FellowKillerMain
FellowKillerMain
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Yeah, some of the perks have way too many restrictions surrounding them. But, some on the killer side are sort of ok... like: Spirit Fury, I'm All Ears, Discordance, Hex: Retribution, Blood Echo, and Corrupt Intervention. Infectious Fright, Surge and Nemesis have gotten a lot of use from me. But, by no means are any of them standards, like Pop Goes the Weasel or BBQ.
@Customapple0 said:
Mettle of man I’d consider one of the last Meta-changing perks.
But yeah the devs seem too scared to make any decent perks for both sides. Soul guard is probably the only notable perk in the next chapter and there’s already calls for it to be nerfed.
Many of the perks don’t offer enough benefits to be worth a perk slot, some are too situational and frankly most of the perks are better off being combined together.
A nice example would be combining the perk Wake up with the effects of No one left behind, or WGLF + Babysitter. Lots of good examples that can easily make most of the perks worth using.
I don't want to change the topic of the conversation, but Soul Guard sounds pretty broken to me. I haven't played the PTS, nor have I watched many streamers use it... but it has so much potential to be abused imo. I don't know if their intent was to offer up a counter to slugging, or especially slugging with totems, but man... I am not looking forward to dealing with another second chance perk. A double dipping one at that, especially after nerfing ruin.
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But the devs added 8 seconds to the time it takes to complete a gen when 4 survivors are on it!? That must have surely slowed down gen times...
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I hate it when survivors run the killer to me, while I'm repairing a gen, or cleansing a totem, and the killer actually changes targets. I assume these survivors are part of a toxic SWF or something.
Survivors being potatoes is generally annoying, too.
This might be a weird one, but I don't like it when survivors try to farm.
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@PassarinoT said:
Here's a quick idea for an incentive to reward non tunnelers/campers:
- Three scores when hooking a survivor, one for hook points, one for which stage of hook, and one for it being a different survivor than previously hooked.
- Hooked: 300 sacrifice.
- Caught: 200 sacrifice.
- Entity summoned: 100 + 5 bp per second spent outside of 16 meters in sacrifice. (Or just 200 if they're last to die)
- Sacrifice: 200 sacrifice.
- Fresh Blood I: 200 sacrifice, awarded for hooking a survivor different from last one hooked.
- Fresh Blood II: 250 sacrifice, awarded for hooking a survivor different from last two hooked.
- Fresh Blood III: 300 sacrifice, awarded for hooking a survivor different from last three hooked.
Not saying this would do much, but I think awarding killers who don't tunnel/camp should be paid slightly more attention to, lately it's mostly just punishing campers/tunnelers. Which is good, but I think this could help a little.
I like this. I was thinking about something similar this morning, wondering why they don't reward killers for leaving the hook, instead of punishing them? But then I bit in to some bacon.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1325552#Comment_1325552
Well I think that mini-blood warden is kind of intriguing actually.
Maybe if they're rescued and don't leave within a certain time, the warden activates (with the killer some distance away). I'm not sure.
Ohhh, yeah! I really like that. It reminds me of those times in horror movies where people wander into somewhere they shouldn't be, and they linger their a bit too long, so they're punished.
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It is a terrible perk that needs a buff!
Almost every time I've used it, it only activates if I intentionally run as far away as possible. Often times, survivors are so uppity about saving someone from the basement when a killer takes off that I don't make it far enough away for it to activate before the hooked survivor is saved.
The times I have had it fire, and have tried to use it, I use the cool down to know to run back. The aura could probably be removed if it would allow the perk to not have a distance requirement. But honestly, I think it needs more than that.
I'd like to see it function like a mini-blood warden for the basement. When someone is saved off the hook in the basement, and the killer is more than 32m away, the basement is sealed shut for the next 15 seconds. Welllll, that might be too strong XD
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@Rydog said:
Yep. the grind is absolutely ridiculous. Let's do the math.
It costs approximately 1.1 million BP to bring a single character to 40, or 1.6 million to bring them to 50. At 50, you will spend an average of 56,000 BP on a single web, if you are buying efficiently.
Remember that buying perks off the Shrine of Secrets will obviously speed up this process, and these values are just averages, so you may wind up spending a little more or less (or if you are going out of your way for a lot of rare item nodes). This is without prestiging.
SURVIVORS:
- There are currently 21 survivors, with 3 teachable perks each, plus 14 common perks, for a total of 77 survivor perks.
- In order to bring 20 of those survivors to level 40 to unlock the teachables, it would cost a total of 22 million BP.
- Your 21st survivor (your main) would need to clear 231 perk nodes in order to have all teachables and rank 3 perks unlocked. From level 1, without prestiging, this would cost a total of 6.5 million BP.
- GRAND TOTAL TO UNLOCK ALL PERKS ON ONE SURVIVOR: 28.5 million BP.
- COST PER ADDITIONAL SURVIVOR (LEVEL 40 TO FINISHED): 5.4 million BP.
KILLERS:
- There are currently 19 killers, with 3 teachable perks each, plus 12 common perks, for a total of 69 killer perks.
- In order to bring 18 of those killers to level 40 to unlock the teachables, it would cost a total of 19.8 million BP.
- Your 19th killer (your main) would need to clear 207 perk nodes in order to have all teachables and rank 3 perks unlocked. From level 1, without prestiging, this would cost a total of 5.8 million BP.
- GRAND TOTAL TO UNLOCK ALL PERKS ON ONE KILLER: 25.6 million BP.
- COST PER ADDITIONAL KILLER (LEVEL 40 TO FINISHED): 4.7 million BP.
Mind you, this is the most efficient route possible, assuming you don't even touch your main until after you've unlocked every perk.
I think your math is off a bit. You're right that 1-50 takes roughly 1.6m BP, so P3 level 50 should take about 6.4m. Upon hitting level 50, one should have acquired 60 perks/tiers; three from every character starting with three tier one perks, and then 57 from leveling to 50. Including the executioner, that leaves 213 bloodwebs needed to acquire the remaining perks/tiers. Because two perks can be purchased per bloodweb, only 107 bloodwebs are needed to acquire everything. Assuming each bloodweb will cost an average of 55k bp, a player will need ~5,885,000 BP to get all perks, for killer. So, 6.4m for P3 level 50, and 5.8m for all perks, making a grand total of ~12.3m BP.
With a farming build, I've been able to finish trials in about 15min on average including matchmaking, netting roughly 50k BP (or more if there are offerings or an event). So, the minimum is roughly 1m/5hr, or 60 hours to get a character to P3 level 50 and acquire all perks. If you played 2hrs a day, then it would take about 2 years to level all killers and acquire all perks for them. However, that's assuming you don't use any BP offerings or participate in any events. In reality, there are going to be blood hunts, and offerings used, so for example with a blood hunt, you could do the same in 41 hours. Oh yeah, this is also not including rewards from daily quests, or the xp granted from completing archive challenges.
About one year ago only one perk could be purchased per bloodweb, making it take 18m BP to acquire everything for one killer. So, even with a BP grinding build that would take 90 hours.
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Killers are punished with cool downs for most of their regular actions, survivors are not. That should tell you a lot.
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I don't know if it helps, but to keep count, I keep them numbered in my head. Then adjust that number by the number of times they've been hooked. So, surv 1 becomes 2 after the first hook, but surv two stays two. When surv two is hooked once, they become surv 3, etc. So, regardless of what hook they're on I just need to remember a 4 digit number. When someone dies, I remove them from the sequence, but keep the existing survivors numbered the way they were before the other surv died. They start as 1234, but when they're all dead they are 4567. You could also just start everyone at 0, but I find it easier to have them numbered differently to differentiate them from one another.
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So, I did some of these challenges, and not to brag or anything, but I think you'll be surprised with how easy they actually can be.
I was able to get the 'hook 4 survs during EGC' in one trial with leatherface using blood warden. I made sure to down someone right next to the exit gate, ran over, opened the exit gate then hooked them. People were overly altruistic, of course, and ran to the exit gate after unhooking, but nope! They all just kinda sat there as I revved my chainsaw in the doorway, before I downed them all, lol.
Hook the obsession 15 times took 3 trials. I got 4 the first trial, 10 the second trial, and the last one in another trial. I used the hag with mint rag + rusty shackles and for perks I used Nemesis/Furtive/Make Your Choice/BBQ. I let someone drop a pallet on my face, then down them. After hooking them I'd look for survs with BBQ, then I'd set a trap behind a wall or object on the side of the hook that was opposite of all the other survivors I saw with BBQ. When they were unhooked, I'd teleport over behind the wall/object, and go after the new obsession. They'd be easy to down because they were oblivious, and they always looked the direction they came from to watch for me. Sometimes they would be looking behind themselves as they crouched around the object I was behind, ending up right in front of me. I probably could have done this in two trials, had I not used the Oni the first time.
I still haven't tried the gen grabbing one, yet.
@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/1314000#Comment_1314000
Dead Hard definitely isn't fixed lol. But yes, grabs are still super bugged.
Ah, good to know. I stopped using it while playing survivor a long time ago because of the bug, and I guess I got used to sprint burst. But, I guess I won't be switching back to dead hard anytime soon.
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@Saranghei said:
Look at me everyone, I'm not good at a game so I have to inform you all I'm going to facecamp! All the normies will feel the pain now!
I don't know why you can't see his point. You can't say you haven't encountered this more than once in your time playing dbd. To make things worse, it's hard to believe the matchmaking is 'unintentional' when you consider just how often you see groups of yellow survivors go against red rank killers. Personally, I've never gone against a group of yellows as a red rank killer. But when I haven't played in a while and I get up to green ranks, I always go against red survivors.
They already protect the hell out of newb survivors, but they don't extend that courtesy to newer killers. It's not really fair.
@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1313309#Comment_1313309
Sorry, I'm just extremely frustrated. I just want to play killer and get better at it but these matches are hopeless. For the next month I'm not gonna bother playing killer.
I don't know if anyone wants my advice, I know no one is asking for it! So, feel free to ignore me. But there are a few things that can alter the outcomes of matches.
Make your goal to apply pressure, as injuring multiple survivors can be just as good as, if not better than, hooking 1 survivor. It takes way more time to hook a survivor than it does for them to be unhooked. Also, injured survivors make more mistakes, so lots of them heal, taking precious time away from doing objectives. I mean, if you can down someone in 10-15 seconds, do it. Oh, and if survivors are healing really quickly, they're congregating, easy pressure if you can find them. Don't feel bad about slugging one of them and going after the rest/others.
If you can, try to control which generators are repaired, or at least aim to have the final three generators as close to one another as possible. It makes a huge difference.
Playing as survivor helped me the most when learning to mind game as killer.
Finally, even if with a thousand hours or more, survivors can still stomp any killer if they're good enough. imo, winning as killer seems to depend on how many mistakes survivors make. If they don't make any, they're pretty hard to stop, even if the killer plays perfectly.
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I agree with you regarding the gen interrupt challenge. I am not looking forward to losing the challenge repeatedly to a bugged action. They fixed dead hard, why cant they fix interrupts?
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It takes about 1.6m xp to hit 50 from level 1. So, for P3 level 50, it's about 6.4m bp. Prior to additional perks being added to bloodwebs, it took about 3m bp to traverse 180 bloodwebs or acquire 60 tier 3 killer perks - there were about 60 killer perks when I did this for ghostface. All in total was roughly 9.4m bp, and I don't know exactly how long that took.
But, soon after leveling ghostface, they added additional perks in bloodwebs, so you could get 60 perks to tier 3 with half the bp after hitting P3 50, or 7.9m bp in total. This could be done in roughly 158 matches using a farming build, assuming you average about 50k bp per match , at around 15 min per match, including lobby time. I don't remember how long it took before, but with the extra perks in the bloodwebs, it took would take about 40 hours of grinding to get enough bp to level a character to P3 level 50 with all perks. If you're pessimistic about those times, if your games average 50k bp, per 20 minutes, you would need 50 hours. Just a little longer.
If you focus on grinding, that's not too bad to max out a character. I imagine that it's even easier, now, with the archives.
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@Bovinity said:
Everyone will say, "Because it won't do anything, the killer will be right there!"
...so?
Seriously, "It might not help you" isn't a reason for a perk to just stop working for no reason. Besides, those exact situations are the best kinds of circumstances, the super unlikely rare outcomes where you managed to pull off something really unbelievable to escape.
What reason is there for Deliverance NOT to work in those situations?
The only time this would be an issue is if say, survivor A is on their first hook phase, and then the second to last survivor, survivor B, is hooked and let's say it's their third hook actions. Now, only survivor A is left, and they're on the hook. If they aren't in the struggle phase yet, they will remain in phase 1 until they hit struggle phase, even as the last survivor. In this case, the perk still works, why not just use it and get off the hook after the killer runs away?
On the other hand, if they allowed the perk to continue working, you would have to be in hook phase one, so if you're the last survivor and hooked into phase 1, and the entity doesn't take you, the killer would know you have deliverance. So they would face camp you until you use it, or enter struggle phase, where you would just be sacrificed.
The only thing I could see working is to make deliverance fire as soon as the last survivor is hooked, so long as they're on hook phase 1. But, at that moment they unhook themselves, they would die. Sure they could use decisive strike, but the killer is only stunned for 5 seconds, which only gives the survivor 20m of distance from the killer, or 26m if they have sprint burst equipped. There would be scratch marks leading to them, even if they hid. If they just flat out kept running, it should only take the killer a minute to catch the survivor.
In the end it just gives the survivor a slight chance to escape, but a really great chance at meme-ing or trolling the killer.
Also, at that point, maybe the entity is just done letting failing survivors continue to fail. The odds of escaping in these circumstances are so so so low. I can't say it'd be unfair if it worked, I just think survivors would abuse the hell out of it to do negative things.
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Honestly, my games as killer aren't any different than they were before the gen speed and infinite loop changes.
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@Aven_Fallen said:
Category Caps need to be removed with keeping the overall Cap. Someone who would get tunneled all game would then have more BPs than now, because once they are capped, there is nothing to gain at this point. Killers on the other hand are filling Categories all at once, so they surely will get more BPs when they are tunneling one person.
With the removal of Category Caps players would get something even if they are doing the same action the whole match. And if a Survivor gets tunneled the whole game and ends up with 20k Boldness Points it feels way more rewarding than 8k Points.
How would the killer get more? If the killer tunnels one person the whole game, then that should mean that they haven't landed any hits, or maybe just one. Meaning they're only getting brutality points from breaking pallets If they have, they would eventually hook the survivor, and the survivor can be hooked only three times. Once the survivor is dead, they wouldn't be tunneling them anymore.
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@Inaruslynx said:
https://forum.deadbydaylight.com/en/discussion/comment/1278431#Comment_1278431
Agreed the last thing a "Horror" 4v1 game needs is more info in the game. The more info, the less horror. How many horror movies have you seen where they do a bio on the killer at the start of the movie?
lol, could you imagine if horror movies used the same dynamic as dbd does between killers and survivors?
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@Ebisek said:
If anyone thinks, this is OP, ok remove the ability to see survival items in lobby for the killer too.
And remove the live survivar status bar in game (who is dying, who is injured, who is sleeping and who is infected) for killer.
Why would they do any of that? Survivors have zero cooldowns on their base abilities; they effectively have 16 perks at their disposal as a team; there are 4 of them, which allows them to be in multiple places at once; they get information from just about anything that happens in the game; they have more perks that reveal auras than killers do; they have smaller character collision models; they have a 3rd person perspective; their objectives don't move; and they have many stackable second chance perks. Whereas the killer generally moves faster; has access to bloodlust; can hit/hook/slug/kill survivors; has a power; gets a notification when a survivor makes a loud noise; and can see what items are being brought into the match.
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@Noob27 said:
Survivors should be able to see who the killer in pre game lobby so they can adjust their perks just like killers can
for example if a killer sees a 4 man with flashlights they use franklins so survivors should be able to adjust their perks based on killer
I think that not being able to see the killer allows there to be more suspense while playing survivor. I know that most survivors these days just want to pretend they're seal team 6... err 4, with comms and preset paths and strategies to win. As it is, survivors already get too much information, and if anything, playing as survivor could be more fun if there was less info.
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I avoid everything but bloodpoint offerings and wards, as I don't see much of a use for the others. If anything, I feel that they only take up the space a precious addon could have been. Most of all, I avoid realm offerings and reagents, though.
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It was inspired by survivors that pose as a killer main on forums to leverage their arguments against killer abilities/addons that they hate... and it's funny because you can always see through it. I really liked the meme someone posted on here, where claudettes holding a skateboard and wearing a huntress mask. I guess it's sort of inappropriate, because I am a killer main.
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Thinking that BBQ takes away stacks too fast means that you're being lazy. You could have more stacks if you just hid in a locker. On top of that, stacking distortion, spine chill and iron will makes you nearly impossible to find if you know how to stay out of sight.
As for whispers itself, it isn't that powerful once multiple survivors are in an area, or a survivor is hooked, or there are only 3 gens left and all of them are near one another. Whispers helps a lot overall, but is really only "strong" in 3 situations; when the match starts, you can easily determine whether the direction you're going is wasting time; when someone is hiding, at any health state; when the exit gates are being opened after the hatch has been closed.
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Survivors are a team, not a single person. So sometimes, you take one for the team. The killer still throws the match, sure you get to temper your evasion skills, but at least your team gets to escape.
Also keep in mind that everyone finds themselves in this position, so you can't just focus on the times you've been tunneled. I'm sure there have been games where you've been left alone, all while someone else was chased the whole time. A good team in my mind wouldn't let the killer tunnel one person the whole game, because in a way, that's the survivors killing their friend. On the other hand, if you have a killer tunneling you even though other survivors are trying to get their attention, you've done something to earn that attention.
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The matchmaking is pretty terrible. But, as far as I know matchmaking isn't based on rank anymore, but instead your performance in your previous match? So, if you do well, you go against better players? I don't think that this has been a very fun way of doing things.
As an aside, initially, I never thought I would come to learn that the real monster in this game are the survivors, lol. Not all of them, but I've had more survivors be toxic than a large number of killers. Playing killer can humble you at times, whereas playing survivor just enrages you when you or your friend dies.
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@NoBSFriendlyGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1259437#Comment_1259437
Did you take into account that you see 4x (3x if you are a survivour aswell) as many survivours per game? Also calling survivour behaviour "toxic" is kinda a joke never have I seen it OFFENSIVE when some goober crouch spams and points at me lmao, I thought people got over this teabagging stuff in the Xbox days.
Sure, but I don't know how you think it's relevant. Sure, I see more survivors than I do killers, but I'm talking specifically about circumstances where I've played with survivors, either as survivor or killer. Then, later saw some of those same survivors playing as killer, which was a lower rank than their survivor was, playing in a toxic fashion, the kind of toxic they would likely complain about here. Ultimately suggesting that toxic killers are made up of survivors who probably complain about killers being toxic, but are toxic when they play as killer themselves. I guess I'm taking it a step further and suggesting that, survivor mains playing as killer are more likely to be toxic than killer mains playing as killer. So, the quantity of survivors I encounter isn't relevant because I'm not trying to prove a point about the quantity of toxic survivors vs toxic killers. It's survivors that I see playing as killer; is there a disparity there I didn't consider that you can see?
Also, personally, I know when someone is trying to bait me, and I don't pursue them for clicking or tbagging unless I'm in a bad mood. I know they're trying to get me to throw the match. But, I don't hit players multiple times after hooking them, like the survivor mains I've seen do while playing as killer. That's not all they do, I see them tunnel and face camp, too. Then they probably trot onto the message boards and complain about how toxic the killers are, when I bet a large portion of the toxic killers people run into are some of the same survivors on here complaining!
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1257820#Comment_1257820
No he didn't earn it. He is asking for handouts. It is called an "achievement" not a "give me give me".
1) Devs can't change achievements on consoles unless they change something in the game that makes the achievement impossible. It's against PS/Xbox TOS. So unless they change something about Myers or his add-ons, this achievement will not change either.
2) It is ENTIRELY DOABLE. Plenty of people have done it. Just keep trying. Eventually you will get 4 potatoes that you can easily stalk and tombstone. With the way matchmaking puts red ranks again rank 18 it's just a matter of time.
3) If he refuses to kill you then that's his problem not yours. I die on my own terms. I'm not giving out freebies.
4) Them sitting there waiting for you to give them something they don't deserve is way more toxic than anything else. And again, if they want to try to pull some stupid move to get you that gives you a chance to escape.
5) "At that point you're no longer playing the game, you're just actively ruining the person's mood for wanting to attempt for the Evil Incarnate achievement." Not my problem if you only play games for achievements. I have 3k hours in this game but only like half the achievements. I only have maybe 4 or 5 adepts, because I don't play games for achievements. Again, you problem if you are desperate for the achievement, not mine.
In my mind, while I read this, I pictured you crossing your arms and plopping down on the ground like my nephew does when he doesn't get what he wants. I mean, I feel like your conviction for your point here comes from so many other places than people getting this trophy. It's like you've had killers tell you, 'tunneling and camping is in the game, and the devs are ok with it, deal with it.' and now you have this opportunity to harness that same attitude, just for the sake of it, and you do it. Like, what is in it for you to prevent someone from getting a trophy? Why wouldn't you want someone to get a trophy, when the game is ending, you're going to die, they clearly won?
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I've had this happen almost every time, or people just continuously vault back and forth to make me stab them instead of grabbing them because the interrupt fails. I've gotten every trophy, but this one, myself. Every time, a survivor gets off on preventing me from getting it, and BHVR has never done anything about it.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1259437#Comment_1259437
Sure, but a toxic killer can literally take you out of the game by face camping you while a toxic survivor can't do anything to remove you from the game. The worst they can do is make you tilted by crouching or clicking their flashlight. Neither of which impede your ability to play the game.
I've played against survivors that have made me really tilted, and they've been able to run me around the entire match while gens were done. Now I know better. Really, it's only survivors that can't play that well that will get tunneled and face camped. I've even had people successfully unhook a friend and get away unscathed from the basement, while I was playing bubba no less.
It's not guaranteed that if the killer wants you dead, you're going to die. Ultimately, your skill determines that. If you don't play as killer often, you probably don't understand that this is the case, because you don't often get to see godly survivors run a killer around the entire match without being downed. You might say, that's only a few survivors that can are capable of doing that, and that may be true, but it's still the case that it's possible. You only need to find one contradictory example to prove a claim of 'for all' wrong. In this case, you're claiming 'for all' survivors, if the killer wants them dead, then they will die... but that's simply not true.
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Iunno, as survivor I use stealth tactics to evade the killer that I used in metal gear solid, and they work pretty good. Ducking behind something isn't nearly as good as knowing how to keep a tree or rock between you and the killer's line of sight. When I was a newer player, one of the things I struggled with the most was having the guts to not run when I saw the killer. The game was genuinely scary to me as survivor, and it took me a long time before I became comfortable with walking around a rock or tree as the killer checked the area, but surprisingly, it really works. Also, as a killer main, I can comfortably say that the first person view as killer makes them mostly blind. Knowing that can help a lot when being stealthy as survivor. As an example, often times if a survivor crouches in a doorway before a killer tries to come through it, it will take the killer a couple of seconds to realize it's a player blocking them. More experienced killers will know areas better, though, and will likely swing if this happens, assuming someone is blocking them :) Survivors must find it really funny.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1258355#Comment_1258355
Yet killers can be toxic all they want, and survivors can't dodge their lobbies. Doesn't quite seem fair.
Rank 1 as both roles, and ever since the archives launched, I see more survivor mains play in a toxic way as killer than I do killer mains. I'm determining who mains what by their rank as both, because I've seen people play as both. People who are higher ranked as killer are less toxic as killer than the people who are higher ranked as survivor. That doesn't mean that there aren't toxic killers; I can be toxic as a killer main. But, I think it's worth noting, that more often than not, the most toxic players are people who main survivor.
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Nah, leave it as is. Knowing your name is visible makes you play in a way that makes you accountable for your actions. If you know they can't see your name, then you can play as toxic as you like, or maybe a killer will be so upset by something you did, they'll confuse you for someone else, and mori them instead. The way it is now makes people responsible for their actions.
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I think a lot of people left the game when they changed Hex: Ruin. IMHO it made the game really repetitive. If you don't juggle survivors, and give up on potentially long chases, you just lose, horribly. Which makes sense, right? It's how killers are in their movies... Like, when Michael Myers is going after someone he's stalking, if he see's them go inside a building and the lock the door, he just leaves, because he knows it will just be a waste of his time. Same goes for Freddy, and Leatherface... /s
Anyways, I don't know if fixing matchmaking will help. I'm rank 1 as both roles, and I've tried smurfing (using an low level account) as killer on an alternate playstation account. I didn't struggle too much, but survivors were definitely better than I thought they would be. There were even some survivors I would bet were smurfing, because they played like they were red rank survivors, but they were rank 13-20.
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@Gl1tch said:
https://forum.deadbydaylight.com/en/discussion/comment/1259348#Comment_1259348
Judging by your comment I can tell that you are experienced player and you definetely changed my opinion on some things that I hate about the map.
That's nice of you to say. I'm very experienced in losing as killer in treatment theater :)
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Treatment Theater is one of the better maps for survivors because it's bad for some of the strongest killers in the game. It makes the spirits footsteps louder; hillbilly can't chainsaw sprint very far; nurse has to blink really precisely into some really tight spaces. Not to mention, all the line of sight blockers that prevent any killer from seeing survivors moving around.
I think survivors only have one or two bad maps, and those are macmillan estate maps. Other than that, the rest of the maps are mostly good for survivors.
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The hotfix broke so many things for killers... like let's rewind this hotfix... >_>
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The developers love these guys, they make youtube videos that millions of people watch, which promotes their game. They buff the killers, but always... every single time... the survivors will remain the stronger role. Even after removing the infinites and 'gen speed nerfs' I don't see the game's turning out any differently than they did prior to the nerfs.
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Seriously, the game really sucks as killer right now. This is a great idea, because the bugs that they fixed didn't seem nearly as problematic as these new ones. All the bugs are with multiple, or all killers, like the audio bug where endgame music always plays. Just revert the update already.
What's kind of frustrating is that you guys clearly didn't do much testing before this update.
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It's hard to say why people are toxic, but i think it has to do with the whole "will to power" thing. Like, if you ever feel robbed of your power, you feel compelled to take it back somehow. It's something that we're built to do, until we learn not to, like when we get older and realize that we shouldn't allow certain things to 'rob us' of our power, because eventually we learn that "we're better than that".
One thing I have noticed though, that was interesting is that ever since the archives launched I've been able to run into people playing as killer and survivor. What I've noticed is that almost every survivor I've seen that's higher ranked as survivor than killer plays in a very toxic way as killer.
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Tier 9, and I thought I was ahead of the pack, lol. Granted, I don't claim all of my nodes immediately, just the ones that are needed to access all other nodes. I like to save them up to quickly level a new character when they're released. I currently have about 750k worth of nodes saved in each of the previous tomes. I'm hoping to do the same with this tome. I have level 1 of tome 3 completed, but haven't claimed 11 or so nodes yet. If I did claim everything, I think I would be tier 14 or 15.
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Wouldn't this just encourage people to taunt the killer after being unhooked to bait them into penalizing themselves? Survivors already do this with decisive strike, and borrowed time. Like, after being unhooked, the survivor should try to run to safety, but that's an idealistic view of what the survivor should do. Where in reality, survivors often like to taunt the killer while they have borrowed time and DS active because it not only protects them from being tunneled, but allows them to make the killer waste their time.
If I were to take on the perspective of one of those kinds of survivors, and pretend that your idea was implemented into the game. I would have multiple people dress the same, with the same character, then taunt the killer into hitting the wrong person. Voila, punish the killer. After playing both killer and survivor to rank 1, I can tell you that experiencing these kinds of things as killer are just as infuriating as being camped or tunneled as survivor.
At least in red ranks, most of the second chance perks aren't used to save survivors, they're used to embarrass the killer. Because as it is, the game favors survivors, even with the removal of infinite loops. You guys are still the stronger role. Granted, being tunneled does suck, I don't like to experience it either when I play survivor, but I believe it's completely fair, as well as camping.
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You're going to be tunneled if... you were recently unhooked, and try to block me from chasing someone else because you have borrowed time; you have a key; after being unhooked you taunt me, then jump into a locker while you have DS active; you BM; you talk trash in endgame chat; you trolled me while I was playing survivor.
Granted, I won't throw a match because of these things; playing killer is a time management simulator now that ruin is gone, so tunneling isn't something one can do willy-nilly. You should just know that if I get a chance to down you or someone else, I will choose you. If I think you have DS I will just slug you and move on until I see you've been healed. Depending on how well the game is going in my favor I will come back for you, or I won't. You're just... going to be prioritized.
The endgame music bug that started with 3.7.1 is making me tunnel and mori a lot more people lately. I imagine it's giving a lot of killers a toxic playstyle. It's really annoying.
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Happens on PS4 as well. Can confirm that it's incredibly annoying. It has confused me a number of times; I think the gens are done, then commit to a chase thinking it's my last chance to catch someone, then see a gen's aura and realize the gens aren't done. What makes it even more frustrating, is that to get it to stop I have to completely restart the game... after... every... single... match...
Exiting the killer screen, and entering the survivor screen, or custom game screen doesn't stop it from happening. Getting into a chase doesn't stop it. It just plays incessantly anytime nothing is going on.
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@Peanits said:
I just want to take a second to clarify something here because a 50% penalty would be impossible.
With the way the efficiency penalty works, the amount of charges people put into a generator are reduced by 10% (now going to be 15%) for each additional survivor working on the generator. That means that with four people on a generator, you'll all be putting in 0.55 charges per second rather than 1 for a total of 2.2 charges per second. That's just about the 200% repair speed you're talking about.
A 50% penalty would mean that with two other survivors on the generator, you wouldn't be making any progress at all. With a third, you would actually be regressing the generator at half speed.
Sounds good to me! jk
What I think would be more fair than the proposed changes, is to make it so that survivors start their repair speed at .55 c/s, and then build momentum as they 'settle in' to repairing. Say, a 20% increase in charges used every second, with a lower speed ceiling for each survivor on the gen.
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@MegMain98 said:
He had a full 180° flick on his PTB and it was nerfed to 90° on release but soon afterward he was bugged where his flick was basically non-existent (I think 30°) and he wasn’t as good as he was before.
Now he is back to his 90° flick like he had on his release. He was only OP on his PTB when he had a 180° flick.
Yeah, being able to flick not only around corners, but navigate around walls was pretty broken... but fun lol.
I think 90 degrees was too much of a nerf, I think that 135 degrees would have been a fair flick range. That way, you can still punish survivors that don't hug walls properly; or if you're good enough at angling Oni during demon dash, you can still pull off a flick around a wall. The 90 degree range pretty much guarantees safety when a survivor runs to the other side of a wall.
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Better optimization. Unreal Engine from the beginning, and people that know how to use pointers.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1229847#Comment_1229847
ah okay thanks yeah my pc is watercooled with multiple fans and even it sounds pretty bad when playing dbd sometimes while on other games i cant hear it at all (like rainbow six or overwatch)
Wow, that's crazy. I don't know, but I'd be wary of letting this game strain your PC. I mean, you do you, but it sounds like you have a nice setup, so it can't be your system.
I asked around on some game dev forums previously, and from what I understand DBDs issue might have something to do with not capping the framerates of certain particle effects, and something to do with autodesk scaleform, which i think is the utility they use to create the user interfaces. I guess it's been a problem in other games, like rocket league and one of the assassins creeds. It made sense to me, too, because the game is always making my fan louder on menus than it does in the actual game.
But gl! :D
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The game isn't optimized at all. I don't know if their team is too small, or if they just don't have the people to do it. But, DBD has always had poor optimization. It melted the VRAM chips on my PS4 because it broke the fan, and I had to buy a new one. I just figured it was because the PS4 was old, but after buying a new one, it only took a few hours of playing DBD for the fan to sound like a jet engine. Which means the fan was breaking.
I imagine you'll encounter similar issues on PC. Granted, PCs tend to have much better cooling systems than the PS4 does, which sony cheaped out on.
The lag is from the dedicated servers; I don't know if their existing staff is learning networking engineering, or if they actually hired someone, but the dedicated servers run like garbage.
As for the graphics, they just aren't pre-rendered at a very high quality. I don't know if that's the right term, pre-rendered, but most games that look great have a team of people to refine the imagery and textures that are put onto objects. Sometimes it seems like DBD was made in MS Paint.
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I don't main nurse, but I can play her at red ranks and 4k; I just find her exhausting to play. But, are you sure you experience both? I can't recall that happening to me, but then again I don't think I get hit by pallets that often; not trying to imply anything by that, I just didn't realize that was the case.
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Before, it used to be that you shouldn't slug, tunnel or camp, with the intention of making the game last longer. Every once in a while you would encounter groups that would be toxic which changed the rules to... anything goes.
But personally, since they've removed Ruin I don't follow any sort of rules anymore, at least at red ranks. My goal is to win, as any killer's goal should be; it doesn't have to be, you can do what you want. But there just isn't the space to play by the survivor rulebook anymore. If I have to slug, I will, and I will camp if the exit gates are open, even as bubba in the basement. I think everyone should try to avoid tunneling and camping for the most part, unless someone gives you a reason to; e.g. spamming quick vaults while out of the killers sight; flashlight clicking and other BMs done to the extreme. But, they're all fair game, because they're in the game. What makes those things unfun is that it secures kills, and no survivor enjoys dying.
But, even though we consider all of these rules, there's always one thing I come back to... I don't think I've ever had survivors intentionally repair gens slowly to make sure that I have a good time. Or let me hook them a few times to make myself feel good. So, I don't know why anyone should feel compelled to do those sorts of things for them.