Eelanos
Eelanos
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- Eelanos
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I don't know. I just play normally. The faster we end, the faster we can move on to another match. Farming as a killer is boring as hell to me.
Don't get me wrong, I appreciate it when I get to farm as a survivor because getting points as survivor is absolute hell, but as a killer I would rather, like... do things. Points kinda come passively anyway.
I really can't blame killers that go all in after a disconnect.
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The game should never allow a situation in which one of the players can sit on a specific spot and force a stalemate until they win.
I understand to a certain degree defending a "Well, if the survivors 3-gen themselves, it's their fault", but even in that situation, I think 3-gens have no place in the game.
Imagine if the killer camped a 3-gen on the corner from the get-go and refused to take chases to keep gens at 0, but survivors decided that they don't want to deal with that and just hang around on the oposite corner of the map. What's the solution? Someone's gonna get reported, and it's entirely going to be the game's fault, not the players.
The game should promote movement. The game should promote taking risks and everyone having chances to win. The game shouldn't promote situations in which doing nothing is the best way to win. That's the reason why they removed the whole "Oops, The Pig is standing in front of the puzzle that solves my Reverse Bear Trap. I guess I'll just die.". You could call it a strategy, but it wasn't fair nor was it fun for anyone involved.
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I'm not sure. The only times it's useful at all is when the entire team clogs the hook and take hits or when a SWF has a build to ruin your day.
For solo-q I'm not entirely sure? It's a mechanic that I hate when I play survivor because it doesn't matter that I died in the corner, it is never enough to wiggle free even when the killer is greeding a scourge hook. I've been walked from corner to center and it wasn't enough to wiggle away (funnily enough, the bar filled just as I got hooked so it didn't really matter)
In the hypothetical case that you die in the corner, the killer greeds a scourge hook and another survivor sabotages it, it could be useful, but wiggling is for the most part useless. And the time that it isn't, it's awful to face (although, to be fair, I feel entitled to slug people to death when they make a full SWF wiggle build, so eh)
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This is why people keep saying not to balance for the 1%.
Good players will be good regardless of how you balance the game. They'll find another thing to exploit and stick to it even if it takes them weeks to master.
Average players, which compose most of the player base, don't do this. They have lives and other interest. There's varying degrees of effort they can put, but for the vast majority, if it takes them intensive training on an isolated environment (custom games or bots or any training mode), they're not gonna master it probably ever.
You have to balance around the average player. If you don't and balance around the most competitive players, you alienate the biggest chunk of your player base and most of them leave, which raises the barrier of entry dramatically for any new player as there's no player of equal skill to match them with.
You keep thinking things should be balanced around top play, but when you only face SWF with thousands of hours with the top items and perks even when you play a new killer for the first time, that's when you regret thinking that even if you don't realize. It's literally what happened with The Knight.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291829#Comment_3291829
If you want to rage quit every game, because you can't handle that your opponents are other players who can play the way they want within the rules of the game, then why are you playing the game?
At some point you have to realize you just don't like dbd and stop playing dbd.
You can easily like the game and dislike the people. League Of Legends should have taught us as much.
And to be fair, they do have a point about the double standards of the community. No one is responsible of other people's fun, but when they quit a match all hell breaks lose.
Truth is, games tend to have rules because game devs know they have to protect people from themselves. "No one is responsible of your fun" is a terrible take that leads to games having 0 new players and an ever increasing amount of premades/SWF. It's the reason solo q is in such a terrible state.
I'm not saying DBD players in particular are bad, I'm saying the core game does not prevent people from neither min-maxing their efficency to the detriment of other players nor from ruining someone else's fun for their own pleasure.
FFXIV had some emote spammers that teabagged dead people on the floor after the PvP rework and they were quick to add a new rule that punished people from doing so. The game mode has been a blast to play since then, and way more chill. League of Legends is constantly updating the game to prevent abusive strategies, no matter how niche they are. And they balance for both pro and casual play.
You should not defend people actively trying to kick out another player with 1000 BP at most by tunneling them out of the game. It is efficent, but the game should promote going for somebody else rather than semi-hostage taking someone on hook from either tunneling or camping them.
I mean, that was the entire reason BT got a basekit version. A just rescued survivor, wounded, right in front of the killer? What's more efficent than hitting them? Now base BT somewhat disuades people from tunneling as hard.
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I don't quite understand why people care so much about ranking up. If it gave proper rewards I'd understand, but it just gives a bunch of BP.
Plus, it's not like in other competitive games where your rank helps you get matched with similar skilled people. You're gonna get the exact same awful matches regardless of rank. So what is the point?
I mean, I play half-casually (trying to win, but not trying to sweat) and I get to iri III each month. It's really not that difficult, it's just a matter of playing many matches and you'll eventually get there.
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@danielmaster87 said:
I don't know what you want the killer to do. Just let the gens go? 3-gens don't even in happen in the way y'all describe it most of the time. "They just never leave that area ever." Then they're not getting downs, or the survivor is foolishly going down there when they know it's gonna be their 3-gen. And if the killer has 4 survivors still alive, what good is a 3-gen?
Killers are just desperate at this point for ways to win, man.
If the 3-gen is easy to patrol it doesn't matter they're not getting kills. It'll come to a point where the game will not progress unless the survivors throw themselves at the killer's weapon. This is especially true if the killer has many regression perks, as it takes longer for survivors to recover than it takes for the killer to reset a gen.
Not saying I blame killer players. I understand this is the easiest way to reach their win condition. What I'm saying is, this is a massive design flaw that should have been patched out years ago.
No one enjoys 3-gen strats. Neither the killer camping the gens, nor the survivors trying to repair them.
If the survivors trying to repair the gens just decided to chill in the basement because it's literally impossible for them to repair them, who would be to blame? The survivors for not trying to engage in normal gameplay? The killer literally trying not to throw their own victory away by randomly patrolling the other, empty side of the map?
No one. It's often not made out of malice, it's people not wanting to throw the game. But it's still a design flaw. It's the game's fault.
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@BougieBlackChick said:
https://forum.deadbydaylight.com/en/discussion/comment/3287943#Comment_3287943
So you just didn’t even bother to read the very first sentence huh? Lol
It's a bait comment. They're the type of person that would see an official announcement of survivors having 10% escape rate and would immediately quickfire "we don't have all the data, survivors are killing themselves on hook, low rank players are inflating kill rate, we need to see high MMR % I'm sure it's 100% escape rate"
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To get to another loop you have to play mind games with the killer, something that didn't happen before.
"Dead hard for distance" was hated because there was no interaction with the killer. No dodging, no mind game no anything. You pressed the button and that was it.
Now to use Dead Hard "for distance" you have to play mind games with the killer. "Are they gonna press it instantly? Will they press it half way to the loop? Will they press it right as they touch the window to fake a vault?". This is more interactive and reduces effectiveness from 100% to whatever the success rate it is now, which definitely isn't 100%.
As long as there are killers that can double-tap you very quickly, insta-down you or keep you broken, DH will continue to be one of the most popular perks. It's the direct counter to half of the killer roster, which in and of itself is built around countering the utility of the perk itself.
If they do anything else to the perk, I can almost guarantee you it will either eventually get reverted, or several of the killers will get power updates.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3285945#Comment_3285945
thankfully my ego isn't as fragile as most on this forums so it doesn't upset me at all.
I'm afraid most people in the world dislike playing with #########. Even sports have rules against unsportsmanlike behaviour when they're a proper competition and could benefit from the psychological wars, why is it that games, which are played for fun, get a pass when people play more to crush the opponent's morale than to have a fair and fun game?
Like, I'm glad you found friends to which you can sit on their face whenever you play a board game and win and all of you seem to be okay with it, but that's not civiliced behaviour and should not be encouraged, even less so when you don't know the people you're playing against or their stories. People could be ruining the one thing that provides someone happiness by behaving like that.
I don't know. I just don't understand the "grow up", "grow a spine", "be a man" mentality. Everyone has more fun when no one plays like an #########. Why is people trying to defend playing like a massive 🍆
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@RuthlessDecay said:
Can you imagine the amount of attempted bullying….
*Killer downs a survivor*
*Survivors with flashlights or flash bangs swarm in*
Then the killer is left with the predicament of attempting to pick up the downed survivor and risk getting flashlight stunned.
Or try scaring off the survivors with a successful m1 attack, and risk the downed survivor getting up with base UB.
Just no.
I mean, STBFL, Brutal Strenght and the reduced speed boost should have never been basekit as people are using this to stack perks and shove off lots of time out of chases to the point that solo q can't stay on chase more than 10 seconds, but now it's here and we have to deal with it.
I'd recommend never unequipping Lightborn or Franklin's. I don't care how little meta they are, they never leave my builds and I just care very little about who tries to play hero. Whenever someone does, they end up getting stabbed.
Also, the "basekit unbreakable" is still 45 seconds. I've never had standoffs last more than that, neither as a survivor nor as a killer. And even if they happen to last that long, survivors still need to equip soul guard to not instantly fall after picking themselves up. At that point, if they extend the chase a couple more seconds they kinda deserve it.
The only thing that will change with basekit unbreakable is that people will not be able to down one person and go on an adventure all around the map finding more people and skipping the entire mechanic the killer gameplay is supposed to revolve around: Hooking people.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3283866#Comment_3283866
This is one of my favorite DBD phenomena. The more lazy, boring or low skill the killer tactic is, the worse it makes you look for dying to it. And yet in post game, you see the killer getting lambasted for being "trash".
It's like losing to in Street Fighter to kid spamming one button but then ripping on them for being bad.
Or my absolute fave, survs saying GGEZ after getting 4K'd. Priceless. Just quietly leave, you're just making yourself look ridiculous.
This is a weird take.
Imagine in a game people complain because one side has an atomic bomb that the other side has to counter with only 4 sticks. The side with the atomic bomb always manages to either wipe the other team or at the very least kill one of the 4 in the enemy team each time they press the "Atomic bomb" button.
When the side with the atomic bomb inevitably wins, the other side will obviously will complain. Yet your take is "lmao don't fall for it, you're giving a terrible impression of yourself."
The counterplay to the atomic bomb is several degrees more difficult to pull off than pressing the button to release the bomb. The people trying to counter it aren't making themselves look ridiculous when only the most skilled players get to actually counter it.
Your take only works if the tactic is easy to counter, like getting poked with a needle and dying when your team all have guns. That's when the other side is looking ridiculous for complaining.
If survivors complain for dying to a trapper's trap, I'd understand your take, but things like getting slugged, tunneled out or face camped require ridiculous amounts of coordination and team play from one side, and just the choice to do it from the other. I don't think the recieving end looks that bad when they could easily be average survivors vs a low tier killer and still be unable to coordinate against it.
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/3278581#Comment_3278581
damn, I would had loved to get 2 characters instead of one... considering how extremely difficult and time consuming getting shards is...
I think they also discount characters related to the latest tome? Not sure if it was a one-off thing but I'm almost certain it happened not long ago.
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Matchmaking is having a terrible time matching people of the same skill levels.
Bottom tier Survivors and bottom tier killers are light years appart from each other. It is terribly unbalanced down here.
And considering that if a killer waits for more than 5 minutes in queue the game desperately tries to throw them into any available group of survivors, you can easily see why the quality of the matches is what it is.
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@HectorBrando said:
Im going to post an unpopular opinion here, I do believe the developer team does care about DBD and they actually want to deliver the best possible experience they can craft BUT they work in a corporation and the higherups/shareholders hinder them in ways the product suffers way too much. I said it on another post where someone complained about the QA team being bad, I work in a megacorporation and the amount of red tape, impossible deadlines, absurd request from people with very expensive suits and hindrances to our daily work hinders our ability (and determination, this kind of working enviroment burns you faster than napalm) to deliver the best product we could actually deliver if they didnt put so many sticks on our wheels.
That being said, I do consider they deserve the award? Hells no, even if I think the developer team puts their heart on DBD giving them the award would only serve to fuel the higherups egos and reassure them in their toxic practices, it doesnt go to the individuals making the game, it goes to the company and I dont think the company deserves it.
That's not even an unpopular opinion. Player dissatisfaction is almost never the fault of an individual dev messing up, it's usually a terrible work environment pushed beyond the limits.
I bet the people that work on the game really want to make the game the best it can be, but there's so many resources they can allocate on fixing stuff and higher ups will always ask them to prioritize whatever brings the highest amount of money.
When people say "The devs don't care", it's usually to point out how a game projects that the devs working on it are most likely burnt out and are working on stuff they don't want to do. It's almost never because an entire dev team is full of lazy workers, just extremely unmotivated people living day to day hoping to God they get to see their next paycheck without much player outrage.
When people say the company is 💩, they mean the entire way it's being run and how the end product is being affected, not the actual people working their asses out to give us content.
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@[Deleted User] said:
"Legion is worse to face than any other killer"
- Nurse exists
- Artist exists
- Pinhead exists
- Doctor exists
Ah yes. Mending for 12 seconds = boring... BUT healing myself multiple times in a corner of the map with Boon: CoH (which takes 24s) is fun! I also LOVE repairing for 90 seconds, but god... I AM NOT spending 12 seconds mending!!!!!
To be honest, I'd rather get 🍆'd by a Nurse than playing against Legion. I can potentially have fun against most killers in that list, but I just can't have fun against a Legion, no matter whether we 4E or not.
Artist is kinda the most annoying to me in that list, but I'd rather face her than face Legion. Seeing Legion pinball between survivors from corner to corner of the map at 500% speed is just demoralizing. You almost never have enough time to reach any loop to at least feel like you can outplay them, and if you do, they can just loop as fast as you can loop them anyways.
It doesn't matter what build you have, they know where you are thanks to killer instinct. There's nothing you can do to counter them in their power. You will get into mending state.
It doesn't matter if Legion has a 0% kill rate, it's just a terribly designed power. It's depressing to face and incredibly demoralizing. I'd rather face a good Nurse where I can at least try to see if I can outplay her rather than unavoidably get stabbed by Legion over, and over, and over, and over again...
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@[Deleted User] said:
"Legion is worse to face than any other killer"
- Nurse exists
- Artist exists
- Pinhead exists
- Doctor exists
Ah yes. Mending for 12 seconds = boring... BUT healing myself multiple times in a corner of the map with Boon: CoH (which takes 24s) is fun! I also LOVE repairing for 90 seconds, but god... I AM NOT spending 12 seconds mending!!!!!
To be honest, I'd rather get extremely 🍆'd by a Nurse than playing a Legion game. I have way more fun facing most killers in that list than against Legion.
Artist is very annoying, but I honest to God would rather face her than play against yet another Legion. I just can't stand matches against them, and it doesn't matter if his kill rate is literally -30 per match, their power is just depressing to play against.
They know where you are regardless of what you build, they come at you at 500% speed, they stab you and put you into mending then they just run away and go to stab someone else 10 seconds later on the opposite corner of the map. And there's nothing you can do about it. It is just so demoralizing.
The only other killer that I think it's just as unfun to play against as Legion is Clown, and it's not even his power's fault, it's just that Clown players are the most toxic and worst human beings in the face of Earth for some reason, no exceptions.
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@danielmaster87 said:
1. A nerf that people asked for because otherwise "I can't unalive myself on hook and ruin the match for my team! Woe is me!", and allegedly 100% of 3-man SWFs would suddenly be using it to hold people hostage, for no reason!
2. The perk is still strong. Buy 30 seconds for the whole team before they have to go for the save AND it's stackable. Those who say it isn't time efficient for the team... probably aren't playing efficient. Of course no gens get done when everyone runs to the hook whilst the hooked person's bar is literally paused.
Love how people complain about camping constantly but never use the anti-camping perks, or at least use them correctly.
I may be wrong, but I remember very vividly mostly people crying about how it would ruin "legitimate" instances of camping and how kill rates would immediately plummet to 0 if the perk got released in the state it was on PTB. People started being hyperbolic about how literally everyone camps at one point or another and how killers would be powerless to stop the perk and would have only 1 kill per match at most.
Which is funny, because the "legitimate" instance of camping they were talking about was staying on the hook in end game, which could have been easily fixed by just preventing the perk triggering in EGC.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/354286/why-has-3-gen-been-buffed-for-killer
Unfortunately the answer to the problem which everyone seems to hate is to attack and break the 3 gen early in the match
This is the answer but it's also unfortunately not the silver bullet everyone thinks it is.
Yesterday I had a match where a Huntress identified and defended a 3-gen from the start of the match. The speed at which we could progress gens was far, far slower than the speed at which the huntress could injure us.
We got lucky and one of our team mates tilted the Huntress enough that she started commiting to short chases with them, and eventually went for a full on chase.
Not only was the match incredibly stressful to play, I don't think it's healthy at all for the game to make the counter to such a strong strategy just to be toxic to the killer and try to tilt them into playing badly. This is a game, guys. We shouldn't be promoting psychological warfare just because there's a way to just sit on the same spot and force a stalemate.
Personally, I don't think anyone enjoys 3 gen plays. When they work, survivors come to the forums crying that it's literally impossible to close the game. When they don't, killers come to the forums and cry about how miserable the killer experience is because they could only get 1 kill after spending 15 minutes standing on the same place only for survivors to gen rush one of the gens while they were looking away for half a second.
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@NoirGhost said:
I definitely have seen some concerns about it, mainly with how it could affect certain killers like Myers and Trapper, due to the perk not having a cooldown and a decent amount of time to see their aura. If the perk were to become popular in use, some of those killers would have to run perks like Fearmonger to counter it simply to get back any stealth or planning they had before.
But on the other end, there is a defense for it as it is based on the rng of you getting a skill check and then you being able to consistently hit great ones at that. Simply put it can be too unreliable to be a perk that becomes popular in use. Especially when it comes to SWF teams, as usually a perk like Fogwise isn't really needed if the group is on comms it isn't too hard to use communication to know where the killer is at almost all times.
So do you guys think the perk can be a bit too powerful if released as is and needs some sort of cooldown or requirement or do you think it won't be as bad as some claim and that no or very little changes should be made to it?
For some reason I find Fearmonger in about 40% of my matches. I don't think it's going to make that much of a difference, but if it does, oh boy, it's gonna be annoying.
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@MeanieDeeny said:
The hatred for Feng cosmetics is out of control. Honestly, who cares this much?
Feng doesn’t even have the most cosmetics.
Feng having cosmetics doesn’t take away from others having cosmetics.
If you don’t like her cosmetics, don’t buy them.
Be upset your main isn’t getting the attention you desire, instead of being angry Feng is.
Who cares if Feng is getting cosplays??? If someone is only a big fan of the original, that is the one they are going to buy regardless. I bought the new Jill outfit (and honestly I barely like Jill, but the cosmetic was nice) AND the Feng cosplay. Why? Because it was a cool cosmetic.
I main Jane for survivor and while I’m upset she gets left out so often, I’m never like oh wow but David/Meg/Feng etc got a new one. It’s irrelevant. The point is they once again forgot Jane.
Also, had they done a cosplay of Jane’s new Halloween outfit and gave it to Feng also, I would have been ecstatic and bought hers as well.
You’re all so petty when it comes to Feng , she’s not even the survivor w the most cosmetics..but apparently no one is ready for that conversation.
See, that's the thing, you can argue that Feng getting cosmetics doesn't detract from the devs doing updates because they tend to be two different teams, but Feng getting cosmetics does mean someone else isn't, because if they can make, for example, 3 cosmetics, at least 1 is unavoidably going to Feng instead of to someone that didn't have a cosmetic for a couple of months.
This doesn't mean you have to feel bad for liking the skin. No one is arguing whether the skins are good or not (and if they are, they're probably venting and missing the point). It means people with other mains have to make do with whatever Tome recolours they get every once in a blue moon and the occasional good cosmetic, while Feng gets an RPD rework cosplay cosmetic, a Pallet Visual Upgrade cosplay cosmetic and Feng cosplay Feng cosmetic every other week.
This also means, unavoidably, that the more cosmetics for Feng they make and the less cosmetics for others they make, the higher the chance players will drop their mains if they see a good cosmetic for her, which in turn means even more cosmetics for Feng because everyone plays her, making this a self fulfilling prophecy.
Ultimately, Feng is the Lux or the Ahri of this game. It doesn't matter if the skin makes no thematic sense for her, as long as you're giving something to her, you're guaranteed some steady income from it.
And, of course, people is salty about this.
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My ideas:
Poised: To keep the best use case to be immediately after finishing a gen: If a generator you're working on gets completed, you get 5 seconds of Haste and 15 seconds of silent footsteps, no grunts of pain, no scratch marks, no pools of blood and can vault or rush into lockers silently.
I don't want this perk becoming a chase perk, and I think part of the gameplay it's trying to promote is finishing a gen and running away if the killer decides to come back and check it, so let's just amp up its power the few times you'll get to see it. Once you complete a gen, you can run away at extra speed and it'll be like you were never there to begin with. Probably the only scenario this could be annoying is when a survivor greeds a generator successfully, but this could be fixed with a couple exceptions like disabling it when the killer is within a 6 meters radius or something.
Solidarity: When healing another player, Solidarity gets charges at the same rate as it does now (50% of the healing done), but they get stored in the perk. This can happen even when you're full health. Next time you or someone else starts a heal on you, Solidarity turns off and the charges get transformed into healing progress. The perk can be charged all the way up to 100%, making the next heal on you instant.
Reactive Healing: When a survivor loses a health state while you're injured, you cleanese Hemorrage and Mangled on yourself (if you had them) and your healing progress bar gets instantly set at 50% if it was below that percentage.
And as an extra:
Resurgence: After being unhooked or unhooking yourself, get 50% healing progress as a special type of healing that cannot be lowered by hemorrage. Cleansing a totem returns the time spent in the totem as special healing in a 1:1 conversion rate. Working on a generator transforms 33% of the charges into special healing. This does not affect any healing progress gotten by any other means.
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I am so glad. This map was so incredible unfair. Really looking forward to Midwich's rework as well.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3249440#Comment_3249440
So you think it's okay for them to do nothing, potentially forever? Just don't even try, because the killer (according to the way y'all word it) can't be ran for the last gen even with all these strong loops in the game? That's defeatist, and y'all are acting like it's the only thing they can do when it's not. They've played the whole match out putting themselves at risk by working on gens, and yet we don't consider that "killing themselves."
The thing is, this happens less the less generators remain. The situation the OP stated was 2 survivors and 3 gens. The chances of completing 3 gens by yourself while your only other team mate is getting slugged are close to none, and nothing guarantees you that the killer isn't keeping an eye on the slugged survivor.
When there's only one gen remaining, people hide less. There's a higher chance one will go down and the other will survive, especially because there's a slight chance the downed survivor has perks like Adrenaline or they may rethink giving up and using Unbreakable if the other player gets caught.
People play more safe when there's more gens because it's unreasonable for 2 players, one of them downed, to do 3 or more gens by themselves. The best course of action is letting the other die and go for hatch to at least get a redo.
What the OP was asking for was the equivalent of a single player holding 99% of the spaces in a game of Monopoly and, instead of quitting the game early proclaiming that player as the winner, screaming at the other player to painfully roll the dice every time and slowly losing whatever remaining money they have on themselves.
As I said before, it's not the pleasure of winning, it's the pleasure of seeing someone else lose.
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On today's episode of "Just Leave - Special Killer Edition: Just Kill": Entitled killer gets angry at the game because a win for him isn't enough, he wants a Win++ and it's not easy because he caught himself in a stalemate not hooking survivors for no particular reason.
Buddy, at some point you have to admit that you don't have fun winning, you have fun making others lose.
If the 4th survivor gets a hatch, it's a null match for them. They don't win. What you're asking is to have an easy time making others lose, not winning yourself.
There's threads upon threads of people 💩ing on survivors for being greedy and giving killers a 4k when they could have taken the 3E win. When you do stuff like what you said, you're being no different to them.
And don't get me wrong, the game allows you to do that, but you can't complain that the game is "survivor sided" because you decided to slug a survivor for several minutes just to get an Extra Super Win Deluxe XL and it's boring for you.
It's you. You're the one holding yourself hostage. You've already won. Close the game.
Either hook the survivor and take the win, or go play survivor yourself and get that "free" escape that you think the hatch is.
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The thing that annoys me the most is movement abuse. It is literally impossible to do a gen grab when survivors abuse their movement keys.
It's clear that in this game you have to play some kind of OP stealth God like Myers or Ghost Face or you will NEVER get a grab on a survivor. It is literally 0 skill no counterplay. You pressed a movement key? Congratulations! You took away a killer's hard earned grab.
Don't believe me? Go to high level streamers' streams and count how many grabs they make. I can guarantee you it's probably 0 or close to 0.
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@Canas said:
Take a look at these survivor builds. They were done with repairing all gens in five minutes or so.
https://us.v-cdn.net/6030815/uploads/9QJ2OXN2E7BT/are-you-kidding-me.png
It's abundantly clear that survivors still have access to gamebreaking builds which invalidate any hope the killer could have at fullfilling his own objective. Now stack these odds with an extremely survivor sided map (Ormond) and voice comms/SWF and the game becomes entirely unwinnable.
I'm not usually one to defend gen rushing, but... this is such an odd match? They don't even have Dead Hard to pair up with that No Mither. They're exchanging 8 entire health states for a 9% increased gen speed.
They didn't even have Built To Last, so the only real gen that's getting any sort of ridiculous speed while getting done is the first one. They don't even have This Is Not Happening to pair it up with Hyperfocus, which means whatever great skill check they're hitting was a raw, legitimate hit.
Then the killer is Trapper, which is allegedly the worst killer in the game, and has two backpack perks, but at least with Franklin's.
I think you would have found more success just disregarding your traps and immediately going for hooks on them? I don't know, if I saw 4 people with No Mither while playing as Trapper I'd have skipped the entire setup phase and just go smack them.
I don't know, I feel if this was any other killer or any other build, you'd have dominated. And even then, I think Trapper could still have had chances against this as long as you reacted properly to the No Mither broken status at the beginning of the game.
This is just a very odd match.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3246147#Comment_3246147
Your post gives absolutely no indication that you're not a native English speaker. It's well written and the section around the free bit is perfectly phrased. Take that as you will.
I'll actually take that as a compliment, if you don't mind. I can only apologize for any misunderstanding it could have caused, because I really just wrote it as it came to mind and didn't really do a double take.
And for the record, I'm taking it more lightheartedly than what my uptight writting would suggest, heh.
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@YOURFRIEND said:
If you have to equip the perk and fulfill the activation requirement, the information is not free. You've paid a cost.
I don't care about the idea. Sure, why not. Just your phrasing of those perks as "free" when by definition they are not.
Keep in mind, one, that english is not my native language, and two, that I've written this without giving it a second pass. I meant "free" as in "boom, it happens" not "free" as in "people use this to instantly win the game and it's unfair".
I consider explosion perks an annoyace, but I don't particularly hate people that use them nor do I think any less of them for using them.
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I don't really think those are that bad. It's a matter of time that'll happen, and it's a billion times as likely when you face a Wesker or a Doctor, or you're in Midwich or The Game.
I'm more bothered about "Spend (at least) the next two games searching for totems and hope to God your team mates don't have a boon" or "Literally kill your entire team and don't progress the game then escape through the hatch while no exit gate is opened" which, honestly, what the f*ck.
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@zHypnotism said:
https://forum.deadbydaylight.com/en/discussion/comment/3245917#Comment_3245917
it sounds like i tunnel the crap out of- what? I play Sadako with make your choice i love how survivor mains constantly make assumptions that anyone critizising swfs and bullying is a bad player, camper or tunneler... also you may wanna consider that the shrine is very inconsistent and no once has money to buy boring killer just for their perks and last second item switching exists as well and is usually commited to by bully squads...
To be honest, it was difficult to keep track of what you were saying in the original post. You don't space your text too much and it gets a bit difficult for my brain to process, but I did remember you going like "Yeeeah, flashbang exists, but nooooo, focus on fixing TUNNELING and CAMPING and SLUGGING" and I ran a bit on assumptions.
This is not me being toxic, I honest to God have problems following what you wrote.
But still, I never take off Lightborn when I play killer because I can't be bothered to double check who has a blinding method on them. I already faced a couple stand-offs and I can't be bothered to face another. I just pick up people and if they try to save, I get a free hit on them.
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Why do people entirely disregard Franklin's and Lightborn as they level up. Like, I get it, they're not optimal, but when they work, they do work very well.
And it sounds like you tunnel the crap out of people, so you're an easy target for that stuff. Just equip it and enjoy the hopeless faces of survivors as they realize there's no way for them to save team mates.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3245475#Comment_3245475
Pointing during a stun? How is that not bm? Its like haha take that. I do it sometimes too
To be fair, I sometimes do it to say "Leave me alone!", not to BM them. Then again, it's really funny when they actually do listen and just leave me alone. I never expect it to work, but sometimes it does lol
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@danielmaster87 said:
What loops are you talking about? I've yet to see a killer attack through, like they would a fence on Dead Dawg, unless you're talking about ranged killers.
I think they mean those little obstacles right in the middle of the hallways of the left side of RPD. There's sometimes like a very small "wall", so to speak, where you can easily get hit if you're not licking the actual wall.
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@Marik1987 said:
Altruism is killers 5th perk. Always, especially in Endgame. 1 guy is on hook and 3 at the exit? Of course the 3 want to save instead of just winning the game, because that would be too easy.
And then, because they are too stupid to do the rescue, the killer ends with a 3K.
See, that's the thing, I don't think everyone considers 3+ escapes a "win". Considering the game doesn't have a result screen with "WIN" or "LOSE" but rather "SACRIFICED" or "ESCAPED", I think what many players consider a win and what the game considers a win differs.
Some people consider escaping a win, it doesn't matter if 3 other people died, they are out. Others would rather let themselves die if that means someone else gets to live. Altruism is fun after all, and you miss 100% of the chances you don't take.
Likewise, I don't think everyone considers a 3k a win. I myself feel good just getting 2k, even if I still aspire for that 4k. The only moment I get frustrated because I lost is when I get no kills whatsoever.
Most people on the forums get extremely obsessed with min-maxing their win rate and stuff, so of course they'd play very safe, but the game is a bit obtuse when proclaiming who won and who lost, so I think that makes people set different definitions of what a victory is.
Matchmaking usually makes people that play for a quick chill fun game clash with people that memorize spreadsheets and have coaching guides on the background to double check in between matches. And that means we end up with people that take this game as if they were training to win a championship calling people that just came to play a couple of matches for fun "stupid".
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@Sally_S_gay_son said:
Sounds to me like the rest of the team actually played the match and interacted with the killer and you just held m1, I mean you do you but I would rather be in their place than yours
Isn't this the exact opposite side of the problem, though? It wouldn't be the first time I lost a match because everyone wanted to "actually play the match" and no one wanted to "just hold m1".
In fact, many of my most frustrating games come from matches where the 3 other survivors chase the killer to play hero and show off and I'm the only one "not playing the match".
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241809#Comment_3241809
No i hooked the guy near the exit door in the END GAME, he broke him self out, took OFR hit and escaped
Off the record?
In the end game?
Off the record?
The perk that deactivates in the end game?
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@Kosturko92 said:
I don't know who came up with the idea that deliverance pairs with off the record, this should be removed asap
The SWF team at high MMR is impossible to beat most of the time.
Please buff killers.
1) Make gen 100 sec
2) Nerf MedKits and Boons ( make that you can apply boon only once per tottem )
3) Give us old corrupt intervention basekit
I may be wrong here, but this sounds like you camped someone with that particular combo and it went wrong for you, then came straight to complain about it.
Deliverance + Off The Record doesn't really do much if you're applying pressure somewhere else, and it's definitely not a winning combo considering Deliverance is a one use perk with a previous requirement to activate, plus OTR gets disabled both the moment you do anything significant for the game and in the end game.
The worst part is that none of the proposed changes solve what you expressed you felt it was the issue. It was just a "remove this + give me all of this as well which is nice and I like it, for no reason in particular."
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Hm... I'm just spitballing, but there could be some ways like, if the match stays in a 3 gen for a couple of minutes, the furthest generator can be overcharged. Essentially, an already repaired generator can be repaired again.
Both the killer and the survivors will get a notification when this happen, pointing at the generator that can be overcharged (probably something like a loud noise notification or a hooked survivor ring).
This will essentially remove the annoying situation where survivors' only option in a 3 gen is just to throw their corpses at the killer and hope for the best while still providing some extra time for the killer if survivors were clumsy enough to 3 gen themselves.
It would be a similar concept to the end game collapse, where you cannot simply do nothing and still extend the duration of the game indefinitely.
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Killers already have a 60% kill rate, and devs have been very clear they want the kill rate around that percentage. You can safely asume that, were the unlimited unbreakable make it to live servers and lower the kill rate by much, they'll make follow-up changes to raise kill rates again.
If killers need compensation buffs, they will get them.
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@HugTheHag said:
Everyone has the challenge : "deposit 15 energy in void rifts in one trial".
When 50k void energy has collectively been deposited with this challenge, the challenge is achieved :)
Maybe I'm misreading this, but isn't 15 void energy 50,000 times 750,000 void energy?
I think the challenge is just "Deposit 15 energy in one go in 50,000 collective games".
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I always played both sides, but survivor right now is about as fun as getting kicked in the ⚽️⚽️ 90% of the time, with my escape rate being around 10% or 15%, so lately I've been playing killer a bit more often than before.
I mean, sure, I get a bit scared and anxious thinking that I'll be facing an entire team of people by myself, but even in my worst matches I'm getting x3 times the BP I get from a bad survivor match and my kill rate isn't that bad with the exception of the couple 0k every once in a while, so might as well.
Plus, I get to skip lobbies with prestige 10000000 survivors or premades, a luxury I don't have while I play survivor.
So yeah, I'm playing killer more often nowadays, especially when I get too frustrated playing survivor and just want to win a couple of matches.
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@StarLost said:
Freddy.
Pig's doing okay now, Onryo is coasting on a gimmick that will almost certainly get nerfed (rendering her bottom tier), Dredge and Wesker have some insane addons, Plague is a monster at high MMRs, Cenobite can snowball, Oni is great with a massive skill cap etc.
Freddy though...
This guy is insane versus solos and solid at high MMRs and I don't get why.
He's one of my 'easy' killers to go up against, his traversal has a forever cooldown and is highly telegraphed, his addons are craptacular and his anti loop is laughable.
Why is he doing so well?
This is only tangentially related, but I'm almost sure after the kill rates were posted someone asked about Sadako and the devs confirmed that her kill rate was around the same for a while now and that the "gimmicky build" isn't really pushing her win rate much on that graph.
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Honestly thinking they should consider a surrender button.
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BHVR: [Releases stats with a 95% kill rate across the board]
Forum post immediately after: "Stats mean nothing. Killer is in the worst state it's been in the last 125 years and still require buffs. In this essay, I will..."
Like, come on, guys. I understand your point when you say we shouldn't rely entirely on stats, but this is starting to get borderline ridiculous. At this point it's almost like turning a blind eye to actual science and root yourself in your own belief.
Sure, we can't pinpoint the specific issues in games just by raw, generic numbers, and I understand (and I've been on the recieving end of this) that some games with 4k are still miserable experiences, but you can't just point and say "See, this match doesn't count because this survivor failed a flashlight save and that got me an early 2k, which means this doesn't represent the average game of DBD where players know how to flashlight save". At that point you're just cherry picking.
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It's been like that for a while now. I don't think I've faced a normal Myers in 3 weeks.
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These comments sound suspiciously close to the ones that said that Off The Record was going to be on every single game and it would create the role of tanks and would destroy the game because people would run around with 80 seconds of invulnerability, entirely disregarding that for those 80 seconds you'd have one less player in the game if they wanted to take advantage of the full effect of the perk, and the fact that a single stabby stabby immediately gets rid of it and puts them into mending.
I honest to God don't see how someone who doesn't tunnel has to worry about DS when it already disables in the end game or when you literally do anything beyond just existing. It's an even worse version of Off The Record because you can just stab them and leave them on the floor and that means one less player on the match and two health bars to heal for them to reset.
I have only seen DS used "offensively" once and that person was dead 10 seconds later. I honest to God think people are pretending that the problem would be bigger than it actually would be.
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The only killers that make me consider rage quitting are Legion and Clown.
Legion because when you get 3 in a row and the only interaction you have with him is getting stabbed and then seeing him run away letting you mend it's just a miserable time. Bonus points! I'm on hook and I can see two people mending on the corner of the map and only one doing a generator. Even when it goes well, it's awful.
And Clown because I have yet to find a single Clown main that isn't a piece of human trash. Every time I face a Clown, and I mean every single time, I've been "victory bottled" on hook repeatedly, and/or stabbed on hook, camped or disrespected in any way you can imagine. I don't even think his power is that bad to go against, they just are the "LMAO funny fat man, let's kill ppl and tilt them X D" kind of people.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3231808#Comment_3231808
No since there are situations in which is it fine to do.
You can bodyblock someone in a room, if EGC was already started, it is fine, but if EGC has not started then it is seen as taking the game hostage (according to Mandy ~ https://forum.deadbydaylight.com/en/discussion/309734/is-this-taking-the-game-hostage ).
It is entirely based on rather the survivor can do their objective or not. If you bodyblock someone to prevent them from doing generators then it is against the rules, but during end-game, survivors have no objective other than escaping, therefore it seen as fair game to bodyblock.
3-gen situations still allow survivors to progress the objective, the issue is that it becomes a war of attrition for both sides.
I feel like these rules are a bit weird and incomplete. Like, for example, If a survivor gets pinned in a corner by other survivors and the killer let them do that, it's taking the game hostage. But if the same thing happens in the end game, it's fine because the game will eventually end, which rubs me the wrong way because... is it not bannable, then? That player can't do anything to prevent that. They could easily get cornered trying to cleanse, say, a NOED, so it's not just a matter of "Well, don't stand in corners."
In the 3-gen situation, if the killer just defends and does nothing to progress the game, the killer can potentially get banned, but if the response to this was the survivors staying away and not even trying to do the gens until the killer moves, who's the one getting banned? It's easy to point fingers at both sides, but the thing is, both teams are trying to prevent a loss. Both teams are, funnily enough, doing their best to win, or at least, to lose the least.
This is kinda why I dislike the whole 3-gen being an actual thing. In some situations, it feels like the only option is for survivors to just throw themselves at the killer's arms. It's okay if ending the game is just "a bit more difficult" if survivors do things wrong, but there's situations that are downright impossible to end, especially when the killer can just sit there from the beginning and force such a situation.
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They are preparing you for real matches!