DeliciousFood
DeliciousFood
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You need to understand context here. Were they camping just because it's easy without any other stratagem? Or were they defending a three gen and you happen to be in the middle of it?
The latter is common with slower killers like, say, Deathslinger. It sucks, but ultimately it is perfectly manageable if people put pressure on those gens while simultaneously going for the save. I'm saying this because that tends to be my reason for terror camping. I think it's valid, and even the smartest strategy in this circumstance.
People who just proxy camp at 5 gens with little strategy beyond just eliminating people from the getgo suck, yeah. Just punish them with quick gens, tbags/flashlight clicks and waiting as long as possible at the exit. As a killer player, I approve of this retribution.
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Hatch spawning no matter what is a silver lining for the solo experience. Bad team? You at least have SOME chance to escape despite your lack of luck in the teammate roll. I feel like it is necessary to make solo queue a bit more bearable.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1752372#Comment_1752372
A 1 second cooldown to either get M1ed or M2ed at a window isn’t “requiring skill”. It’s dumb mechanics.
A 1 second cooldown where he cannot attack and moves at 92% speed, ample time to finish your loop and drop a pallet before he starts baiting again. Predicting the bait and anticipating the potential M2 is where the skill comes. I've said this before, the skill comes more from the survivor than the killer, which I think is fine. It's a 4 v 1, the killer shouldn't have to sweat at every loop to catch a survivor. Sometimes you're just going to get screwed over, and there lies the teamplay to help you get back on your feet.
The gripes against PHead are justified to an extent. The 'no counterplay' argument is meh, but the removal of certain perks that prevent massive scum play is questionable. I'm ok with DS being rendered null, but not BT.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1751619#Comment_1751619
Well, yeah? You want at least a realistically fair chance when playing a video game. “Get outplayed by game design in which you can do nothing about” is not how fun works. Let me tell you, if I play against you as a Spirit your input in going to be zero. Let me tunnel you out of the game in 1 minute and then tell me how much fun you have.
“bUt ThhaTs YoUR OwN FaUlT”
No, if the killer is experienced and powerful, an experienced Spirit or Phead, your input doesn’t matter. You go down fast. And notice I say “experienced” and not “good”. Being good implies some kind of skill involved, and in the end killers like Spirit, Phead and Freddy are very basic and easy to learn killers that involve no skill or technique.
The Spirit and PHead aren't the same in terms of removing survivor agency when in a chase. You cannot truly predict an, as you would say, "experienced" Spirit, and if you do, she can effortlessly correct the mistake. PHead isn't the same. You can tell where he's aiming, and you have a small window to actually avoid his attack. He prevents you from looping like you normally do and require more skill out of the survivor than normal, which triggers many.
As for the tunnelling aspect, yeah that is pretty dumb, but isn't what makes him OP IMO. It's just what makes him extremely annoying. I believe BT should proc on the cages, but I'm fine with DS being countered. Plague is capable of shutting down any healing item and perk, I think it's fine that PHead counters this overused, badly designed perk (which he can still get hit by if people jump in lockers.). So yes, you are correct, he could use a little fix to reduce the tunnel aspect. Beyond that? Maybe you're just not as good at chase as you think you are.
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By Meta I assume you mean Tinkerer, Undying, Ruin, Pop, Corrupt and maybe BBQ?
If so, here are a few ideas:
-Thrilling Tremors make a good substitute for BBQ and gives useful information.
-Save the best for Last, gimmicky but if you're good with the killer, you may get great use out of it with his catch up ability.
-Infectious Fright, very high potential to down quickly, and you can easily dash to the nearby survivors and down them as quickly as you did the first.
-Nurse's Calling, just good on most killers, works on him too, especially when you're dashing around.
-Generator Surge, pretty good replacement for the more usual gen defense stuff, especially since you're darting around the map where gens are being done.
-I'm all Ears, give you information when someone vaults, which you can quickly take advantage of with your dash if you're advanced enough with Blight's power.
-Brutal Strength, break pallets faster to immediately catch up to your prey while they are trying to get to another tile.
-Monitor and Abuse, his terror radius is subtle enough to go unnoticed at the start, and could get you a cheeky hit and then combo with his power.
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The only issue with Pyramid Head is how liberal he can be with his M2 without any real punishment. Otherwise he seems perfectly fine. Learn to juke his M2 if he's readying it, he can't cancel to M1 so easily anymore, and just be alert as to where he's aiming. A survivor playing well isn't entitled to looping the killer until he breaks the pallet. You aren't entitled to winning a 1 v 1 with a killer. I feel like too many people who play way too much survivor think they should be able to run a killer for at least a gen for it to be 'fun'.
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Vestige of a time where Merciless Victory meant 4K by any means, even if you barely black pipped. It does need a change but it's been adamant for a while now. It really makes getting adept on killers like Clown an absolute nightmare if you're in red ranks.
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Just a shame that looping was the direction this game took, as it feels like the most creatively bankrupt way to extend chases. Run in circles and repeat the same jungle gym pathing every time vs most killers. Thrilling. Evidently it's not always this, but in my experience it ends up mostly being this.
Thank God we have killers like Pyramid Head to rob survivors of their optimized looping kata which ends up with the use of the legendary 'boring' buzzword. We need killers to be made more 'boring' then.
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Solo survivor isn't easy.
Survivor compared to killer is easy, but you can be easily overwhelmed without the help of your team.
So, yes, survivor really isn't difficult, however it is a team game and as such if you are stuck with potatoes, you're going to have a bad time.
People will say you can pip on your own despite your sucky team, but I'd argue this is still extremely difficult. Most of the time you'll be competing against your teammates to get unhooks, be out-positioned to finish a generator your team can't do or going to unhook when your whole team is urban evading. Often you end up doing good if your team is doing good, to an extent.
Get yourself a few buddies you meet in solo that do a good job and band up together to do games. You won't win them all, but it won't be the lottery anymore.
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Imagine having limited time in your day to play DBD, the casual horror game, in green ranks (so pretty chill) and having some smurfing spirit slug everyone at 5 gens and refusing to hook. Yes, that is the quality gameplay I've been waiting for. After ten minutes of queues, slow loading because crossplay, and amazing latency, I spend most of my game slugged doing absolutely nothing against a notoriously powerful killer played by a sweatlord that enjoys beating up lower ranks.
Man, and to top it all off, I have to wait until I bleed out to get my inevitable depip and then 10 more minutes of waiting. Probably half an hour of my limited free time consumed when it could have been mitigated if I could just leave the game somehow.
Alright so this situation is pretty rare, usually the killer will end up hooking you and you can just suicide there. But I kind of understand the issue here. You're being slugged forever for whatever reason and it's just asinine gameplay. A suggestion would not be to remove the penalty, because in the end it is made to penalize one side (not the survivor one) and the majority of the community is fine with that, but instead offer an out if someone's been slugged for far too long without being helped. Something like 30 seconds of having your recovery meter is full that you can start holding M1 again, but this time to drastically increase your bleed out meter.
The DC penalty is still dumb and barely helps the issues at hand, but in this case I think a different approach is necessary. I personally think guaranteeing black pips for every survivor in a 3 v 1 if there is a dc would be a better approach (They pip if they earn it of course), and same for killer. Carrot instead of stick. But the animosity present in this community tends to prefer the harsher approach.
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Badham is at least playable, although some loops are just ridiculously asinine.
Haddonfield has insane loops, even without the fences. It's just ridiculous how awful it is and how easy survivors have it there. The only times I win there is because survivors make grave mistakes or I sweat my balls off to predict what side they'll land at through these semi-God windows in some houses. Not to mention that basement house with six different super-loops. Yeah, no, it baffles me that McMillan and Yamaoka had re-designs before this piece of crap map.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1749785#Comment_1749785
It’s unfair and feels like a empty win also ~cucked on challenges~
I understand the frustration of the challenge. But still, you get enough potato games, especially now at rank reset, to easily get this. Don't act like you don't 4K multiple games if you're a halfway decent killer. You got cucked. Oh well. We all go through it and it's fine, we still dominated and won in the eyes of everyone, even the trolls who are sore losers know they messed up.
If anything, push for a change of the hatch mechanic. The DC penalty is already a pretty crap thing that this community probably doesn't even deserve, and punishes mostly one side.
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Maybe slugging for the 4K is an excessively sweaty thing to do if you don't actually know where the fourth is. DC penalty only really affects killers, and survivors who do this have likely been slugged for too long.
I don't get why you're upset, if they dc for hatch, you've won the game already and they go on timeout.
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This penalty is only really applicable to killers who have to suffer through unbearable groups that offer Ormond. It's 100% useless against survivors that suicide on first hook. And no, the extra points from hooking don't make games any more enjoyable as a killer or survivor if one quits right off the bat. The gain is ultimately marginal as I miss out on chase, brutality and hook points in the long run.
Right now all it does is penalize killers, which I think should be the ones capable of deciding if they've had enough of the game. Especially more inexperienced ones forced to get bullied by survivors who play this game /way/ too much.
I'd suggest giving the possibility for killers to concede a match after X amount of time or X amount has been done in the game. No penalty, survivors get their escape points and emblem, everyone's back to queues. Some survivors will be angry that they can't loop forever killers that have a considerable skill gap, but I don't think we should cater to these types anyway.
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Yeah, if little generator progression has been made and no chase initiated in a certain amount of time, it could be another condition to proc crows.
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Just make it so that there's always an obsession every game, even if no perks or ability depend on it. There'll be less of that kind of behaviour without forcing DS or some gimmick.
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What rank? I rarely see it in red ranks and it's usually used by either extremely lacklustre killers or people with a mori (desperate to get the 4K, probably). The meta tends to be Ruin/Undying, which leads to all totems being cleansed most of the time.
As for the 'doing bones' remark, if we had a counter somewhere it'd be less of a hassle in SoloQ. For SWF it's ez pz, one dude dedicated to the task with a map and a perk. But, once again, it's an argument that only truly matters in a match that should already favour a killer if they don't suck. Unfortunately, if they end up needing NOED vs solos, they tend to not be all that good, which is why people get annoyed I suppose.
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Be me, a survivor after a long day of work wanting some relaxing time in DBD.
Lobbies are 10 minutes minimum since crossplay in my region so a lot of waiting and NOT playing the game.
Finally, a lobby filled with Solo's, including a Blendette and a baby Steve. Readying and loading takes 4 minutes because we have a console player here.
Game starts, first gen is pretty easy, and then the killer can be heard, time for a chase!
JUMPSCARE! This horrifying, skinny monstrosity emerges from the mud and gives me a heart attack and a stroke at the same time. The killer gets a free hit.
Darn, better run and use some of my survivor skills to at least gain a little bit of time for my tea- JUMPSCARE, because you can't even really see the traps on the floor, and she hits you again. Dead Hard? More like Exhausted on the floor.
Hooked. Doing nothing, with no thrilling chase. Oh well, we'll do better next time, right? One attempt is made, trap is triggered or Hag never strayed too far anyway, survivor is intercepted. Hit stage 2. It'll be un uphill battle, but we'll make it. Nope. Hag is the queen of camping, and because it's solo, no flashlights.
In summary: Almost 20 minutes of my time was spent barely playing any DBD when I don't have /that/ much time to spare. At this point I'm better off eating a 5 minute DC penalty than facing the inevitable camping hell of a Hag to which I'll likely have subpar chases with anyway. Many people are limited on time and want to at least have some dopamine fix before they return to their daily grind.
Feel free to use Hag, I find her fun to scare people sometimes, but don't act like survivors are just being entitled because they don't want to face her, because what I've just described is the majority of Hag trials in soloQ.