FancyMrB
FancyMrB
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They didn't screw you over, they escaped... as survivors are suppose to try and do.
Unless the Devs decide to removes keys they really don't need a change. They work as intended. They are a clutch item that helps survivors reach their objective faster (just like moris do for killers).
Don't take this the wrong way, but if 3-4 survivors escape by hatch then they are either really good/ highly coordinated, or the killer didn't apply enough pressure to the survivors.
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What @GrootDude said.
They are just part of the game. I like mori animations and it keeps the game interesting when you suddenly see a teammate gone. Ups the challenge factor!
Sure key escapes are annoying when I play killer but they really aren't that common to be a bother. If 4 people get out by hatch then that just means I did a horrible job as killer lol. I have only had that happen 2-3 times since I started playing.
And you are right, the source of most the complaints and arguments are from people who only play one side and don't look at the big picture/ their opponents point of view.
Ultimately, the game is suppose to be a power struggle... its an asymmetrical game. Mori and keys are items that can really turn the tide in match. Instead of a gg and moving on some people feel cheated since 'you stole my win with a cheap op item', though we all know it isn't always that simple.
I wish more people played both sides... I think it would make a nicer DBD community :)
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No and here is why:
Huntress is a high skill killer and it takes time and work to even be decent with her... and even a decent huntress with belt and Iridescent heads is easy enough to loop and waste her 3 throws... making her have to reload or continue chase as M1 killer.
If a team is getting wasted by Huntress with these add ons it means the survivors need to learn to play against her... zig zag, trees, and barriers ^^
Now, a Huntress with the belt and yew seed... now that is scary!
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@malloymk said:
Slug.
I slugged in a match last night... very unhappy survivors. Its effective tho when keys are in play ^^
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When playing killer I only wait 5-10 mim max. I usually just mess around on my phone or knit.
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Playing with the sole purpose of making someone miserable is not good. Sadly trolling makes some people happy and the best thing to do is just walk away.
I would also like to point out that as a killer apparently everything you do is trash and you are purposely destroying everyone's experience. Play a clean game? Trash! camp? Trash! Tunnel, slug, run NoED? Trash! Killers get a ton of hate messages and you either learn to ignore them, or find some humor in them... which is I guess what the Trapper guy has done.
And from what the killer responded with I don't think they were playing for salt, just trying to get you riled up...
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For survivor I want to see MoM back and playable. People have suggested this many times: make it 3 safe hook rescues instead of protective hits. People have to go out of their way to get protective hits and that isn't always what is best for the match. 3 safe unhooks on the other hand would be productive.
I can't think of one for killer right now
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As a green rank killer I am getting red ranks in my matches.
Also as survivor I keep getting an error messages that prevents me from loading into games.
All around frustrating right now.
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You can be hit through a window. It has been said many many many times.
You have to make sure that a) you are fast vaulting (not medium or slow) and b) are far enough away from the killer. If you meet those conditions you will not get hit through a window.
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@Ebisek said:
https://forum.deadbydaylight.com/en/discussion/comment/805947#Comment_805947
Please let me know, who can do this? Hook is every 10 meters, healing take time for 1/2 of gen.... ooooooh. You think peoples with WGLF and stacking :) Why not,
But what is funny on stealth killers crouching near the hook to tunnel hooked one and hook them again. And again. DC should not be punished. Every serious game have mechanics like a god mode for x seconds after spawn or no XP gain for tunneling one guy. This game support this kind of toxicity and everyone is suprised if someone DC.
I think you quoted the wrong post?
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+1 for Hag!
She is my go to for fun :)
You can play her many different ways so she never gets stale and she isn't add-on dependent so leveling her up isn't a pain (imo).
She also has one of the best Moris!
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Short answer: you can't.
Long answer: The sad truth is a lot of people lack sportsmanship and as soon as they think their fun is gone, they will DC... since they only care about themselves and their fragile egos (yes DC makes me salty).
The safest way to avoid DC is playing by the made up survivor/killer rules... but that sometimes means you need to compromise your own fun/score... and it also doesn't guarentee anything since people consider the opposing team as trash no matter what they do (again no sportsmanship).
Until there is any real punishment for multi disconnects it will continue to be a problem sadly.
I personally think there should be increasing cool downs for matches everytime you DC... however I think this would just increase the wait time for games (mainly on the survivor side). Its a sticky situation for the devs :(
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@VincentRedfield said:
And people say survivors are entitled.
Op was making a suggestion, not a demand. Calm down my dude.
Its not a bad idea op, its just the issue itself isn't very common to warrant a 'fix'. Ultimately the person that dc to give their friend hatch is loosing all their bp and item that match. That is not a small loss and mostly why you don't see people do it very often.
I have on occasion found hatch with my friend, lead the killer away, and have had myself sacrificed so my friend can have hatch. Same thing, just less obvious to the killer. Sometimes you know the game is a L and you gotta take one for the team.
Honestly if the 4th escapes by hatch that is a win for the killer! I wouldn't worry too much about hatch escapes.
DCs as a whole though are a big problem right now and really turning me off the game :( I hope something is done soon.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/813315#Comment_813315
I know you asked him but I got called long distance camper once that should tell you something lol
Dont you know you are a camper if you are even on the map as a killer? Totally unfair for survivors ;)
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This game is a lot of fun and there are a ton of good people playing. I have made a lot friends on dbd :)
That being said yes... there are a lot of salty people who will send abusive messages. People get into the mindset that if you don't play their way you are the worst person ever/ trash at the game. Please don't let this discourage you! Play how you want and just have fun.
If you don't like salty messages turn them off. As killer you will get a lot... even when you play a fair and clean game.
I keep my messages open because I find them funny... and I like to push angry people's buttons... reply to a salty message with GG and watch people loose their minds ^^
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I always thought it would be nice if Trapper had the following:
1. Base kit to start with 3 traps and all traps on map are already set.
2. Trapper can trap generators so failed skill checks harm survivors.
3. Trapper can trap hooks so if survivors try and sabo them they get hurt.
OP but fun ideas.
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There is counter play to spirit and perks that make her a joke... its not hard to figure out. You can do it!
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Not camping, just good sense/ predicting survivor's play.
As a survivor I always wait a bit for the killer to be gone gone. Can't count how many times killers come back to check the hooked survivor. Its smart, but as a survivor you can be smarter ^^
Unfortunately too many people rush things and like to farm people off the hook when the killer is still in the area... and then the killer gets called out for camping/tunneling :(
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My dude... camping and tunnel are strats the killer uses. Yes they can abusive them and be 'toxic', but both sides are guilty of this with their strats.
Flip the script: Survivors should be punished for body blocking the hook! Everytime they body block they should loose 20k bp... sounds bad right?
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Maybe its because I am at purple ranks but I have never had an issues with spirit. Sometimes they are amazing and get a 4k, and other times it is wash for them and we escape.
I think the issue is that a lot of people run the same load out. DS, Adrenaline, Sprint Burst, BT, Dead Hard, Balanced, etc. These aren't always the most effective tool for the killer they are about to face against.
I always have Urban and Spine Chill on and this can be why spirit is a non issue for me. If anything I love playing against her because I can keep a spirit with surveillance occupied for a VERY long time.
Everyone has their opinions but I think spirit is fine. I would find it boring if all killers had 'easy counters'... I know I am the minority tho.
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People who go out of there way to send salty messages crying 'camper' and 'tunnler' are a sad type... but also highly entertaining. You can always turn messages off but I personally enjoy pushing their buttons.
Never have I had killer message me whining about gen rush or looping. If anything I get a gg from killers. Different mind sets.
Don't worry too much about the salty survivors. You have every right to use any strategy you like (yes camping and tunneling are strategies and yes they can be abused by toxic killers). Just do your best to kill as many as possible... its your duty as killer ^^
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I get why they changed him, but for me personally I preferred Myers before.
I like when killers are unique from one another in regards to game play and status immunity. Keeps things spicy imo and keeps you on your toes as a survivor.
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I love play playing with my friends and being able to play iconic killers :)
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YES!
Alternatively maybe delay the flame effect at start of match? Would be a cool standalone perk or part of Thrill :)
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I generally like the idea of a resurrection in games, but it does not belong in Dead by Daylight. Why should the killer be punished for a job well done?
It would be the same as survivors finishing 5 gens, only to have the killer 'do a thing' and now 3 gens are reactivated and the survivors have to finish 1 more gen for escape. There would be a major uproar from the community.
It is the same reason Mercy was re-worked in overwatch. Having your plays undone in a competitive game never feels good...
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If Buckle Up shared such requirements as Mettle of Man, than it would be used just as often, meaning it will receive very little usage.
- Upon its release MoM was a god tier perk. We learned that a free protective hit was too much, especially paired with exhaustion perks, and other second chance perks. That is why it was 'nerfed' with requirements to proctor.
- It could be a whole other discussion but MoM needs to be looked at again. I am sure it is on the Devs to-do list.
I figured the way Buckle Up would work is essentially a Borrowed Time effect when recovering a survivor with the Killer's Terror Radius. Slugging however has and still is rare to see, and survivors would always be hesitant to be within close proximity of a killer and its prey during such an event.
- Exactly, it would be a second Borrowed Time. Your suggestion alone is great, but when you think of how it works with all the other perks and tools it makes the game very forgiving for survivors, and a nightmare for killers.
- Yes, 4k slugging is rare, but slugging 1-2 survivors to try and turn the tides in a game is very common. Killers already have to worry about Unbreakable, Flip Flop, Tenacity, and insta heals with downed survivors. Now on top of all that the killer would have to wonder if a survivor has a free hit as well if they get up... do you risk going for the injured survivor, or do you chase down a healthy survivor? And if BT has taught us anything is that it makes Survivors cocky and promotes unsafe rescues, not make them hesitant.
I was just brainstorming above. I like the idea that Buckle-Up has the aura reading ability and gives that player a BT effect, but I feel something would need to give to make it balanced in regards to the rest of survivor perks ^^
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I agree that Buckle Up should have a bit of a buff, but your suggestion would be op. especially paired with Tenacity and Unbreakable. There are already to many second chance perks for survivors.
However a perk can be powerful, it just needs a trade off. Maybe something like:
Buckle Up: The recovery progress of dying survivors can be determined by the intensity of their auras at a distance of 48 meters.
When you heal a survivor from Dying to Injured you become exposed for 60 seconds and your aura is revealed to the killer for 30/25/20 seconds. The next occasion that would put the Injured Survivor into the Dying State will be ignored. Buckle Up deactivates once used.
Now the person who was healed has a second chance, however, a survivor needs to think twice before going in and picking someone up. The aura reading ability allows the killer to know Buckle Up is active and to not tunnel that down survivor, and instead go for the rescuer who is now exposed.
It is the rescuer that needs to buckle up because there is now a target on their back.
Edit: perhaps swap out some of the exposed time and make it so the survivor that is picked up had more of a borrowed time effect? So 30 second exposure for survivor who heals, and injured survivor has a free hit and 60 seconds to mend.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/787601#Comment_787601
I really wanna find a picture now of Huntress yeeting the hatch.
I will put that in my idea folder for when I draw ;)
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No cross hair option unless you want to use stickers or tape. Her hatches took me awhile to get but you eventually develop a feel for them.
I find its more about aiming where a survivor is going to be, and not directly at them. Survivors can be pretty predictable.
If you want to practice without the stress try and get a kyf group together, attach the infantry belt :)
Good luck!
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Yes yes yes! It is top tier perk (imo) and has allowed me bounce back from rough games. It pairs well with a lot of other perks and is amazing on Freddy.
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Tunneling and camping are part of playing killer. They have their time and place and a killer can decide to do it for a number of reason. Complaining about it is the same as killers crying 'gen rush' and 'body blocking'.
Plus there are perks that directly counter these, use them if you are so bothered.
The killer's job description is in the title and they can use any tools/ strategies to accomplish it... same as survivors.
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I agree with the posts above.
Let the killer be undetectable for 20 seconds. No terror radius, no red stain. It would make the perk useful and for some fun game play for both sides :)
I don't think I have ever seen someone run this perk... this would make it desirable but not be op.
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As Survivor, always assume Chilli.
As Killer, always assume DS.
If I know a survivor was unhooked recently I leave them there, no DS for them. I run nurse's calling so that also makes the slugged player bait. Win win.
Nice job on the match btw!
I wish jumping in a locker nulled DS :<
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I could be wrong but there is slow, medium, and fast vault and I think the later two depend on the angle at which you approach the vault. Someone please jump in if I am wrong!
The first situation you are talking could be medium vault.
Vaults are tricky and you need to make sure you are far enough away from killer that you can perform the vault action safely, and be far enough away from killer that they can't hit you through them.
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Maybe the solution lies in perks for both Moris and Keys? Either brand new perks or buffs to existing ones?
Franklins lvl 3 for instant can maybe make a key only useable by the person holding it, like puts a curse on it? Once that survivor jumps through hatch it closes.
Of course survivors can hide the key and pick it up at end game to prevent this but it would be a risky work around for them.
For Moris maybe a new perk can be created that either delays it so survivors must be on death hook, or just straight up nulls them. The killer simply wouldn't get the kill prompt.
Yes, these would be extreme perks but they are also very specific perks (such as left behind). You run the risk of 'wasting' a perk slot and never using it. However, if either of these two things REALLY bother you, then boom, problem solved and no more complaining about Moris and Keys.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/776577#Comment_776577
Apparently there is an island... where every survivor brings a Skeleton key. Every killer brings an Ebony Mori. I just can't seem to find it on the map.
@Jonny_XMan
Ah yes, I also heard this island has nothing but Spirit mains using prayer beads ^^"
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Just like with moris, its part of the game and is fine the way it is. Does it suck when it happens to you? Sure, but just move onto the next game.
I might see a key escape once every other week. They are not frequent and honestly if you play a decent game its a non-issue. 3 swf need to complete 4 gens for the hatch to spawn. You have 4 gens worth of time to disrupt and kill. Plus if you see a key, bring Franklins. Yes I know its not a direct counter but it sure messes up survivors plans and causes further delays.
I see people bring keys in all the time at the end of match... and they never got the chance to use them.
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Pallets technically already do their job and aid survivors like mentioned above.
If there were such a perk it would have to be a 1 time shot like DS. It would be too OP otherwise.
Maybe the perk could be something like: After successfully stunning the killer with a pallet gain haste for 3 seconds?
Or after successfully stunning the killer with a pallet be cured of exhaustion status. So sprint burst can be reactivated, or dead hard, etc, as a bonus to the survivor.
Could also use it to buff Spirit Furry a tad and say if the survivor stuns and killer but spirit furry proctors then that pallet perk is now void.
A fun idea OP.
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All DC are annoying and both sides are equally guilty.
I am all for stronger punishment. Something along the lines of you get 1 free DC a day (bad connection does happen) and 2nd DC gets you an hour ban. It would just escalate from there.
I also believe rewarding players for good sportsmanship would work. Maybe if you have less then 3 DCs a season you get auric cells, extra shards and a couple bloody party streamers as a reward at rank reset :)
I'm also extremely tired of DC...
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What is ridiculous is asking for a refund because you don't like a single small part of a game after playing it for 20+ hours.
If you are this picky I would suggest you extensively research a game before you purchase it or any extra dlc... good luck getting your refund!
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Yes please make it a two week event! Why is it so short?
As it is right now I will only have 2 evenings to play it and that isn't much :(
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There should be stronger punishment for DC, but @Xboned has a good point. Staying in a match should be reward as well :) Either with BP or maybe extra shards? Maybe players who don't DC get a big bonus of BP when rank reset happens?
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Great idea! Secret offerings should be secret.
I would also argue that tools for survivors should be hidden from killer, or at the very least, the keys.
I feel this game would benefit from more mystery/ less spoon feeding of information. However, I know there a lot of people who want all the info so they can decide if the game is winnable for them... which is one if the biggest problems with dbd imo but that could be a whole other discussion.
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For me, what makes Slenderman creepy is the mystery around him. He is more of an ominous presence, a oman of death and despair.
More so, isn't his thing abductions, specifically children?
He doesn't seem like the running around, smacking, and hooking characters kind of spook. Plus what would his power be? Stalking? Kidnapping? Tentacle whips? Nose bleeds? I am sure someone more creative can come up with a more suiting power ^^
I love slenderman, but I think I would find him as a 'funny' killer in dbd. It would be good laughs watching him run around.
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Weird flex... You are good at stealth, congrats! You and everyone else.
A lot of players play stealth (with or without Claudette) and a lot of players don't (even with Claudette).
She is adorable and has some of the best outfits. I think you just jelly.
You need to chill my dude.
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Farming is not reportable.
What is reportable is when survivors and the killer team up to chase down and kill other survivors. Aka 'working with the killer'.
Killing a survivor and farming with the rest is not. Sometimes I change my mind mid match and let the remaining survivors live. Its never about excluding the ones that die, its just how the game goes.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/714094#Comment_714094
Quick Play was a feature that was removed because no one used it.
KYF with Bloodpoints won't be thing due to abusers likely using it to farm Bloodpoints, then going into ranked games.
What could be done is open the new KYF to everyone, allowing you to choose between a private or a mixed/random KYF lobby.
Its a good idea for KYF ^^ It would save a lot of time looking for people on FB groups to join us for a full lobby.
Still, new people need a way to play the game and get blood points to progress their characters without be shoehorned into rank matches.
It's a shame they removed that feature :(
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@Xboned said:
I'd be all for an unranked mode. All bets are off, never know what the next match might look like. I would attach some rewards to ranked mode, like extra shards or BP. Maybe even like a ticket to one free cosmetic item for those who end the "season" (rank reset)at red ranks so there's at least some reason to bother with all that.
Yes yes yes!
When I first started this game Dec 2018 I was shocked that there isn't a 'quick play' or 'casual' mode. Of course my friends were much higher rank then me and I felt bad for dragging them down... This game is not new player friendly sadly.
Rank needs to be reserved for serious play and reward players for reaching certain ranks. It would also be nice if DCs were severely punished in rank.
Casual mode would be same as now. No extra rewards, but also no pressure.
That way friend groups can play with their 'potato' friends in casual mode until they are feel confident in the game and can move onto Rank :)
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Protection hits are buggy and it also forces the player to ignore objectives and focus on activating a single perk. Its not healthy for the team, and its too much work for the player for the pay off.
Here is my suggestion. It makes the player focus on objectives and team play that the average player will have no issue of completing:
After you have completed the equivalent of 1 gen, safe unhooked a fellow survivor, and healed a fellow survivor to one health state the perk activates. The next time you would be put into the dying state it is ignored.
Perk remains the same after that ^^
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Hot take: people in multilayer games will always be toxic/whinny, but that doesn't mean everyone is :)
We are all people playing a game and doesn't matter what side you are on! Toxic people will be toxic, salty people will be salty, and us chill people will just have fun playing a fricken game.