add-on.
Still, crouching don't trigger a trap, flashlights and firecrackers disable traps.
DS and BT guarantee almost a successful unhook or at least wastes her time.
She is loopable. Just don't let her decide in what direction to run.
With Mint Rag, look behind you while in a chase, the moment she teleports, change direction.
If she is in a chase you can run around and clear the area of traps.
There are a lot of options.
I really advice you to playtest her for a while before mindlessly post and whine in the forum.
She is a strong killer in the right hands, but has clear weaknesses to exploit.
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Some QLC like the Trapper can carry 2 traps by default would only be a number tweak. With the existence of the add-ons there are already mechanics programmed, so no big deal. Everyer Trapper would rejoice and it wouldn't break the game. At least test it on the PTB.
There are a lot similar QL changes throughout the game, that would be easy to implement.
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@NoShinyPony said:
@Cymer So when Infectious Fright triggers, your Hag still has a 32m terror radius, not a 16m terror radius, correct? (I'm asking because the chase ends when you put the survivor into dying state.)
Correct, it takes the large terror radius from M&A. Perfect synergy.
First you can sneak up, thanks to reduced TR and get a hit in. Then at the end, scan the area with larger TR, for flashlight saves and hiding survivors.
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I recently have a lot of success with an Infectious Fright, Haunted Ground, MYC and M&A on my Hag. With the right setup you get a lot of snowball potential especially when Haunted Ground pops. Then you have one minute of instant down, with teleport hits and Infectious Fright to keep the train rolling. If you slug in that chase you almost certainly win the match, unless someone brings Unbreakable.
To counter this as a survivor you really need to spread out and if you go for an unhook make sure no traps or hag is on your side of the map, otherwise you go down with MYC and the unhooked is still injured and probably revealed by Infectious Fright. Best counter: DS, Instaheal and Unbreakable.
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Why do killer camp, besides out of malice?
Because it works.
Often over altruistic playstyles rewards the camper and most survivors opt in for a selfish perk selection when not in a SWF (I know, sounds contradicting but that's how most survivors play)
So you rush at the hook, not having BT and not knowing if the hooked one has DS. Most likely no Bound or Kindred either so the solos cannot coordinate. If those perks are more accessable to new players maybe camping would reduce naturally.
But most go for DH, Adrenaline, BL and SC for a versatile and self-sufficient playstyle.
About tunneling, some perks like Dying Light and Remember Me requires tunneling but more often, the one survivor that gets tunneled the most is the weakest survivor. The one who is oblivious and get caught in the first place and don't know how to loop well. If you can bring down the survivors from 4 to 3 asap you win enormous pressure and the death spiral begins.
4 survivors (2 can do whatever they want asblong one goes for the save)
3 survivors (only 1 can do what he/she wants, the other needs to safe)
2 survivors (killer has control over the game, survivor need to unhook or race for the hatch)
Best anti-camp and -tunnel option would be an irresistible incentive to rank up. If ranking up becomes the entire propose of the game or achieving a minimum rank would grant amazing reward, less would camp and tunnel, because camping and tunneling results in a slower ranking/no ranking or even down ranking.
The current system rewards down ranking thus there is an incentive to camp and tunnel.
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Franklin's and Shadowborn almost require some pre game information as well SWFs.
Because we don't have a practice mode it would be hell to go into a game vs a 3-4 men SWF with a unfamiliar killer.
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They told us, Summer theoretically ends in September. 13th was the date, if I remember correctly.
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What you want, is not an Anti-NOED, there plenty of those in the game.
You want a free escape.
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@Peanits the crow killer, I remembered a trailer from tsw. It looks cool and transforms into a murder of crows. Maybe you like something like this?
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Killers who could benefit:
-Tier 1 Myers is already undetectable.
-Crouching Pig
-Bing Bong Boi (he really needs some love)
-Ghostface during Night Shroud
-Maybe Insidious (OP perk! Best Perk in game! All killer running it 24/7)
-Maybe Dark Devotion?
As far as I am aware only 3 killers would situationally profit from this change.
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Let's see:
Is the killer campings do gens AND totems! You got the time.
Bring BT and save the poor soul on the hook. Protect him. Just watch out for MYC!
Other counters are: Keys, all perks that lets you avoid getting down/caught in the first place. Bound and Kindred can be useful too.
An early Mori is not different from a early DC or someone who kills themselves on the first hook.
If you have trouble finding the totem spots, run small game for a while until you memorize the common spawning points.
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Did you ever watched Behind the Mask? A horror parody where all the killers are real?
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I totally agree, that the new perks are exciting, that was never the point of my discussion.
Maybe I should clarify myself better.
With so many cool Perks are 4 Perk slot still enough?
Would it be better to merge some of the perks or increase the perk slots?
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Oh they do. Ever saw a survivor rage quit because he gets accidentally sandbagged? Happens all the time.