DemonDaddy
DemonDaddy
About
- Username
- DemonDaddy
- Joined
- Visits
- 7,526
- Last Active
Comments
-
@Eli2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2566677#Comment_2566677
It's also apart of the game to unhook other players and it still breaks the game in the same way over vaulting did. Toxic behaviour that is not playing when they can in fact find people right at the start of a match and DO use it to their advantage to keep that player from actually participating.
Vaulting got blocked when it was abused, so should slugging and facing.
Big difference between obnoxious spamming and counterable situations.
It's not denying play, it does limit your options after failing multiple aspects of survivor. It's up to teammates to overcome the situation, solo or swf.
How much you engage in the match is in your own hands as survivor. Completely on yourself to avoid the killer long enough to accomplish more than that first chase.
I find Slugging is no more restrictive than being hooked. Camping is the result of a survivor failing to win a chase and the killer using them as bait. The killer is risking gens in hopes that they can negate 2 more time consuming chases and lure in another survivor.
-
Its the Killer's choice in how they eliminate you. Survivors that don't like the alternative methods should focus more on avoiding the killer's attention.
-
@Eli2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2565719#Comment_2565719
There is no chase therefore no way to escape when they are facing and keeping survivors on or near that one hook. Can't run from a killer looking right at you and neither can the person you just saved. Even if you manage to take the hit for them, that's two hooks one person and they know you are trying. It means one person does not get to play which is using game mechanics to play toxic. It's not inexperience and that is not a solid excuse to keep people from playing the game.
The chance to play comes before the hook. It's on yourself to avoid, hide, repair, cleanse, and escape the killer before they can accomplish their goal of removing you. Once on the hook, you have already failed and the play time in your control is forfeit unless teammates give you another opportunity.
It's not denying the survivors a chance to play, it's ensuring the kill to alleviate time pressure and attain control. There is no reason for the killer to let you go and make the match more difficult for themselves.
-
Outside of holding a survivor hostage in a corner, there is nothing a killer can do that's unfair, maybe not fun, but nothing unfair.
Their task is to kill, how they do so is the aspect that allows for fun in that role.
If you feel your being deprived of play because of getting hooked, that's a result of your inexperience not killer toxicity. Everything before your failure in a chase is your opportunity to play based on personal ability. Once hooked it is for the most part entirely up to teammates to provide any additional chances for that match.
-
It's not a waste of time to insure noed doesn't activate. The perks activation is entirely in the hands of survivors, the killer has no way of knowing if they will need it or be able to use it when the situation arrives.
-
Free unhooks sounds like a great way to make the game worse.
-
Say goodbye to high level spirit play come next update. I consider myself a mediocre survivor at best and her changes made visually tracking the phase through sound incredibly easy.
-
There's to much focus to balance around casual mistakes when just setting the high bar would put everything into perspective.
-
None, every killer struggles the better survivors get.
-
I miss hollowed blight objectives and play
-
@ShakeyGames said:
https://forum.deadbydaylight.com/en/discussion/comment/2561825#Comment_2561825
So the devs dislike Myers and Ghostface?
Looking at their designs,
Myers is at his weakest while highly stealthy and grows much easier to detect the more dangerous he becomes. Survivors gotta be really bad to do well in his 1st tier, 2nd tier is just a standard m1 chase with no powers.
Seems the Ghostface design was intended to focus on exposure both ways, actual play though makes hit and run with minimal stalking more effective. Personally I think this is a result of reality vs gameplay intent the devs didn't expect.
-
@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2561825#Comment_2561825
Do you have a source for this?
Was referenced in the devs comments regarding slinger changes. Hits without any warning (specifically about slinger) but can be seen in all killer designs.
Could be reading into it but the key line that stands out to me is the last bit; "without them getting any warning whatsoever "
"Last, but not least, we’ve increased The Deathslinger’s terror radius to 32m. The Deathslinger is the only ranged Killer that does not have a "lullaby", which meant terror radius reducing perks like Monitor & Abuse could allow you to get close enough to surprise and hit a Survivor without them getting any warning whatsoever."
-
Devs commented on patch update that they dislike killers being able to surprise survivors. All part of the plan to eliminate oppression for the weakest of survivors despite that they don't remain in that category for long.
-
@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2561028#Comment_2561028
Yes but there is a reason the survivors can be on hook three times and not 1 time to get facecamped through.
It's on teammates to grant those additional chances, not the killer to give them for free. Unless the killer plans on letting everyone go or has such complete control that failure isn't possible, there is no incentive for the killer to allow you more opportunities to make the match more difficult for themselves.
-
@Mammutjäger said:
https://forum.deadbydaylight.com/en/discussion/comment/2561028#Comment_2561028
I have played 5 games the last 2 days.
And they have been my last.
So you are telling me it is my fault, when I directly spawn in front of the killer, on an open field, as a new player (have the game for about 2 weeks now) without any high charakter or perks, and get facecamped?
I've had this happen once in my years of play where I was face to face with the killer in the beginning camera pan. That sucks and is a design issue, not a camping issue.
In a normal match spawn where your not immediately shown to the killer, yes it would be on your shoulders for failure to hide or escape the chase long enough to engage in any other aspects of play. When caught any additional chances are up to your teammates to provide.
-
Doesn't matter how many gens are done or the killer's intent. The camping situation is a result of a survivor's failure to avoid the killer.
"The campee Doesn't get to play" is a bs claim. Every survivor gets 1 mandatory interaction with the killer before 1st hook. Everything before the first chase is your chance to play and contribute to the team. If your awareness is lacking and caught off guard, to bad but your own failures have limited the match experience.
-
Spamming silent bell 🤔
Your poor survivor ears must have suffered 🤣
-
If she gets a nerf we will all know it's over survivor complaints cause data bhvr is using shows otherwise
-
Totems are for survivors now, they control where, when and how to use them
-
The bad players are survivors that hang around and fall victim to noed. Do bones and leave, killers have no input in whether they will need or get to use the perk.
-
Play without hooks, leave it to survivor altruism to prevent teammates from dying. Let's you focus more on chases and cuts down on how many perks they can use in a meta loadout.
Also can Bring something like rancor and mori a random survivor while the other 3 escape to offset the points against you.
-
Still gonna cleanse every totem I see
-
@Phasmamain said:
Directional access to hook was a necessary change to stop face camping and rollback is better for both sides atm
Not disputing the hook change was good, but killers can still only access from one point and I have never witnessed rollback in favor of a killer.
-
Would have agreed as I think hex placement counter the choice to use them, but with boons coming let them stay bad and in the open.
-
By the devs own statement, the killer is playing 4 1v1 games at once.
Given that survivor objective is quicker then the killer's, it makes sense to prioritize which 1v1 is gonna get the most attention. The time constraints on killer just don't allow the equal spread of focus unless survivors themselves are under performing.
-
Great way to shift the focus from gens to altruism. Definitely makes a match more engaging than hooks just as long as the team provides altruism.
-
Knockout, it's the only slowdown I use.
-
There's a documentary on the series, the creators imply that it was meant to be subtext because they couldn't explicitly stated it outright during the time frame in fear of Studio backlash. The remake was just upfront about it.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2549824#Comment_2549824
It would have to be very small, and only activate after a set time. Otherwise, on some maps, I wouldn't be able to path past a hook on my way elsewhere without telling survivors exactly where I am.
https://forum.deadbydaylight.com/en/discussion/comment/2549821#Comment_2549821
Sure.
But my point is that other players would. 'Camping' is so, so often just an excuse for 'I did something really silly, got downed, and want to make it someone else's fault'.
I agree, just enough to dissuade a hard camp but don't want to ruin hook baiting strategies
-
Pretty simple
Kill 2 to break even, more or less equals a rating change
-
Don't need to show the killer, just a survivor aura change when within x (facecamping) meters
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/285969/sbmm-mixed-feelings
"Glad to see that it's an emphasis on survival over occupying the killer." Ah yes, the least skillful aspect of the game being the main determination for your skillbased matchmaking.
I can be hooked at 1 gens left, have 0 teammates come to me, die on first hook and I'd be losing MMR, even if I kept the killer at bay for 4 gens, where my teammates, who have done nothing but hold m1 do gain MMR.
Or another scenario: Hidden all game with a key, does nothing all game, hatch spawns, instantly leaves. Gain MMR because you escaped.
How is the emphasis on survival any good in any way? Occupying the killer is literally the biggest determination in the endresult of the game. If your occupation of the killer ended up in 3 survivors escaping, you should be rewarded for that. If you didnt do ######### and jumped in the hatch with a key as soon as you were able to, you shouldnt be rewarded for that #########.
Not suggesting that those cheap escapes are in anyway more skillful or earned for that matter.
I do like the emphasis of avoiding the killer. Given that your not guaranteed more than 1 hook without team support, it makes sense encouraging players to minimize the chances of that scenario or opportunities for killers to accumulate advantages with perks.
I already listed my 2 main reasons for disliking the 5 gen loop strategy in an above post. If this is you tactic that's fine, no one is taking that from you. Just make sure you don't slip in the egc and undo all that effort.
-
@Axx said:
Occupying the killer and wasting their time is the only real skillful metric to judge a survivor players skill in all honesty. That is why the SBMM is flawed to a certain extent with DBD. There are too many unimportant variables that really don't indicate skill. Like hook saving, healing and doing gens. Everyone can do that, but not everyone can run a killer for multiple gens if the killer commits to a long chase. Being able to run the killer and waste their time and pallet usage management during chase are the biggest things that separate average and competent survivor players.
I agree that Healing and gens are not a good judge, can practically get infinite BP if there wasn't a cap. Hook saves come with a variety of difficulty though and I wouldn't mind seeing a reflection of the effort to keep survivors from going straight to second stage.
I do disagree with running the killer and pallet management though, but not in denial that it's skillful in its own way.
Primary reason is that it denies other survivors of any interaction with the killer which many would attest is the only interesting aspect. This is beneficial for swf that plan for it but solo players are left with gen simulation and reduced BP earnings.
Second would be that I find there are few reasons to conserve pallets. Many of the maps provide an abundant amount of pallets with the ability to pre-drop them to extend chases against most killers. Aside from having really inefficient teammates on select maps, there is little risk of running out prior to gen completion.
-
@[Deleted User] said:
I really don't see the average swf going that far to manipulate it like that.
Not concerned with the average swf, they usually aren't pro grade loopers and more likely to finish quickly to escape.
-
@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2549027#Comment_2549027
obv it wasnt said, but I'd imagine that the mm will only find a match based on the highest players mmr
I'd hope so, but seeing as the casual survivors are the devs focus I'd bet they want to make it easier on the inexperienced
-
@ThiccBudhha said:
Why would you need to lower your mmr as a swf? I mean, as a swf that takes the game seriously, anyways. That would be kind of pathetic.
Having members that counter adjust a high sbmm means they can more easily gain matches against lower rated killers.
Not concerned about survivors that go for a straightforward win, but the ones that relish a match where the killer is clearly outmatched.
Experienced this when sbmm launched; survivor swf would clearly have control over the game and practically refuse to conclude the match until they farmed out all they wanted. This superiority is usually accompanied by insults to complimenting their "greatness"
-
Explains why we see ash grades playing like pros, they ignore the emblems and play for their own survival.
-
Lullaby just makes early detection easier. If your gonna shift w to drag out a chase, no need to wait for the tr.
-
Not really an issue. Survivors are supposed to avoid getting caught and basement trapper is a clear reason to steer clear. If a survivor gets hooked down there it's from their own bad decisions.
Killer wants to cling to one location, do the gens across the rest of the map.
-
O, prefer the natural slowdown of slugging over gen perks with conditions.
-
Barely scrapes by against good survivors, can't have that.
-
It's funny that totem placement only recently started to get better, just in time to make things difficult for killers.
-
Noed is always a gamble on the killer's part. Can't be sure your gonna need it and can't guarantee you will have it even activate when the time comes. I doubt it's consistent enough to actually inflate sbmm ratings, but I do see your point concerning it potential to do so.
-
Games that utilize mmr usually balance with peak performance in mind. Setting a bar that balances how well players can do on a near perfect run for fairness.
Dbd balance aim actually starts to exclude players that perform well;
Killers receive designed shortcomings to compensate when stats show players can use them well in order to better suit casual survivors.
Survivors are balanced with high performing killer player in mind. Most beneficial changes only further enhance issues not seen at the more casual levels of play and then dismissed as issues of an elite minority.
Balance at the top equals balance all the way down. Sbmm should (if working) prevent all the problems this balance would have created in the past mm system.
-
You mean the zombies that get stuck, walk into dead zones, struggle to target when more than one survivor is nearby, and are ridiculously slow at base that you can walk away? 🤨
-
Just my preference but I don't want to be forced into long chases on either side. Personally I find the better player is one that lands the hit or escapes the chase quickly.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2543811#Comment_2543811
Then what are the tactics against a spirit in chase assuming you don’t have IW
Stealth, pre-drop pallets, obscuring scratch marks around loops, Los breaking, etc.
Lots of better players (streamers) with loads of footage for review. If you want indepth visuals and commentary breakdown, try a tru3talent video on the subject.
Don't have to like everything a streamer does, but look for videos that provide a clear factual basis for the tips.
I've seen lots of video counterpoints with emphasis on the feeling of fairness while making really basic mistakes against her.
-
Any killer sucks to face when the survivors don't make an effort to learn or use effective tactics.
Changes are for casual survivors, but the real effect will be felt in higher sbmm where players know how synergy and tiles work.
-
@adirgeforthedead said:
In the original PTB when they introduced the UI currently in live, they had individual counters for Survivors. They were removed from the live release after they realised it encouraged tunnelling.
Has zero effect on tunneling. If a survivor is truly being tunneled, then all of their hooks are back to back. I can see how it would be useful for killers that engage in multiple chases. How does a counter make this more effective?
-
I think that now sbmm rates are settling, the system is averaging differences between high and low survivors to group matches.
While grades have no direct effect on mm, I have noticed after losses an increased frequency of getting 2 iridescent then 2 much lower grades nearing a beginners time investment.