Deadeye
Deadeye
About
- Username
- Deadeye
- Joined
- Visits
- 3,930
- Last Active
Comments
-
I would make him a 110% killer, maybe even 105% and make him able to break pallets with M1 and perma Insta downs. Would feel like Jason, but super boring to play as and against XD
-
I also noticed it became somehow strange the last 1 or 2 DLCs. Unhook-greedy survivors were always a thing, but beheaviour of survivors really became worse in the past. I noticed throwing games and trolling much more in the last few months which somehow kills the fun sometimes. And killers became more campy and tunneling.
On killer side I think the Ruin change somehow forced that, on survivor side I can't think of an explanation.
They said DCs were reduced by 35%. I really don't know how far I can trust that stat. It just had to drop because it is technically not possible anymore to have the same amount of DCs. Like people that used to DC 5 times a day simply cannot keep up with that rate. I would like to see a stat about "how many players DCd at least once per day" before and after the punishment system. And even more, I would like to see how much self sacrifices increased since the system went live (at least I bet it increased)
But to summarize: I'm still having fun with the game. Despite the raising number of games with potatoes there are still enough games that are fun. And most of the unfun things are mainly caused by survivor behaviour, not by the game itself (beneath bugs of course). But you will never be able to "fix" tbaggin, clicky-clicky or other SWF toxic stuff and most of all you will never fix pathetic post game chat. You just have to ignore people's attempts to ruin your fun as best as you can. That can be hard in some cases but the average camper or average tunnel yeller really doesn't trigger me anymore. If someone tells me "git gud" I tell him "get creative, parrot"
-
@Fibijean said:
Six metres is what Hangman's Trick should have been from the start. It's supposed to give you warning if survivors are hanging around the hook ready to sabo or bodyblock, not tell you where everyone else is while you're carrying someone. A six metre radius is plenty for that.
6m means 1.5 seconds until the survivor reaches the hook, after you see the aura. Adding 2.5 secinds with the perk or less if you have a sabo toolbox. Making it around 4 seconds you have to reach the hook or the hook is gone. If you already walked for some seconds before the survivor rushes to the hook, that can be too late already to find another hook.
I think they should have just limited the range of the perk, based on your position or the pickup position, like Sabotage has it now, so you don't see everyone mapwide, but just in close range. Or like "next to the 3 closest hooks"
-
To the perk nerf: I can just agree. I already regarded this one as weak compared to other information perks. The trigger condition is during or after chases, so a moment where you don't really have that much time to look around for gens. As said above (needs to be tested) it is super easy to counter by tapping the gen once after a skillcheck. And now also reducing the time? Coming back on this after testing, but it should not be the repair action but the gen that gets the trigger. So it should become yellow even if some survivor hit a skillcheck, leaves, and another hops on it during the perk's activation time
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1154043#Comment_1154043
If it were purely because of him being annoying to play against, though, there would have been no reason to remove his stances and shorten the overall time between using shock therapy and being able to M1. That change doesn't really make sense if you're not actively trying to make him stronger.
The changes after PTB made him that much stronger. The only reference to killer experience they gave was "stance switching is annoying to killer". So they removed it and did what? Add a cooldown to all your actions for 3 seconds. So much better than stance switching. And especially regarding the fact that the cooldown lasts longer than the shock stun... They reduced the cooldown and that makes him strong on loops. On PTB he was super weak because of that.
-
I kinda like the idea, but think that it will lead to increased excape rates in red ranks (or to be save, let's just say against better survivor players). And that should not be the case. Elite players are already harder to chase down and giving them better chances for more escapes makes it even harder.
-
For the "heal slugs" achievement you need nothing, same for the gen achievement. And for the powers and adepts of course you need the respective characters
-
@variantgameplays said:
https://forum.deadbydaylight.com/en/discussion/comment/1113254#Comment_1113254
so what's the point after playing to get the teachable perks then? I can be dwight all day long with david king perks nor a combination of william and jake. I'm not taking those reasons that you only play other characters for cosmetics. The entity is in favor of the killer so what is it for the survs that makes them exclusive? you can get all the perks make combinations, you can even unlock teachable perks on shrine without getting the character. at the end of the day still same character defaults nothing unique after getting teachable perks. sure there are certain rift quest requires a certain character to finish, is that the only reason for other characters to exist? come on...👽️
Some people just like cosmetics. I also agree that it doesn't make a lot of sense to max out every survivor. Just get every teachable unlocked and then push your favourite survivor to level 150 to get all perks. But that is actually what I also like. Have my main that I somehow identify with and play him all day long. And I'm also happy that there are more than one survivor so we don't have 4 dwights running around in every trial.
Regarding your suggestion: I Know it is just a suggestion, but the existing perks should definitely not become unique, that would shake up too much. I would be going for the passive perks, that have to be added in addition. And these passive perks should not be too strong, so that they may have an effect less than once every game for example. Like running Breakout or Any Means Necessary, where you have to work for or be at the right place at the right time to get a benefit.
And/Or give the killers a bunch of passives too, to compensate the bonus just survivors get. As they already have unique powers, they don't need unique passives. And then, when you see 2 or 3 Megs in a lobby, where you know "she got 2% higher running speed", you can chose to take "5 seconds earlier Bloodlust"
-
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1149307#Comment_1149307
Not necessarily. If that last survivor was looping the killer very good so that the killer had to give up on him and kill his mates... Then I personally would say the killer doesn't deserve the last kill at all, the survivor deserves to survive.
Here:
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1149361#Comment_1149361
"IF"
but you put assumptions like that, you also allow the potatoes to escape, because the one who did everything dies on first hook while the last living potato crouches scared around the map. You would need to add something like "10% faster gate opening per 100% gen progression" or "x% faster running per 30sec chase during EGC" to solve "escape rights" like that. From a "team" view, the killer deserved the 4k. He controlled the trial and in the end, a 1v1 is killer sided. Or maybe also add a "Entity pardons you when you get chased at least one minute during EGC and do not get downed until the timer runs out" :P
But I also don't get the reason for this nerf. As @Doc_W__HOLLIDAY said, they should simply remove the effect when EGC is active or better when only one survivor is left, because EGC can also happen when someone uses a key and you close the hatch. So there might be several survivors left that can work together to get the gate open.
Now, it still screws the last survivor because opening gates is only possible on indoor maps where they always spawn with biggest possible distance, and versus multiple survivors it is simply too weak now. The intention to nerf this for EGC just adresses the idea too less and breaks the original purpose, so the perk is pretty much useless.
@TAG it is not only the obsession that gets the slowdown. When gates are active, it doesn't matter who the obsession is.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1151817#Comment_1151817
Rancor doesn't trigger if the Hatch is closed. Only when all five gens are done. Unless you mean after all the gens are done, in which case I don't see how that's different from Nemesis + Rancor.
The difference would be that you have enough time to figure out that the killer has Nemesis. So you have the option to drop pallets early. You can't do anything against an auto obsession switch
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1151765#Comment_1151765
The Obsession is the one player NOT affected by Remember Me.
Alright, didn't know that o.O But in that case, it would be a bad combo with Rancor. So you can be sure the last survivor is on instadown and moriable, right after you maybe killed the second last survivor with Rancor. Also meaning that the survivor will not be able to take the hit at the gate and finish the last %
-
@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1149318#Comment_1149318
If the last survivor is the one who did everything, played really well and pulled his weight but got teamed with potatos he also deserves a chance at escaping.
"IF"
but you put assumptions like that, you also allow the potatoes to escape, because the one who did everything dies on first hook while the last living potato crouches scared around the map. You would need to add something like "10% faster gate opening per 100% gen progression" or "x% faster running per 30sec chase during EGC" to solve "escape rights" like that. From a "team" view, the killer deserved the 4k. He controlled the trial and in the end, a 1v1 is killer sided. Or maybe also add a "Entity pardons you when you get chased at least one minute during EGC and do not get downed until the timer runs out" :P
But I also don't get the reason for this nerf. As @Doc_W__HOLLIDAY said, they should simply remove the effect when EGC is active or better when only one survivor is left, because EGC can also happen when someone uses a key and you close the hatch. So there might be several survivors left that can work together to get the gate open.
Now, it still screws the last survivor because opening gates is only possible on indoor maps where they always spawn with biggest possible distance, and versus multiple survivors it is simply too weak now. The intention to nerf this for EGC just adresses the idea too less and breaks the original purpose, so the perk is pretty much useless.
@TAG it is not only the obsession that gets the slowdown. When gates are active, it doesn't matter who the obsession is.
-
@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1151456#Comment_1151456
See, that's the thing. If the basement did always spawn there, like you said, you'd definitely think twice about looping the killer there because if you go down, you know where you're heading. But that's exactly how it should be. It's the killer's shack, it should be that one place on every map where the killer has the bigger advantage. Otherwise, I don't see the point of it even existing.
Then the main buildings are left as strong loops without threat all the time
As I said, with RNG it 'forces' you to get some knowledge over the map. Like it should to know where the gens are to make sure you don't get 3 gen'd. Without RNG you simply have a lot more awareness without even "scouting" effort
-
The killer shack is not only a strong (but surely not the strongest) loop, but it also has a 50% of spawning the basement. And the basement is a deadly place. So if this is the case, you might want to not run this loop until you get downed, and if you are injured and don't know yet where the basement is, you might think twice before you run it. Despite that, you can also mindgame this loop pretty good, and some killers are even very strong on it.
You might ask to always spawn the basement here, making the main building of the map stronger as you know that is a good loop and has no threat. And it would remove some RNG and "thrill", like you have it on the game map. The RNG at least may cause you to gather information about the map setup
-
@emptyCups said:
Can you give me a rough guide on how I can collect and make stats for myself
I'm really curious what all my games would look like
Pen and Paper? Or are you asking for the fancy graphics? ^^
-
I noticed the GF problem as well. If survivors pay attention or run spinechill/premonition, it seems like he is just a trapper without traps. Very strong on indoor maps though, but despite that, if he can't make use of his power to end chases quickly, he simply doesn't get pressure built up. But regarding this, I wonder why Myers is so strong then.
Biggest mismatch for me is nurse pickrate. I almost see no nurses at all. Like 5 this year or so.
And regarding the targeted average of 2 kills per game: before ruin change it was a bit above 50%, now it is a bit below 50%. So it shifted towards survivors, which was expected, but killers are somehow now at that spot where survivors were before. Probably just needs more adaption to change a bit to the better. But in total, this is a drop by 20% which is quite astonishing for a single perk rework, which tells a lot about the state of the game
-
Just to mention: you playing solo doesn't mean there is no 2-3 SWF beneath you. And what platform and ranks are you playing?
-
This might turn out to be a very strong perk. But don't forget that this is a trade, not a heal. Net you heal nothing. The most powerful usage of this perk is probably to get up slugged survivors. Healing someone off the hook just makes the trade easier for the killer, knowing that he doesn't have to deal with DS.
@bilaueta Styptic doesn't work with this perk. You can't heal while you're healthy nor while you're broken.
-
I don't know. It has a reason why they removed exhaustion recovery during chases. Either it will still be useless because you need to run the killer like 90 seconds which is almost impossible or wouldn't make much of a difference as that would mean 3 gens are done by then and THEN you stomp the killer even more by getting another Sprintburst. Or it would get close to OP again which was the reason why they removed it. Hard to balance. I would rather add some more effects to make the perk more viable, like giving people in range a speedbonus of 1/2/3% (or 2/2/2) as long as the effect persists (not to the perk owner ofc)
-
@DetailedDetriment said:
The new sabo changes did one thing. They made solo queue sabotage more difficult but swf sabotage way easier.
Totally disagree. Solo sabo was not playable up to now. One person running around the map 99ing every hook? You could not even say "I just prepare this part of the map around a gen for endgame" and then other survivors finish this gen first. Now you simply have to be at the right spot, like with flashlight saves, and you can sabo the hook almost instantly. Solo sabo is now actually working, it wasn't before.
-
@White_Owl said:
I'm italian. 'Nuff said.
The rest of the world has assimilated your cuisine, this is no longer in your hands!
-
I'm also fine with it. It would be boring for quite a huge number of players if it was done too quickly. What drimmalor said is also important, what you get from it would be quite expensive if you get it just in the shop, so it shouldn't be too easy to get. And as always: It is just about cosmetics. Nothing bad about it if you don't get it. The fluff and BP from the archives can be done at any time
-
@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1146154#Comment_1146154
Is there any point that a survivor won't class they are being tunneled take the Freddy scenario the killer could be on the other side off the map and out off luck they teleport to you and you class that as tunneling, how if all 3 survivors are healed or injured you have no idea the one your going to is the one that got unhooked 45 seconds ago but that is classed as tunneling, Even if the killer moves away and then finds you again 30 seconds after you get unhooked due to patrolling gens that is no way tunneling.
Did the killer see you get unhooked and then chase you from the hook till they downed you again that is tunneling, running into the survivor 30 sec after being unhooked be it due to a perk, patrolling gens or you just run into them is no where close to tunneling that survivor it's just bad luck for them same as if the killer downs them and gets DS they didn't tunnel them but came across them with time still on DS.
There is no need to stop the timer for DS just because you get into a chase or slugged it just makes it even more stronger then it is now, just like Whispers if that stopped gens being progressed while active it would make the perk to strong, if survivors are going to make bad choices causing team members to get slugged that's on survivors not the killer.
I.e i hook someone and someone unhooks them in front off my face seconds after i hook so i down both off them who's fault/mistake is that and why should the timer stop for DS because another teammate made a bad choice and the killer can't pick up the other person because DS timer has paused but lets punish the killer for a mistake you team did.
I can just repeat. If you "stumble" across the same survivor and cannot remember that the Dwight Elf just got hooked, you 1) have a pretty bad memory and 2) did not really do anything useful between the two chases of the same survivor. You somehow need to get distance and then get back. Even to get to 32m distance and back, just to have the survivor for a sec out of your TR takes like 15 seconds. So what have you done in the meantime? Checked one gen? Btw you only have to remember a number from 1-4 to remember who you just hooked. OR the character. That should not be too hard to remember for 30 seconds. The problem currently is that you cannot estimate if 60 seconds have already passed or not.
And also to repeat: the survivor is still doing nothing on the objective during that time. The main idea was to stop the counter in several situations. Not to extend it. Run around for 30 seconds doing nothing
And what is the problem that DS protects you from bad survivor behaviour as well? DS simply protects you from getting hooked twice in a shirt time. Whatever reason that has. If we want to create a perk that protects you from ######### killer behaviour, we might need to get an artificial intenlligence behind that as well, that is able to determine if that was now a tunneling killer or an accident or whatever. We can discuss for weeks about that. The main thing to do is, try to catch as many situations intended as possible, and avoid as many unintended situations as possible. There will always be that one scenario where the perk did not work perfectly, just because this adresses not simply numbers, but a complex scenario.
And I still don't get any relation of your Whispers blocks gens comparison to DS and anti tunnel. Yeah, that would be a super OP perk. What does that explain regarding DS?
@JackaloMoss "They can't tunnel you." That's what you said. And I said, I disagree. Your perk suggestion doen't make tunneling impossible.
"if you can't get away ... then you're awful" I translated that to "If what I say is not right, then you are just bad, nothing can helpt you"
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146519#Comment_1146519
If it was in the game for so long, then its not that game breaking.
Its there for so long, and it wasnt bannable for so long, you can wait a bit more until its fixed. Banning for it suddenly after a year of doing nothing would be even more unfair
Of course... this is just an example situation so that your perfect solutions would not work. What about the nurse thing? This is just about a month. And it IS game breaking if you want to play Wraith. Wraith is not playable if someone exploits that bug. As I said, people don't do it that often. If they would, you cannot play the game as Wraith.
I think the only ones it would be unfair to would be Wraith players. Are you serious? "You exploited it for so long, just go ahead. It probably became a habit so it would be unfair to suddenly expect fair behaviour, after we ignored this hell of a bug for so long" Like #########
But ok, if you wanna ignore my point and give alternative excusions to talk around what I point out, then just go ahead and ignore my arguments.
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146481#Comment_1146481
Well obviously you cant revert the state of the game back one year. Also if the bug was in tje game for 1 year then its not that game breaking.
The only thing that can be done in this case is just fixing it, banning people will not fix it
Apparently you did not face this bug yet. It is game breaking. People just don't exploit it that hard. Either because they play fair or because they don't know it. And the nurse bug is at least a thing since February 9th and was not fixed at eleast until March 7th, regarding forum and youtube posts I found.
Banning people will fix it temporarily as it prevents people from exploiting it. I don't say they don't need to fix it, I say it is legit to ban people for abusing it, as long as they CAN'T fix it. If they were lazy and DON'T WANT to fix it, that is another thing.
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146473#Comment_1146473
Thays why it has be fixed/adressed as soon as it is reported, not when its common knowledge and commonly abused
Sure this is already fixed? I did not get an update recently, and I'm pretty sure this is not solved server-side
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146446#Comment_1146446
Question 1: how long has this bug been a thing?
Question 2: why wasnt it fixed as soon as it was released?
It should be fixed as soon as possible, its not a common bug, but still. Its not and shouldnt be bannable, it should be fixed
I said, we can discuss what would be the best approach back then, but the mistakes have already taken place. I'm talking about the current state.
This is a common bug because it happens on EVERY lightburn action, meaning possible in every game where Wraith faces a flashlight. I don't know when this occurred first but it is round about half a year old.
-
@Mirfua @Archimedes5000 And just as addition: if the nurse addon bug becomes more popular and is starting to getting abused (I just heard about 200% movement speed?!) and then if this is not easy to just deactivate an addon or whatever causes it, this is probably related to the changes when she got the rework. So "go back to the latest stable version" would bring back old nurse, old Doc, old Instaheals and old Ruin. Just to show the impact of such an approach
-
@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1145947#Comment_1145947
It was a bad weekend at best but it’s really more just a discussion I wanted to bring up about a general trend I noticed
Well, you argued with RNG, so the answer to this is simply, it isn't. Just going by your title I would say, they aren't the best in balancing maps. So they need to wait for feedback and then start reworking maps, what is currently happening, although very slow
-
@Mirfua @Archimedes5000 So what about the lightburn bug that is currently a thing? Lightburn Wraith with a flashlight while cloaked causes the Wraith to uncloak and get stunned. Then there comes the bug. You are uncloaked, but cannot attack and the power button says M2 to cloak. To resolve it, you need to cloak again, to bring you back into a working state. Here the survivor can exploit. As soon as you are cloaked again, he can lightburn you, causing the same bug again. And repeat it until the flashlight is out of charges. Or the Wraith simply tries to escape from the survivor, who could rush after the killer to lightburn him every time he tries to uncloak. Having one or two flashlights in the game totally breaks the game for a Wraith, when the survivors exploit this bug. And this is a real issue, I had that happen twice to me.
So mistakes have been made, we can discuss what sould have correctly been done in the past, but this is the state as is. What is your suggestion? Really revert the game back to a state like half a year ago? Completely deactivate Wraith? Completely deactivate flashlights? Or simply say, don't abuse this or you get banned, as this is currently a state where you will have no solution within 12h that is in any way acceptable
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146177#Comment_1146177
Hmmm so what would be the solution here?
Ok, so suppose there is a bug that Killers can clip through pallets.
So what? Are you going to ban every killer that walks through it? Or are they supposed to pretend that the pallet is still there and walk around it? Do you see how ridiculous this is?
This would be a GAME BREAKING bug, that would require IMMEDIATE fix. Basically devs would have to either do an emegency meeting and fix it, or disable servers for couple hours for maintienance and then fix it. If it would turn out to be impossible to fix fast enough (24h or something), then they should revert the game to the last stable build.
This was just a sample. But as I said, when the space bar still appears so you can break the pallet, don't walk through it but kick it. Don't exploit it. Or get the ban if you are reported for that. And yes, of course it needs an immediate fix, but this is not always possible. I don't have no non-game-breaking example ready, but as soon as it is a bug that you simply cannot fix within 24 hours and that you can't simply disable by setting a flag to make the bug disappear, then they should send out information that this is a bannable exploit.
And as I said, they deactivated broken maps when it occured. I don't know why they didn't deactivate broken addons so far. They had the moon offerings and splinters first deactivated and then removed in several steps, also removing them from the bloodweb was buggy. This just seems to me to not be that easy as we think. I don't know, I just expect they would do it if it was so easy, as they did it with maps.
-
@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145644#Comment_1145644
who in the hell told you it was exploit?
What are you talking about? I'm talking about exploits in general. Regarding the spacebilly this is hardly an advantage you get from there. Unless you are an uber pro and space jump to land on survivors with a running chainsaw
-
@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/1145933#Comment_1145933
My thing is, they should post it in the news of the game. Not the forums. I've played this game since release and only started using the forums a few months ago. Most players aren't registered here.
They normally post it in the ingame news
-
@Mirfua said:
https://forum.deadbydaylight.com/en/discussion/comment/1145598#Comment_1145598
New nurse are broken & bug'd AF... double stuns after blinks, all adds (not only one) are bug'd & not work like must (expl: x3 blink not work), she cant blink in places in what can blink old nurse... new recharge system are bad & i understand why peoples stop play on nurse...
https://forum.deadbydaylight.com/en/discussion/comment/1145644#Comment_1145644
Intentionally abusing bugs for an advantage don't should be bannable. Devs just must fix bugs in game or just should be simply deactivate possibility use broken adds, perks like they make with light/dark offerings... we pay money for game, dlc's, archives & new skins & want get working product...
Also Flying Hillbilly is there since launch, so i want know or we still can use him chain saw (M2 power) to just make high fly's & jumps from any big hills or objects to get on high places (like: loops, cars, walls or same) where any survivor can get up... I don't speak about use "space" billy (1-2 speed adds) & bump in spec. structures in map to get on main build roof or fly in cosmos...
That's what I said as well "Although I agree that buggy addons and perks should be simply deactivated"
(edit: @Archimedes5000 ) But there are simply bugs that cannot be fixed by setting a flag to "don't show". What if for some reasons pallets have no clipping anymore for the killer? And every killer can just walk through to get easy hits while they are still able to kick it and could play fair? Should they "remove" pallets from every map? Should they rework every map to have window loops instead of pallet loops until the bug is fixed? If the fix for that takes several days, they could only deactivate the whole game, because any workaround would take possibly even longer to implement than the actual fix.
You guys are pretty fast at calling the devs lazy. They deactivated several maps that had issues in the past, so they actually do it like this if they can. I just don't understand why they did not do that on Legion blades addons and currently on broken nurse addon. But I'm pretty sure it has a good reason, as they did that with maps.
-
@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1145994#Comment_1145994
nothing of the proposed does that, it just easy up the cheap gameplay.
Can you define your "cheap gameplay" please?
-
@JackaloMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1145709#Comment_1145709
Well yeah, my suggestion sounds like that because that's exactly what my suggestion is, with additional stealth. It makes it impossible for the killer to tunnel as they can't kill you right off the hook thanks to invincibility and if you can't get away without leaving any trail while you've got a speed burst then you're awful. It's not at all if they try hard enough to get you they're still tunnelling. They can't tunnel you. 10 seconds without leaving anything for the killer to follow with a speed boost is enough time to get half way across the map with the killer having nothing to follow. There's no try hard enough about it, unless the survivor is awful it's impossible to tunnel them with that.
But as well as preventing tunnelling, it also doesn't punish the killer for doing well. It simply prevents tunnelling. Something DS doesn't really do. DS pretty much just punishes killers for doing well, rather than preventing tunnelling. If the killer is actually tunnelling, DS in no way stops it. The killer eats DS, then continues to chase the survivor. Nothing about DS prevents tunnelling, it needs to be completely reworked if you want it to be an anti-tunnel perk rather than just an anti-killer doing well perk.
I wouldn't say they can't tunnel you unless you are invisible. LOS is the key thing that is used when killers actively try to tunnel. And it is not always a straight line. Killers can cut ways. Like Scratched Mirror Myers has to do because he is so slow. And by the way, I simply think such a superman perk simply would look ridiculous in the game. Adding the deactivate conditions to DS is way more in line and equally efficient. A 5 second stun with you moving 100% and the killer 0% even gets you more distance than 10 seconds with 150% and killer 115%. And I don't like the addon "if the killer commits to tunnel you, you deserve it". Meaning if you get facecamped, you deserve the kill?
@ausanimal If you find him again within 20 - 30 seconds, you most likely did not finish a chase on someone else yet. So it would be still tunneling. If it takes longer, it doesn't matter as you should have enough time to find someone else or at least patrol gens, and that survivor did not do anything within 50 seconds. That's good for the killer. If you chase the same guy twice without any other actions in between, you should be aware that DS might be active. And to your Freddy scenario: yes, I think most of the people in that situation would call that tunneling. Just think of it being in that situation. We can debate if this is tunneling or not, but the survivor will first complain about their team how long they need to do the unhook and then complain that the killer is directly returning to you. And I don't get your whispers comparison.
And to the EGC thing: I'm not sure if this is really so dramatic. I mean, fluff wise, this is actually the scene where DS really makes sense. Fluff wise I would even say make DS activate when EGC starts. And technically: If you just got hooked once during the whole game, it may be a reward to get that free escape. And it is not totally free. In many situations you still need the combo with BT, unless the killer hooks you near the gate
-
@Mo4ntus said:
https://forum.deadbydaylight.com/en/discussion/comment/1145628#Comment_1145628
Who has time for that lol
Then don't talk about rng or stats if you just have a bad day once. That is no rng issue you describe there
-
Plague - Instead of puking her victim to death, she sucks out the soul and the survivor starts rotting, like the evil guy dies in the Last Crusade Indiana Jones movie.
Spirit - Phasing multiple times really quickly and slashing once, keeping the survivor in the air like a mortal kombat combo until the survivor is sliced to pieces. (Btw I want a Spirit weapon: instead of a sword she just bursts broken glass shards at the survivor)
Myers - Basically the same, but just breaking the neck of the survivor he pulls up after almost strangling him with one hand
Wraith - on another thread I also wrote the "rip out spine" version ^^ would love it. Wraith now is so boring
Trapper - Placing a trap, grabbing the survivor in the back and smashing his face into the trap
-
@JackaloMoss said:
DS needs to be fixed, but I don't think the problem is really the length of time it lasts. The problem is it really isn't an anti-tunnel perk at all, despite the fact that's what it's meant to be. It's just an anti-killer doing well perk, nothing about it prevents a killer from tunnelling, and I don't think any of the proposed changes really do either, just being able to get a second chance after being caught fundamentally isnt anti-tunnel at all regardless of the conditions you put on it. An anti-tunnel perk should prevent tunnelling, not punish the killer for doing well.
Rather than keep DS more or less the same but trying to give it conditions to make it only work in tunnelling situations, I think the much better idea is to scrap the perk entirely but replace it with something that would actually prevent tunnelling. For instance, remove DS but add a perk that gives you when unhooked ~5 seconds of invincibility, ~10 second speedboost, ~10 seconds of no pain sounds and ~10 seconds of no scratch marks/blood/auras. Any survivor that isn't awful should be able to get away from the killer with this bonus, completely preventing tunnelling, and it also doesn't punish the killer for doing well. If the killer manages to catch you after this, well you deserve it, they aren't tunneling you then, they're just much better than you.
Your suggestion sounds like a combination of a survivor having Iron Will and Sprintburst (just with double length) getting saved by someone with BT and Babysitter. And then you say "if the killer still tries to get you hard enough, he is not tunneling anymore". Lol about the second one. More effective but ridiculous would be "insta heal after being unhooked and turn invisible for 20 seconds".
I think some of the suggestions pinpoint the effect to anti tunnel pretty good
-
@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1145662#Comment_1145662
Lets say the timer is kept at 60 secs if you stop the timer while being chased or slugged say 30 seconds have passed and you haven't done anything to turn it off you could find a killer say takes 10 seconds and get in to a chase with him the timer stops and if your good at looping the timer stays stopped till when if you get hit your still in a chase timer stays stopped, they hit you again and you go down and a survivors is right next to killer they leave you to get them the timer is still stopped. So while you DS is on hold till they come back to pick you up and get a free escape after god knows how many min have passed the killer is being punished for chasing someone else and trying to get another down.
It will be even worse in the EGC having DS timer stopped when in a chase pretty much means if you have it up and you have to run all the way across the map killer might as well stop and let you go because chasing you will just stop the timer. There is so many ways it can be abused and used as a exploit by stopping the timer.
Toss in a SWF group and they can work it out so each one takes in turns getting chased while they have DS knowing the killer can't do ######### or hook them even if they chase them for 2 min.
The killer is not punished for chasing someone else. The killer is punished for tunneling the guy with an active DS counter. In your scenario, the survivor is not doing anything on the objective for quite some time. That would be the same as the survivor is slugged, while the killer has the chance to apply pressure to other survivors parallel.
And I'm pretty sure such a behaviour will soon be recognized as bait, same as some Dead Hard moves are easy to counter once you have seen them often enough to make you just wait. If you see intentionally started chases, you just take the free hit and go on patroling gens.
And the SWF team cannot have all DS activated, that requires all of them being hooked. And DS available during EGC is always a problem, that is currently the case as well. So that wouldn't get worse.
-
@Steve0333 said:
Survivors only need to do gens in order to win. They dont need to know how to loop well. It's simply not necessary. The killer can end every chase in under 10 seconds and survivors can still finish their objective if they just do gens and dont rush hooks.
You dont need to know how to loop well to get into red ranks. The real secret to being a red rank survivor is being dedicated to the gens. That's it. That's how I got into red ranks. I cant loop for crap and I'm rank 2, one pip away from being rank 1.
If the killer is somebody like wraith or clown it is impossible to win if they hook the survivors every time they down them. Even if they end chases really fast, they cannot get a 4k if they take the time to hook survivors. There just isn't time for it if every survivor who isn't being chased is working on a gen. Against good survivors (ones who stay on gens, not ones who can loop well because that hardly matters anymore) most m1 killers are powerless and cant afford the time it takes to even hook survivors.
Killers have to play super sweaty while survivors just have to hold a button down. The game needs to somehow put skill back into being a survivor.
While many complain that ebony moris are op I think they really put the game about where it should be. Think about it, if a killer brings an ebony mori the only chance survivors have at finishing all the gens and escaping is to know how to loop amd outplay the killer. If moris were a base thing then every red rank survivor would have to actually be good at more than just holding a button down.
But requiring skill is "frustrating" to new survivors. Learning and dedication should never be the base to reach red ranks. Same with the tome, challenges should just fly by, not take time or skill to finish. You can read that often enough
-
@Steve0333 said:
Survivors only need to do gens in order to win. They dont need to know how to loop well. It's simply not necessary. The killer can end every chase in under 10 seconds and survivors can still finish their objective if they just do gens and dont rush hooks.
You dont need to know how to loop well to get into red ranks. The real secret to being a red rank survivor is being dedicated to the gens. That's it. That's how I got into red ranks. I cant loop for crap and I'm rank 2, one pip away from being rank 1.
If the killer is somebody like wraith or clown it is impossible to win if they hook the survivors every time they down them. Even if they end chases really fast, they cannot get a 4k if they take the time to hook survivors. There just isn't time for it if every survivor who isn't being chased is working on a gen. Against good survivors (ones who stay on gens, not ones who can loop well because that hardly matters anymore) most m1 killers are powerless and cant afford the time it takes to even hook survivors.
Killers have to play super sweaty while survivors just have to hold a button down. The game needs to somehow put skill back into being a survivor.
While many complain that ebony moris are op I think they really put the game about where it should be. Think about it, if a killer brings an ebony mori the only chance survivors have at finishing all the gens and escaping is to know how to loop amd outplay the killer. If moris were a base thing then every red rank survivor would have to actually be good at more than just holding a button down.
-
@Steve0333 said:
Survivors only need to do gens in order to win. They dont need to know how to loop well. It's simply not necessary. The killer can end every chase in under 10 seconds and survivors can still finish their objective if they just do gens and dont rush hooks.
You dont need to know how to loop well to get into red ranks. The real secret to being a red rank survivor is being dedicated to the gens. That's it. That's how I got into red ranks. I cant loop for crap and I'm rank 2, one pip away from being rank 1.
If the killer is somebody like wraith or clown it is impossible to win if they hook the survivors every time they down them. Even if they end chases really fast, they cannot get a 4k if they take the time to hook survivors. There just isn't time for it if every survivor who isn't being chased is working on a gen. Against good survivors (ones who stay on gens, not ones who can loop well because that hardly matters anymore) most m1 killers are powerless and cant afford the time it takes to even hook survivors.
Killers have to play super sweaty while survivors just have to hold a button down. The game needs to somehow put skill back into being a survivor.
While many complain that ebony moris are op I think they really put the game about where it should be. Think about it, if a killer brings an ebony mori the only chance survivors have at finishing all the gens and escaping is to know how to loop amd outplay the killer. If moris were a base thing then every red rank survivor would have to actually be good at more than just holding a button down.
But requiring skill is "frustrating" to new survivors. Learning and dedication should never be the base to reach red ranks. Same with the tome, challenges should just fly by, not take time or skill to finish. You can read that often enough
-
@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1145512#Comment_1145512
The lobbies take so goddamnd long to load that i forget. It's always irritated me, but I can usually catch it on the lobby, not so much with a key. Since literally everything except perks get auto unequipped, it would be nice to at least have a little icon that shows what you have equipped.
If the lobbies take so goddamn long, you have plenty of time to triple check your loadout. Or are you used to plan your loadout first when the minute counter starts to tick? "I forget" is really not a reason for a change request
-
Yes XD
-
@Heartbound said:
I'm approaching 500 memepost and I have zero BVHR read.
It's safe to say they only exist in fables, far away from the reach of mortal man.
I think "BHVR Read" just applies to a thread you created, not to comments
-
@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/1145650#Comment_1145650
I play killer most off the time and the only thing i don't agree on is stopping the timer when slugged and if you read above your msg you will see my thoughts on DS and how it should work.
I don't think the min amount really helps. That is still easier to outplay. If the killer tries to down unhooker and unhooked, 20 seconds are going by fast enough. You wouldn't need to wait that long to avoid the 20 second counter. Why do you disagree on stopping the timer? As Aven described it, it would really make sense to counter tunneling. I don't see any possible exploit to that so far.
-
@Aven_Fallen said:
It makes exactly 0 sense to just reduce the Timer.
In fact, it would make more sense, to reduce the Timer AND stop it, while being slugged or being chased.
Because, lets be real - not everyone unhooking me will have BT. And if the Killer is indeed camping, I prefer it to be farmed off the hook instead of going into second phase, because then I at least have a chance. If the Killer then goes straight after me again, downs me and keeps me slugged until my timer expired, he still tunneled.
Or if the chases me and I last long enough in a chase to get the timer down to 0. The Killer is tunneling at this point, but is he suddenly not tunneling anymore, because I manage to loop him for a few seconds?
Having the timer on like 20 seconds and not going down while slugged (during those 20 seconds) or in a chase would be a more fair solution tbh.
But hey, I know that a bunch of Killer Mains will appear and call me stupid, because we all know that Killers indeed like to tunnel :>
(Its the best strategy for them, after all...)
Pausing the timer indeed makes sense. A combination of deactivate conditions and this would be the best I think. Probably the 60 seconds would not even need to be changed, if the survivor decides to not go back in action for 60 seconds, there is not really a downside for killers.
-
@kreeper124 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145596#Comment_1145596
Could say the same thing about the super speed nurse bug. Instead of disabling the add-on that they know is causing the issue until it's fixed, they'd just ban you for using it
Intentionally abusing bugs for an advantage should be bannable. That would require reports from the "victims" and if you are reported multiple times for the same thing, this should be a ban. Although I agree that buggy addons and perks should be simply deactivated. That's simple to do unlike bugs with the environment or any mechanics which can happen on every map or with every killer / survivor
-
That's not working. You can still double hit the unhooker (before and during unhook) and then go for the unhooked, waiting out the BT if necessary. Then you go back to the unhooker, hook him and deactivate DS.
I think a shorter duration doesn't help either, because you just reduce the amount of time the killer has to wait at the slug. Giving other survivors less time to get the tunneled person up again. Also you still are able to work on a gen with DS active and jump into a near locker as soon as the killer comes closer, forcing him to take the DS or wait, until he leaves again to jump to the gen again.
I would add conditions to reset the timer after being unhooked. DS deactivates as soon as you attempt to unhook someone or work on a gen. Because of above scenario I would also add entering lockers. We always talk about counterplay and with the locker thing you can remove the killer's ability to counter DS.