FellowKillerMain
FellowKillerMain
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2478541#Comment_2478541
I think you REALLY don't understand what they changed. No, they didn't make pallets great again, they simply made it so you can't stun from the same side of the pallet where the killer is.
Why should that be possible. There's a survivor between the pallet and the killer. If it's stunning the killer, then it should also stun the survivor, no? Derp.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2478523#Comment_2478523
The only problem is that reverse pallet stunning is done very differently. You simply run back to the killer and stun them. You don't hir anything behind you, because the killer is literally touching your side when dropping the pallet.
https://forum.deadbydaylight.com/en/discussion/comment/2478502#Comment_2478502
About the last part. The P.E.N.I.S. tech is here to stay. Survivors need to lose collision when getting hit so they can't be body blocked as easily. Just imagine a wraith uncloakung and body blocking you at the gen and getting 2 hits in a row because survivors won't lose collision.
I would be very happy if they would repair pallets, but removing a fun thing like reverse stunning isn't part of the issue with pallets.
Bad argument, I didn't say collision removal after a hit should be removed. Of course losing collision is necessary, but it ends after a few seconds and returns. This should be the case regardless of where you are, inside the killer or not. It's abuse when survivors stand inside of the killer and stay in the killer AFTER the collision removal period has ended. So, basically, you can stand in the killer until collision returns, and once it does it squeezes you out where you would have to be standing/squatting without collision removed.
You guys wanted hit validation and pallet validation because of fairness. I don't see why it can't be fair for both sides.
As for 'removing fun things' can we add back regular mori's? Oh yeah, and can I change killers at the matchmaking screen? Those were fun things taken away from killers. What about stacking ruin and pop? What about mind gaming windows with the spirit? No?
You guys don't get to have all of the fun, there has to be some balance.
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Wait, to tell you what everyone told me when I first brought pallet validation issues to light on reddit:
"It's not a bug, it's now working as intended. Survivors have just been playing with an unfair advantage this whole time."
As an aside, this issue was something keeping me from the game, so now that it's fixed I'm gonna go play the game instead of kvetching on the forums about it.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2478415#Comment_2478415
clearly you don’t know what a reverse is
It's an issue of collision, and you clearly don't understand how stunning the killer on the same side of the pallet is programmatically disgusting. There's a survivor between the killer and the pallet; if they know how to program they put a condition (i.e. if this happens, do this) checking for each player's proximity to one another. The survivor has to be closest to the pallet to drop it, therefor the killer can't also be occupying that same space, meaning that the condition should prevent the stun from happening. Really, the survivor is making a mistake.
edit: removed hate
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2478418#Comment_2478418
Sorrry but you are speaking without knowing. Reverse pallet stuns are when you run through the pallet, then go back to the other side and drop it. This way, when the killer was stunned, you were on the same side of the pallet as them.
I was expecting them to change the broken pallet hit validation, but instead they removed reverse pallet stunning.
Ok, you have a different example, but the mechanics and functionality of either circumstance described - yours or mine - is all the same. Survivors should not be able to stun the killer when they're on the same side - whether the killer is swinging or not, it doesn't make any sense because there is a survivor between the killer and the pallet.
You should be happy that they only changed this, and didn't go all the way with it. Collision was the issue with the 'reverse pallet stun' and is an issue with other aspects of the game, but survivors get to keep those broken mechanics, because "they're fun". An example, standing inside of the killer after being hit, while using iron will. That's broken, and survivors still get to keep it.
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@Bonquiqui414 said:
The only thing it changes is chases against nurses but a good one can easily play a pallet so this change is pretty minor
Not true... I can't tell you how many times I mind game people and hit them from behind while they're dropping the pallet and it would stun me, and deny my hit. I'd make a good play and be denied any progress because I was being outplayed by BHVR, not the survivor that made the mistake.
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@Toybasher said:
What's a reverse pallet stun? That when the killer lunges through a pallet, and they get stunned because the "back" of the pallet (from the killer's perspective) hit them?
No, say you swing at a pallet and the survivor drops the pallet before they get to the far side, the pallet hit boxes were so large that it would stun the killer and deny the hit. OP thinks this was fair to have in the game - people were starting to intentionally abuse it.
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@WexlerWendigo said:
Was ANYONE in the entire universe complaining about reverse pallet stuns? Why would it be removed???
Typical BHVR spending time doing stuff absolutely nobody asked for!
It doesn't make any sense for you to be invulnerable to being hit just because you're on the same side of the pallet. That is more broken than being hit due to latency.
Typical survivor, "things that are balanced are unfair."
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2445428#Comment_2445428
I'm on mobile right now, so maybe I'll check later. But the basic system is still the same, i.e. the hit happens killer side. What they added with general hit validation is that if the server 'sees' too much discrepancy between the relative positions from the survivor's perspective and the killer's due to killer's latency (lagging survivors remain penalized regardless) then the server can step in and deny the hit.
In practice, the parameters are very relaxed and it almost never happens.
For pallets, it's slightly different because they use a first-come first-served system. Whoever communicates the action first (stun or hit) to the server takes priority. It doesn't matter if on your screen it looks like the the pallet is still mostly upright. The event has already happened on the survivor's screen and they beat you at server time. Conversely, it doesn't matter if the survivor drops the pallet, but you already hit them on your screen and you beat them to the server. In that case you take priority and the hit registers. The system puts the same burden on both sides.
It sounds like a good system, but if it's working, I don't understand how so many hits can be denied on my end, and many different streamers' end (or a variety of connection types).
What made me really skeptical was my experience lastnight, where a survivor and I ended up on the same side of a pallet with me stunned, and my hit denied. Being hit by a pallet while on the same side is dumb in my opinion, but it's not terrible as long as I get a hit, too. Except, I didn't get a hit. How is that fair? We were literally right next to each other, and I swung at them, but because I was stunned my hit was denied?
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@Guest1567432 said:
Basically if you don't have the server in your back yard and you are the killer at a pallet you are ######### out of luck.
Kinda seems like it. I don't ever get trade-off hits anymore. I just get stunned at pallets, and any hits are negated.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2445177#Comment_2445177
It's literally in the dev's notes for the pallet change and in every notes about hit validation.
Originally, hits were exclusively client-sided for the killer. If a hit happened on their screen, then it was awarded no matter what.
Now, the system at base is still the same, but in time they added a few exceptions, such as the pallet interaction.
It's actually not mentioned in the past four dev updates - at least nothing about priority. I remember them saying that in the past, but thought it was removed when hit validation was implemented. All I found was that in the July notes, they discuss adding a pallet stun validation. Although, I can't find a clear explanation as to why these differ. From the July notes, it seems they've combined the validation for hits near pallets and pallet stuns into a single hit validation? Whereas before pallet stuns and hits were separate?
I don't see how this is fair, though. Because before, getting the hit was a toss up. Sometimes only I was stunned, other times it was a trade-off. Now, I'm always stunned and damage is negated, even when we're both on the same side of the pallet.
It's like getting the stun as survivor after the patch is more guaranteed than getting a hit was as killer before the patch. Now, there's never a trade-off - if the survivor makes it to the pallet, they get away uninjured.
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Ah yes, the 16 meter stun radius for pallets.
Same-side pallet drops have been hitting me for a while now, ever since the pallet change I have seen a new thing happening: A survivor drops a pallet from the side I'm lunging from, they scream like they've been hit, but I end up teleporting to the opposite side of the pallet, stunned, and they're not injured. -OR- they will drop the pallet from the same side, stun me as I hit them, they vault the pallet and run away uninjured.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2445300#Comment_2445300
It’s even more stupid when killers find hatch and then survivors get another chance by opening the gate and leave.
Last night I found hatch first and the gates were ALL the way on the other side of the map. Could not be able to defend them.
there there, brother, the entity is a cruel beast
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@DaWeezerd said:
https://forum.deadbydaylight.com/en/discussion/comment/2436594#Comment_2436594
Boy I'm gonna make you search for me for the next 45 mins if hatch gets removed
Take whispers into every match... the end! :P
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@Nos37 said:
As survivor, if I find the hatch first, but the killer has time to look for it after hooking the only other remaining survivor, then the hatch goes to the killer despite them NOT finding it first.
Let whoever finds the hatch first be able to bury it in leaves/debris. It becomes invisible to the opponent(s) until it springs open.
With this, change keys. They no longer open hatches. Make breakable walls breakable doors. Survivors with keys can open the doors and close them behind themselves, making the killer choose to break it or go another route.
Now, Windows of Opportunity has a reason to show survivors the auras of breakable walls.
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Solved three problems... You're welcome! 😁
If the hatch spawns because you're the last survivor, then your team has lost and the entity is throwing you a bone, and one last attempt to escape. It makes sense that the killer can close the hatch, because they're winning, and the only reason it's open for you is because the killer made it so. If the killer opened it, the killer should also be able to close it.
The hatch is mostly nonsense and is unfair. How many times should survivors have to make mistakes to lose, when it only takes a couple of bad reads for the killer to throw the whole match?
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@Altarf said:
I think they should either reduce his post-uncloak speed burst to 1 second down from 1.25 seconds, or decrease his cloaked movespeed to 5.6m/s down from 6.0m/s. Adjust Windstorm add-ons accordingly. Either he should have incredible mobility in his stealth, or a good anti-loop tool with his stealth. Not both as basekit in my opinion.
Wraith isn't OP or even A tier in my opinion, but he is a bit too strong for how easy he is to play. His post-uncloak speed burst goes for just long enough so that even if you predict which way he's going to go and run counter to it perfectly, he will most often still hit you, which just feels bad to go against. Plus, I don't like Wraith becoming the new Freddy or Spirit - an easy to play killer who is very strong without much in the way of counterplay and thus becoming hated by the playerbase.
By most survivor standards, the only killers that aren't too easy to play are the ones that move at base movement speed, everyone else needs to be nerfed/slowed or more pallets need to be added to the maps.
I will say that I curse under my breath when I
seehear that it's a wraith. But, I'm not nearly as worried as I would be if it were instead a billy, nurse, spirit, deathslinger, huntress or oni.Also, being easy to play shouldn't make him weak, otherwise why are survivors so strong? Often times I feel really lame while playing survivor because I can loop rank 1 killers just as easily as rank 10 killers. The real difficulty as survivor is knowing how to piece tiles together, and once you figure that out you are practically untouchable with a team that doesn't waste pallets.
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@HaunterofShadows said:
wha- huh I can't tell what- what is this
what is even this?!
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2445213#Comment_2445213
Okay, a ping example of the old system.
Survivor with ping 50 ms, killer at 1000 ms.
Survivor drops pallet at point 0. It takes 50 ms for the pallet drop to hit the server. The killer swings at 500 ms. Since the pallet drop signal won't hit the killer's client until 1050 ms, on his screen, he gets a hit. He sends the hitreg back, and at 1550 ms, the survivor client receives the hit and goes down.
1.5 seconds after dropping the pallet, the survivor just blankly drops.
That is the old system. Pings exaggerated, of course, but it's why survivors kept getting hit by stunned killers.
And it's unfair to demand that I present dev explanations to support my theory when you flagrantly disregard dev explanations on the new system to postulate your own theory.
As far as I understand, your example illustrates how things worked on p2p servers, but with the dedicated servers it is my understanding that the server determines player coordinates, events and their timing. Regardless, what I'm gathering is that they previously relied on a response from the killer's client before relaying those events, and only now are they fully using the dedicated server in the way it is intended? If that's true, then I have no idea why they would use dedicated servers to begin with, I mean, what were they paying for?
Also, how is that unfair? They're your claims, therefore the burden of proof rests upon you. If this is knowledge you're privy to, you should be able to reference it, otherwise how do you know it? If you don't know then it's just speculation or interpretation on your part, giving it no more authority or merit than an opinion, and shouldn't be represented as more than that. At least if what we're both trying to do is understand what's true.
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At first I laughed, then I /slow clapped
This is epic!
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@tixerp said:
https://forum.deadbydaylight.com/en/discussion/comment/2445193#Comment_2445193
I hate to be so cynical too, but the reason I complain so much is that I really loved this game. I see so much potential in it, and I want it to be better, but it keeps screwing itself over.
I think a potential reason to these samey killers might be that, BHVR has become misguided in the sense that their biggest priority is making a "balanced" killer. They think of ideas with balance and rules in mind first, rather than a fun idea. They don't come up with ideas like Old Freddy where they say: "Since he's Freddy, maybe he could be all about bringing you into the dream world. And it's just like the movie, where he's invisible and cant hurt you when you're awake, but you're dead meat when you're asleep.".
Now it's more like: "Well to properly fight against looping, lets give him some kind of slowdown trap, or fake pallets. And to help him with better map pressure, he can teleport to generators. Those things feel kinda dream related right? We can make it look dream related, don't worry about it. And, him not being able to hit survivors is just too out there, so you can kinda keep the invisible idea, but just let him hit a survivor and it'll auto put them to sleep." They don't want to try a crazy idea anymore. They realize that they can get by with a ranged attack, status effect, cooldown meter, etc. People will argue over whether it's balanced or not all day, and BHVR can stoke the flame and just tweak little numbers, maintaining discussion. I want to play as Pyramid Head in DBD. Not a generic DBD killer, if he was kinda like PH.
I think you hit the nail on the head! It would explain why lots of recent killers seem to be 'cut from the same cloth'. I find it hard to blame them for wanting to maintain balance in the game, ebcause I think it's an important aspect of what makes the game fun - it legitimizes everyone's skill, and highlights good plays. But too much focus on that would kill the creativity - it's just too much standardization which makes it easy to become complacent and focus on other things, like monetizing. Although, looking at it from this perspective you created makes me feel more sympathetic towards them XD because they're trying. The problem is, though, when you're paying good money for this stuff, they should do their best. So, I'm with you. I really want DBD to work, because I love it and lately I haven't been happy with it because something is clearly wrong!
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2445177#Comment_2445177
Everyone could see it. If, on the killer's screen, you got a hit, that hit would be forced on the survivor, no matter how bizarre it looks to everyone else.
I once saw an Oni down a Jane on the opposite side of a loop, purely because the Oni's connection was trash.
But where do they say that the killer's perspective was only considered prior to the change? You're using that bit of information to substantiate your point and to disprove mine. If you can't reference any information like that from the devs, then you're simply speculating from what you can see and have no idea whether what the devs told you is true or not.
In your comment just preceding the one I'm quoting, you gave an example of pings which illustrate that events happen in a sequence, and the server is considerate of that. However, what you're not doing is illustrating how the functionality was or was not determined by the server prior tot he change. From the dev update, the only evidence of a change I can find is that the server takes dropping pallets into consideration in the same way it does killer swings. But, even still, there's still a problem with that. A client/server network will always get packets from clients and determine what information will be sent back. In the example you gave, the results would be the same before and after the change, because the dedicated server should function exactly the same.
Personally, I think they added an additional condition to determine when the killer successfully hits near a pallet, and whatever they added prioritizes the survivor over the killer. Because, even before the change, there was a 50/50 chance of getting hit or simply being stunned at pallets. Now I can go an entire play session without ever injuring a survivor at a pallet, but you best believe I am stunned every single time. Even if I hit them while we're both standing on the same side of the pallet - I get stunned, they don't get hit.
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@tixerp said:
https://forum.deadbydaylight.com/en/discussion/comment/2445149#Comment_2445149
The most offensive part of it to me is that it's so painfully obvious that some of these killers could've had some of the most interesting ideas, and somehow BHVR manages to not even come close. Hell, in Nemesis's cinematic, it shows him picking up and throwing Meg with his tentacle. And you're telling me they best they could come up with is a lite PH attack, with some differing properties? And then slap on "go to object to heal status effect". Cool. Really feels like I'm playing Nemesis.
Demo had the entire concept of the Upside down to use for his kit, and in the end it's just a portal? Seriously? And you slapped on a charge attack too?
Pyramid Head really did it for me. I would've loved if they did something really creative and polarizing. Really flip the rules of the game upside down on it's head. He had such potential to defy every trend DBD killer's have followed up till this point. But nope. 115 killer with a ranged attack. You should be making powers for these characters that could only ever apply to this one character. Otherwise, what's the point. To build "hype!", and get people to buy the cash grab.
Exactly. So much lost potential, and unfortunately I think it's because they don't invest enough, or see any value in making killers anymore interesting than they currently do. In a way, killer's seem to be serving the function of a skin and nothing more, considering how similar all of their powers are. The idea of playing a specific killer is mostly up to your imagination to fill in the holes. It would have been awesome to play the nemesis as we know him in the RE games, but we just have to pretend we're not playing a reskinned demo/PH/deathslinger.
Also, I haven't heard any news about why McLean left, but I have been wondering if BHVR is giving up on making their games any more complex than they currently are, meaning they're ok with average level programmers to simply recycle existing functionality - as long as they sell cosmetics! I don't mean to be so cynical, but one dev stream about hit validation had a dev that was basically pleading with viewers that "the math required to do this properly is so hard". That's fine and all, but it definitely made me consider who they were hiring and what their goals were.
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@Bwsted said:
It used to -only- consider the killer's perspective. Now it only considers the server's perspective. You've just been playing with an unfair advantage all this time, making the new system feel unfair.
/thread
Where did they say that with dedicated servers they only considered the killer's perspective? On a client/server network both clients need to send their packets, the server relays the proper information. How can they alter that so that only the server's determination matters? That's the only way it can work with dedicated servers.
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Then, when the issue is brought up, survivors bust out their bibliography, citing that an official system was put in place to ensure no unfair hits occur. Except that's not the case. It's functioning exactly like the old system, you just put the burden on killers which isn't acceptable 'problem solving'.
@Firellius said:
"Except that's not the case. It's functioning exactly like the old system, you just put the burden on killers which isn't acceptable 'problem solving'."
No, it doesn't.
It used to -only- consider the killer's perspective. Now it only considers the server's perspective. You've just been playing with an unfair advantage all this time, making the new system feel unfair.
First off, where did they say that with dedicated servers they only considered the killer's perspective? Sure, that was true with p2p networks, but with dedicated servers it's always had to depend on both survivor and killer - it's how a client/server network functions.
If you watch the video, otz hits the survivor before the pallet really even moves, but the survivor doesn't get the hit. Sometimes I will hit a survivor that will make a mistake and drop the pallet on the wrong side and the game will TELEPORT me to the other side of the pallet.
There is a chance that it's because I am on PS4 as my ping is usually around 40-60, but it doesn't make sense when I see streamers landing hits in the same way and being denied, and they're all on PC with varying connections - likely better than normal connections.
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@Triadequinaxor said:
There are old killers that are terrible and boring to play/play against that need reworks, pig, clown, deathslinger, myers, ghostface, all these killer powers are copy and paste, Ghostface is just myers with a gimmick
Right? The last 8 killers have very similar powers. Aim, then execute some linear attack that has some nuanced feature that makes it easy to dodge. Demo, Deathslinger, Pyramid head, the twins, and the nemesis have powers that are almost identical.
If anything I think they need to address base movement speed killers. They don't need to make them faster, but they need to give all of them better tracking abilities. Like, the doctor is base movement speed and he's fairly strong because he can easily find people, so he doesn't need to be as fast. Whereas with Myers or Ghostface it's all up to the survivors messing up. Leatherface might be one exception because he downs people quickly. Trapper, Shape, Clown, Pig, Ghostface and Plague perform like garbage at higher ranks for the most part.
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Often times I turn the game on and while making a build to try, I find myself getting annoyed at how limited killer perk synergies are; how many decent perks have insane cooldowns, and how 15-20 killer perks could be deleted and no one would notice. Then I start thinking about the pallet changes, and how they just moved the issue to be on the killer's end. I'll push through all the frustration built up over the years, do well in a match, only to have 2 survivors with 2 gens left go missing - I immediately knew they had a key and were looking for the hatch. Often times I just turn the game off after stuff like that.
To be frank, I genuinely believe BHVR feels ok with treating their killer players more poorly than their survivor players. They've tried to be more balanced in addressing the issues of both sides, but for the three years I've been playing this game they have always been reluctant to make survivor changes unless something was obscenely broken. Whereas they are willing to change killers for the worse at the drop of a hat. Obviously I have become cynical about a game I keep holding out for - hope springs eternal: "one day they will see their bias, if I just hold out a little bit longer they'll realize how important balancing is in a PvP game"
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@CashelP14 said:
Here is my guide to save as many bloodpoints as possible while also completing the rift.
Red Line = Collect
Yellow Circle = Save
https://us.v-cdn.net/6030815/uploads/49HR52JEC157/sketch-1628695306871.png
These get more and more complicated with the way they're laid out. Pretty sure this is the best path.
Thanks again to @Exxodus21 for getting the picture of the level for me.
There are multiple paths that result in a similar value. You can also save more points by considering that some challenges are so easy to complete that, if they block a harder or more valuable challenge, consider that you can easily complete the one preceding it when you want to access that harder challenge.
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She was already nerfed into the ground... just run in a straight line in open areas, and move randomly when you break line of sight - I don't know, do the opposite of what you think you should do and more often than not you will trick her.
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In my experience as a killer main, I never start playing DBD with a toxic attitude. It develops from facing toxic survivors who troll and try to get me to swear in PSN messages so I get suspended. Granted, I'm not saying only survivors are toxic. Everyone is toxic at one point or another.
I just keep in mind that anyone that is going out of their way to make your day worse is projecting their pain onto you, and your reaction, to them, is read as sympathizing with their pain. They should be finding more constructive ways to get what they need, but alas, this is the quickest outlet.
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@Killerdonut80 said:
I love DBD, I discovered it like a year ago and have hundreds of hours of gameplay in it. I play Survivor and Killer equally. I remember when I started off playing as Killer, Noed was the best thing ever, down those annoying survivors with one smack, it was beautiful. But the truth is, it’s such a crap perk which obviously skews balance data making kills per game look much more balanced when it simply wasn’t deserved.
I can’t count how many games have ended with atleast two kills because of Noed when the killer was doing so badly doing regular time.
It’s honestly a joke of a perk for killers that don’t have skill, honestly when I see someone is using it I roll my eyes thinking I knew this is the kind of player that would be running it. It does surprise me when better killers use it from time to time.
I will admit though the only thing which makes it a little exciting is running around the map at the end looking for the totem to break it and knowing you could get spotted, never ever fun finding out you’re the first one downed by it though.
I've always defended NOED for the sake of new or unskilled killers, in the same way that DS is supposed to be for newer and unskilled survivors - or any other second chance perk. I think NOED is the only of it's kind that functions more like a survivor perk than a killer perk, in that you don't have to do much work to get use out of it. It's basically punishment for doing gens too quickly, and not taking care of totems.
In regards to it skewing statistics, it seems irrelevant in red ranks, where a lot of perks and builds reveal how and where they can be exploited. I can't imagine the use of NOED is prevalent enough, or effective enough to alter kill rates outside of green ranks.
Also, as soon as survivors get a bit better, NOED really starts to become easily countered. Anytime I see it when playing survivor, it's effective because the survivors are goofing around or not attending to their CYAs.
At most, NOED is a perk that's simply annoying to deal with.
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Was RE:resistance a trial run for the dead by daylight DLC? Support ends for resistance, so they give BHVR the go ahead. If true, it suggests the mastermind will be the new killer. The only problem is that the mechanics aren't there for resistance like gameplay afaik, unless the mastermind would function a little differently. Although, capcom could have simply shut it down due to it's lack of success, and decided to go with a DLC for DBD.
Outside of the mastermind, I don't know. The goto is tyrant or nemesis, but I don't see how they could work. The tyrant's abilities were a combo of deathslinger/demogorgon. The nemesis just doesnt seem to work in my mind.
Maybe Mr. X makes the most sense.
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@Irisora said:
I think they are confusing players now. The descriptions says that they remove the terror radius condition but they don't specify it BT have a range or if its trigger always despite the killer being near or not.
I was interpreting it to simply always work, regardless of where the killer is. Like, the killer can no longer counter it.
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@EliskaMM said:
https://forum.deadbydaylight.com/en/discussion/comment/2106097#Comment_2106097
That is not camping tho :) Unless you stood in their faces and never let anyone to unhook or had insidious and was in corner waiting for ppl to rescue and never left the basement/killershack.
Iron grasp is fine. And I understand sometimes it is a valid strategy, do not get me wrong. BUT if your first hook is camping then it is not strategy, you just want to see ppl die on hook, compensating something... You won't even pip... So it is not valid strategy...
And yea, I do not deny survivors are toxic too.
You can completely dominate in a trial, and not camp anyone. Just play well, and you won't pip as killer. Happened to me all the time, well, when i was actually playing the game.
As a side note: in my 2+ years playing this game, I would say that playing killer as the game is now, feels a lot like it feels being face camped as survivor, even when winning. That pressure you feel when you're being face camped? How you know you're not going to escape? Every match feels like that with the way gen speeds are. What's worse? The devs aren't even acknowledging it (they actually keep making those speeds faster), and you have people on here complaining about occasionally being face camped.
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@Homemade_Cookies said:
https://forum.deadbydaylight.com/en/discussion/comment/2100114#Comment_2100114
It's a waste of time for everyone and most importantly, unfun.
It's an exploitation of the game's mechanic and just because the devs didn't flat out disprove of this, people started to take it for granted and made every single game a nightmare for everyone (except for the killer of course).
It made me feel sad seeing my other survivors trying to approach the basement for a rescue but just had to circle around and give up.
All the killer did was just do 360 turns using his mouse to scout the surroundings.
God forbid the killer actually fulfills the role of being a killer. I don't know if you've ever seen the texas chainsaw massacre, but bubba hiding in the basement is pretty much on point thematically.
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In red ranks I like to keep moving because base movement speed, but i mostly do my stalking during chases by peeking because the person I choose to stalk from afar always has spine chill. Lots of survivors stand at corners while looping around jungle gyms, and you can't be revealed easily while peeking. So, you can often 99% them and then get the last 1% when you get close.
Sometimes I stalk using an ol' spirit mindgame: say you get a hit on someone near a generator that's being worked on by a different survivor, let the survivor you just hit run away then activate shroud, and stalk the now complacent person working on the generator.
Overall though, base movement speed sucks in red ranks.
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@SMitchell8 said:
I've had games where I've seen him stared at him, not broken him and then got hit, looped him, got hooked and then revealed him on the hook without actually being able to see him. Unbelievably inconsistent.
I think a lot of people block their view with their character model; when you're hooked, the camera is a bit higher. But, I agree it is inconsistent. He used to get revealed so easily, so I like it better this way. But I do main killer, so...
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@RoachesDelight said:
When I'm not playing seriously and just trying to mess around or do a daily challenge I really enjoy playing with Oni I love scooting around the map with my Kanabo and laying the smackdown when I catch someone.
The Oni is definitely a good time, blood fury can cure my depression.
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/2018471#Comment_2018471
A lot of us console players have smartphones and laptops we do research on. It isn't hard to use them and find the same information
I was mostly kidding with him because he has a 'tude. However, my reasoning is that if you're playing on console, it requires more effort to do research than it does for someone who is already sitting at a PC. That doesn't mean that people on console don't do research, it just means that they have more deterrents to getting research done, and people tend not to do things when there's a deterrent of some sort.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2018471#Comment_2018471
What is the difference and problem with that? I do everything on my phone and it is practical and acessible everywhere.
Please tell how is googling for info on phone different when doing it on pc? Please do.
Well, personally, I don't do it because it's not ergonomic, and most of the time the only workflow available on a phone sucks. But, one measurable difference is that the mouse over functionality on the DBD wiki doesn't work, so you're limiting access to information by using a phone.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2018395#Comment_2018395
Smartphones and wi-fi don't exist in 2021.
Jesus, you research things on a smartphone?
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@bjorksnas said:
Most people aren't really caring about how bad a console killer is because we understand their limitations the thing we don't understand is console survivors
they have the same tools a control scheme that doesn't limit them like a killer is limited by controller but they just seem, accident prone going down faster in chase then if they just ran in a straight line, wasting resources at breakneck speeds and abandoning them to go down anyway making the map barren wastelands while giving killers a ton of pressure, I had a game where against a legion I had a longer chase in my one chase then all my teammates had combined 9 chases to 1 chase by me, and mine was longer than theirs combined with 1 window and 2 pallets
while id like to say they are as skilled at the end of the day on average they are a more casual part of the player base, as with everything this has its outliers but its still an audible sigh when I queue up for a survivor match every now and then and see 3 console players as teamates because I don't expect much from them because so many manage to undermine my expectations. Still nice when I get decent ones or face decent ones as killer and survivor but they are so few and far between
Sometimes I wonder if people on console don't research things like PC players do, because of their medium. I think when on PC you can feel encouraged to look things up, as it's accessible. Granted, most consoles have a browser, it's slow as hell. Also, I think the chatbox in-game allows for people to realize how bad they are when people tell them after the match. On console, 90% of the time people contact you is because they're crazy/toxic angry.
I'm on PS4 and can attest to a lot of console survivor behavior being weird. They can be inefficient, and often bad. If I turn off cross-play and go console only, I just get a lot of weird vibes; lots of trolling, people being afk, people hiding in corners all game, etc.. There have been good players, though. They're just few and far between.
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@Yords said:
Please explain to me how survivor doesn't take skill.
Yeah, survivor definitely has it's own skill levels, but I think the learning curve between the roles is insanely different in difficulty. Killer takes months, while you can be looping red rank killers in a week or so as survivor. When learning survivor I really only found 2-3 levels of personal skill advancement as a survivor:
- Level 1: Hug walls and objects being looped; don't drop pallets early; learn good positioning. (Is this even skill? more like knowledge.)
- Level 2: Learn how to string various tiles together to create strong loops.
- Level 3: Master timing of vaults and mind games, depending on the tile.
But, without those skills there are handicaps that give survivors an adequate buffer that they can squeeze by on, even if they don't play well. Like, having sixteen perks for an entire team, with power for individual survivor perks rivaling the power of individual killer perks - mostly second chance perks. Things like unlimited fast vaulting; fast vaulting while standing still next to pallets; smaller collision capsules; stackable second chance perks. These handicaps allow survivors without even basic skills to win against killers that are more skilled than they are... basically, boosted by the developers.
Honestly, the fact that these handicaps remain in the game at higher ranks/MMR is what creates imbalances in my mind. Remove the handicaps, or limit them on survivor at a certain point and that would require survivors to learn the above mentioned skills to win. Just like killers have to develop certain skills to win.
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I don't think anyone can reliably say they know how the game determines hits that land or do not land. Meaning, that you have no idea if killers are getting free hits because they have a bad connection. I mean, how do you know that's the case and it's not something else? Because, as killer, sometimes I start teleporting around when I get near a survivor with a bad connection, and I know that my connection was fine by checking my router logs afterward.
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Dead Hard is basically the inverse of Coup de Grace, which is limited to being used 5 times per match. Dead Hard on the other hand can be used as many times as the survivors want. Sure, an individual survivor might only use Dead Hard 2-3 times in a match, but if all survivors use it that many times you can see 10+ Dead Hards in a trial. So if Coup de Grace should be limited in it's use, why isn't Dead Hard? Coup de Grace is limited because the power of it is obvious, the power of Dead Hard should be recognized similarly.
Honestly, I don't think single perks are all that terrible. Often times I find that stacking second chance effects is really what's broken.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2006800#Comment_2006800
General consensus is that the maps are more killer sided barring the meat plant
Hmm, most of the maps feel like strong tiles are regularly near one another, resulting a couple of infinites being created - especially on the new crotus pren maps. Some of the new maps have 2-3 long wall tiles, some of which leading into T walls, leading into Shack.
Maybe I'm not used to the new maps and I'm just playing them poorly. I haven't been playing much as the lag during the day has become pretty bad for me since mid-November. It's a little better this update, so maybe I'll try some matches.
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@usuarioreal said:
What is the function of the disconnect button? Today in the Spanish forum they deleted a comment for showing my dissatisfaction with the game and saying that if I am having an unsatisfactory game I would leave the game, the question is why there is a button for that if it is frowned upon to use it
I was getting fed up with the lag during the day, hit validation issues, and the map redesigns, so I took advice from Mathieu Cote to "Go play something else".
I didn't go to play civilization, but elder scrolls online recently revamped their entire champion point system and are replacing all of their servers in june. It's kinda crazy because leaving ESO led to me finding DBD... but now the roles are flipped! I don't see them balancing the game any time soon, so maybe it's a good time to take breaks from DBD. Still love the game, but yeah...
So, clearly the disconnect button is to help you find another game to play.
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@Sonzaishinai said:
Forgetting about our dear old Legion are we?
Damnit, you're right. I feel like Dr Shaw in Prometheus, "We were so wrong...! WE MUST LEAVE!"
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2006840#Comment_2006840
First hit of the game is FF. Next one is against an injured Survivor with Deep Wound that no longer has access to Dead Hard. As Legion, I'd basically have a button to deny Dead Hard in any chase.
Agh, that would be too strong.
Damnit legion!
Well, I still support the idea of adding an exhaustion effect after someone receives endurance from a stiptic/borrowed time/soul guard
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It was MMEH
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@StibbityStabbity said:
As a Legion main that would benefit from this immensely, this seems like total overkill.
Also, considering your post that most people are Exhausted when they get Deep Wounds anyways, this seems like it's actually just targeting Dead Hard.
How could you abuse this?
It targets all exhaustion perks. Deep Wound having exhaustion would prevent Stiptic into Endurance, with a speed boost, into a stored Sprint Burst, or lithe.
It's also possible to add an exhaustion effect to survivors after they receive the endurance status effect, instead of applying it to deep wound. This would remove the buff to Legion, and still have the same effect on penalizing stacked second chance perks.