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EntityNea

EntityNea

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EntityNea
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  • Diversion and deception are fun when you get to see the killer look around an area all confused and opening lockers

  • Faced one 5 minutes ago. I still see him from time to time, more often than some other killers

  • @Toxicboii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506716#Comment_2506716

    I'd say this entire post was the argument, and I was juggling quite a few people.

    Might've forgotten what the original post was even about.

    But then I remembered that I asked why Premonition was trash tier. All I got in return was 'Why Spine Chill was top tier'.

    You mentioned both Premonition and Spine Chill in your original post, and you were comparing your experience with the both of them. So of course you're going to get responses comparing the two perks.

    When I was new to the game, I used Premonition. Then I switched to Spine Chill after I learned of it's existence. Now I use neither of them, since I can avoid the killer anyways, and I use Empathy as my information perk. Empathy tells me exactly where the killer is when they hit someone, and I can see exactly which direction they're running towards.

    Premonition is okay, but it's objectively worse than Spine Chill for several reasons.

    1. Premonition could go off even if the killer isn't coming towards you, in which case it may cause you to waste time hiding when you could have kept working on your generator.
    2. People have mentioned the cooldown, and the reason why the cooldown makes such a big difference is because Spine Chill gives you real-time information of the killers movement behavior. If your icon is flashing on and off, you know the killer is looking around and you don't have to worry. If it's solid, you know that the killer most likely knows where you are located and is coming for you.
    3. You mention you don't know where the killer is coming from when you use spine chill, but this is something you should think about before the killer is coming. Take a look at your immediate surroundings before working on the generator, and think about where it's most likely the killer would be coming from. Plan ahead your best possible hiding spot(s) or escape route beforehand, based on the information you have. When the killer closes in, you can tell by the heart beat where they're coming from most of the time.

    When it comes down to it, Spine Chill is objectively better than Premonition because of these reasons. It gives you information in real-time, and the information it gives you is more important than what Premonition gives you. Premonition tells you where the killer is, while Spine Chill tells you where the killer is going. You only want to hide if the killer is going towards you, and Premonition doesn't tell you that. Without the use of perks, It's also easier to have a general idea of the killer's location than it is to know if the killer is coming straight for you before it's too late.


    With that wall of text, there's also the matter of personal preference. So if you feel like using Premonition, go for it!

  • @이진욱 said:

    Hello, I am a user who mainly plays Killer on Korean and Japanese servers. When I play Killer after the mmr patch, most of the games are only met with survivors of a few thousand hours. So if I pick the walking killers(Trapper, Doctor..etc) I play mostly, there's a high chance I'll catch only one of them and let the rest of the survivors escape.

    So these days, I'm playing Survivor instead of Killer, and when I play Survivor, there is a high chance that I can only meet Nurse and Blight. It seems to have become a structure where users with high mmr scores have no choice but to play Nurse and Blight forcibly in the game.

    Survivor users with high mmr scores on the Korean and Japanese servers have a high chance to meet nurses and Blight. This makes the game very difficult and uninteresting

    What server are you playing on and what do you think about mmr? Are you satisfied with the mmr system?

    (I used Google Translate, the sentences or words may be awkward.)

    Overall, I think the new rank and MMR system is stupid.

    About ranks, I don't know who had the "brilliant" idea of re-naming the ranks into something much less user friendly. We still have 20 ranks, just that you have to calculate in your head how close you are to rank 1 because it's divided in 5 different tiers with 4 numbers in each. It was much more clear to read when the number just went from 20 down to 1.

    About MMR, it's all over the place, both in my favor and the killer's. I'm getting more sweaty try-hards than usual with no manners whatsoever, to the point where i've made a habit of disconnecting at least once every day if the killer is just gonna face camp and tunnel (i play SWF). I've also had matches where I face killers who are completely new to the game, even tho I have 1000 hours playtime. Like, these killers are brand new, Ash IV with 1 perk equipped. I don't know why the game would match my group with new killers.

    I've also never reached rank 1 before, but now I went from Ash 4 to Iridescent 1 in less than a week since the reset. I don't know if they made it easier to rank up, or if i'm getting overall easier matches. I kept ranking up even in matches when i died, so I'm not sure.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507483#Comment_2507483

    I knew it was a bad idea to change a p2p game to dedicated servers.

    I don't know if it was a bad idea, but they can't just slap everything onto dedicated and think it automatically fixes their game. They need to re-write the base network code to verify everything on those dedicated servers, instead of still verifying things on the killer's end.

    There's a saying when it comes to network programming: "Never trust the client". Meaning, any action, variable, state or check done client-side can always be modified, hacked or exploited. The only way to make sure it's not messed with is to perform the check server-side.

  • @Tsulan said:

    Wasn´t the main selling point of dedicated servers that lag switching wouldn´t exist anymore?

    i thought so too, but it still feels like the base network code is designed for peer-to-peer, and it doesn't seem to matter what's happening on the server as long as the killer sees himself hitting the survivor on his client..

  • My policy on this is simple:

    Let the hurt person decide if they want heals or not.

    Since this is a cooperative game (for survivors at least), we should try to make sure all our team mates are having fun. And since the hurt player is the one currently at a disadvantage, and at a risk of getting tunneled (which isn't fun), we could just be good team mates and let that person decide whether they want to get back on a generator or get heals first.

  • I don't get why people get so offended by someone repeatedly crouching.

    Maybe i'm just old, but to me, teabagging in a game means you're repeatedly crouching ON TOP of someone's body.

    So if I'm repeatedly crouching next to someone who's standing up on their feet, I don't mean any offense. I'm just trying to get their attention, be it killer or another survivor. There's a very limited way the survivors can interact with others, and crouching is the only way to perform a gesture without using an emote that forces you to stand still for a second.

    Imo, it's not the crouching on it's own that's the toxic part. But rather the act of wasting time by just standing around instead of just leaving so the killer can move on to his next match.

    But another thing to note, is that the game is designed in a way that it benefits the survivors to stand at the exit and wait for the killer. It allows you to start and win another chase, which not only gives you more blood points, but also gives you points towards the evader medal. I usually just leave, but I have to admit that there have been times where I missed out on the next tier evader medal because I didn't stick around, and it has cost me a pip. So that's something they should fix.

  • @vanhoya said:

    Integrated voice comms and rebalance killers around this.

    Integrated voice communications, with the sound coming from the characters and fades when you get further away. Bonus: Killer can also hear you, so don't talk if he's near.

  • @SewerSwans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1374753#Comment_1374753

    Tried, exploited by SWFs, failed. As long as survivors can hide near the hook, bomb the hook or mess it up in any other way, you can't punish the killer for their bad teamwork.

    That sounds easily solved.

    Give the killer a penalty while being nearby a hooked survivor, UNLESS he is in a chase with another survivor.

    That way, if the survivors are being bad or bombing the hook, the killer doesn't get a penalty for being near it. But if the killer is blatantly camping, he gets punished.


    Edit: As for OP's suggestion, I disagree for 2 reasons.

    1. The problem with hook camping is that it sucks the FUN out of the match. Giving blood points as a compensation doesn't make the match more fun. Bloodpoints shouldn't be a solution to poor game design.
    2. If they would give compensation for being camped, they would be admitting that camping is a problem, without providing a fix for it. Then they should instead create a fix for the problem.
  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1374566#Comment_1374566

    @hinoutoumei The hatch doesn't spawn at the beginning, there are certain rules for it to spawn.

    3-5 gens: It will spawn if there is 1 survivors left

    2 gens left = 2 survivors sacrificed

    1 gen left = 1 survivor sacrificed

    0 gens left = 0 survivors sacrificed

    The hatch does spawn at the beginning. As in, it's location is decided at the start.

    But it will remain invisible until those requirements you listed are met.

  • @hinoutoumei said:

    Not sure why anyone would disagree with this statement. The location of all objects in the map only appear to be randomized, but there are patterns due to rules put in place by the devs to prevent collision and unwanted nonsense with object placement related to the randomized map.

    1. They should at least put in a larger number or hatch spawn points.

    2. They still managed to mess up and make the hatch able to spawn underneath a pile of flesh, inaccessible to survivors (but killers are able to close it).

    20200617105818_1.jpg


  • I'm a survivor main and I don't understand the hate around his anti-hook mechanics or his ranged attack. It's nice to see new killers getting unique powers, and I think it's fair that killers are getting another method to deal with toxic loopers.

    However, what I hate about him is that his play style encourages camping and easy tunneling. I have had way too many games where Pyramid Head hooks someone, then he spends FOREVER just walking in circles around the hook to create pools of blood, and as soon as someone goes for the unhook, he's back to use his AoE projectile.

    I know this is a player behavior, but it's a fact that killer mechanics have a large impact on whether or not this playstyle is profitable, and sadly the developers keep failing to give penalties to the killer for this behavior. When it comes to Pyramid Head, I've seen several Rank 1 players play in this way, and getting tons of bloodpoints doing it.

    I mean, if it's an easy way to both get blood points and win the game, the only thing that keeps a player from camping is their compassion for other people, and wanting other players to actually have fun.


    On a side note, I loved the gunslinger when he came out (and still do). He's fun and balanced to play against imo.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237198#Comment_1237198

    You are right, the current gameplay for survivors just promotes egoistical play. How often did i wait near a hook for the save unhook, just to have another survivor sprint in to take it (while kindred was active and he could see i was there).

    Thinks like Gens and unhooks should give points to the whole team, because the one that distracts the camping killer is just as important as the one doing the unhook. Survival points should not be based on individual survival, but on the numbers of survivors that made it out.

    that would promote a lot more cooperative play than now. At least i hope it would.

    agreed, it would be nice if at least some of the bloodpoints were shared. For example, if 2 people are next to the hook, and 1 person goes for the unhook, share the points between the 2, giving them 500 each, and maybe even a co-op bonus on top of it, like how you gain co-up bonus points for some other actions.

    If that was the case, then the only reason to rush to unhook before someone else does, would be if you had a perk that benefits from it.

  • my biggest complaint about this game is that people's motivation for bloodpoints severely lowers gameplay quality.

    For example:

    • almost every killer using BBQ, which makes killer playstyles repetitive, and a good number of survivors always enter lockers when someone's hooked.
    • Survivors racing each other to instantly unhook a survivor because they want the points for it, which negatively affects survivor productivity, and screws over the hooked person.
    • Survivors using "We're Gonna Live Forever" and doing unsafe unhooks on purpose, because it's an easy way to get 2 tokens (protection hit during the unhook, and safe hook rescue because the game counts it as safe if enough time passes without the unhooked person being downed).

    My last game, there was a survivor who body blocked me in a corner because they wanted to heal me for points, even tho I had just destroyed a hex totem in that corner (and I had a medkit), and the killer was approaching the location after getting the loud noise notification. The survivor who did it was rank 1.


    I feel like the developers need to change the core mechanics around these kind of things so that people aren't motivated to play poorly because it ends up giving them easy points. I know, I know, if you play in a skillful manner, you can get a lot of points as well. But I see this kind of behavior from red rank players.

  • Apologies for posting the same message 4 times.

    These forums are broken... I tried posting it once, but it wouldn't appear in the thread (even when refreshing the page several times). So I tried until i could see ONE message appearing in the thread.

    If a moderator sees this, please delete 3 of the 4 duplicate messages.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157749#Comment_1157749

    Well, that's always been the thing with sabotage. It's not meta, it doesn't happen every game, and you need to really commit to it to make it work. But not every mechanic needs to be the strongest mechanic for it to be interesting or useful, and just because it's probably not objectively the best use of your time doesn't necessarily mean it needs to be buffed.

    thanks, it's nice to see other people's thoughts on this. What you're saying is making sense, even tho I personally still don't like this change.

    (ignore the 3 posts below, the forum glitched out and posted duplicate messages)

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157677#Comment_1157677

    They are if they're not getting any hits or hooks in that time.

    Think about it this way: If you hadn't sabotaged that hook, the killer would have hooked your friend and then been free to single-mindedly pursue a new target. So he might have conceivably got one hook and another down in that time. So at the end of 30 seconds, we have one survivor hooked, one about to be hooked or at least injured, and probably one or two others going for the rescue.

    Because you did sabotage the hook, the killer spent 30 seconds wandering back and forth, not getting any progress towards their objective because they were too scared of letting your friend get up to commit to a chase. That's 30 extra seconds that the other two survivors in the match can be working on generators because they know your friend has No Mither and can get up by themselves. At the end of 30 seconds, we have one survivor downed, and three others uninjured, at least two of which are making progress towards the objective. That's a better position to be in, and it's because you sabotaged that hook.

    In other words, even though the sabo didn't do as much as you may have been hoping, it did do its job of wasting time for the killer.

    im not saying you're wrong, i just mean that the person sabotaging could have spent all that time working on a generator, or something else that's more worth their time.

    it's not just the 30 seconds that it takes for the hook to respawn. The person who intends to sabotage has to make sure they are close to the downed target, meaning they have to spend time setting up for something that's not going to have a rewarding enough outcome. What I mean is --- Why set up for a sabotage when you could be working on a generator? Why have the sabotage perk when you could have something more useful?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157658#Comment_1157658

    Well, that's fine too. The killer is abandoning chases and wasting time just so they can get that one hook. That's still something the survivors can capitalise on.

    The killer isn't losing any time if both sides are participating in the activity that is wasting time

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157599#Comment_1157599

    Which is plenty of time for them to crawl away and/or for their teammates to rescue them, especially if the killer decides to go after the saboteur in the meantime.

    in theory yes, but in practice not really. I had a match where my friend had no mither, and even tho they could get themselves up, the killer simply wouldn't let them. He ran after the saboteur, but stopped chasing as soon as he felt he got too far away from the downed person.

  • @Uistreel said:

    They respawn really fast to compensate for the 2.5 second, basically instant sabotage speed. Like you said, they are meant to be sabotaged before a killer gets to a hook. If they drop them beside the hook and wait, they are unnecessarily wasting 30 seconds of time

    The issue with it is that the survivors are also wasting time, because 1 person has to be there to sabotage it, so the killer really isn't losing much time by camping and waiting. Not to mention that the killer can easily get a hit on the saboteur (due to them having to sabotage the hook right in front of the killer), then come back to the dropped survivor and hook them on the respawned hook. So time is wasted on both sides

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