Feyd
Feyd
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Toxicity: The Videogame. Every single bad human behavior dialed to eleven. Every moment is someone either being toxic garbage or trying to deal with someone else being toxic garbage.
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Whichever killer is camping and tunneling. Doesn't matter who they are playing to do it.
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@eclxpsse said:
I'm a ash 3 killer (rank 19 i think?) and i havent played in a while, but at my peak, i was rank 16. Just now I was playing and getting absolutely bodied by survivors and I just dced since they had all gens done in ######### 10 seconds. I look at the leaderboard and the 2 that were looping me were red 1 and 4. makes no sense
Your "rank" is not your matchmaking rating. You don't get to know your MMR. That said, you were probably the first killer that didn't lobby dodge them.
I play on Steam with crossplay disabled. We have at least 2-3 killers dodge every game so they can go try to get console players to bully.
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@Fantasy said:
https://forum.deadbydaylight.com/en/discussion/comment/2691485#Comment_2691485
It's the easiest way to kill everyone but sure I have another choice, I can go around 2 hooking everyone and be rewarded by getting clowned at the exit by whoever the remaining survivors are because I was nice. No thanks.
You are correct. It's a very easy way to guarantee your 4k. And is also why the game is slanted in favor of killers. It's entirely in your power whether or not to completely dominate the game.
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@EntitySpawn said:
I know there will be alot of people that will use that stupid excuse "that's the risk of hexs"
In reality why is it even a risk or fair for your hexs to be spawned on and in sight of the survivors. To lose 2 perks within 16seconds is honestly just stupid.
Hexs or totems in general shouldn't just spawn in the open.
Totems should not be spawned on in sight.
Totems and hexs should not spawn near a gen.
I dont think it's unfair or unreasonable to ask for all totems to be hid in some degree. Or if you wanted to go the extra mile block all totems for a small time early game.
I can assure you lullaby and undying isnt game changing.
They cannot spawn in line of sight. They changed that a while ago. Not uncommon for them to spawn right around a corner however, and good survivors will check every spawn point they pass.
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@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/comment/2686428#Comment_2686428
Hey, did you know that survivors just off the hook are no more vulnerable than any other wounded survivor?
Being animation locked during the unhook so you can instantly hit them as it ends certainly makes them significantly more vulnerable. There's a reason BT and DS are meta. Cause you jerks won't stop camping and tunneling people off of the hook. Killers that aren't trash get to play against people with less perks, since those are useless.
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@BubbaDredge said:
Because survivors want to win without the skills to earn it.
A little DBD trivia: a survivor just off hook is no more vulnerable than any other wounded survivor. They're not even necessarily closer to death hook, the rescuer might be closer. They really just want killers to go after the fully-healed because that's a terrible strategy.
Or because the person you just reamed would like to play too instead of bending over for you again.
Empathy. The reason it's a survivor perk is because killer players lack it. That's why they play the side that has no friends.
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Careful now. Enjoying the game without 4king while half asleep isn't allowed here. You must advocate for survivors to spawn on the hooks or you will get piled on.
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@Huge_Bush said:
Because survivors want to have multiple resets for their health states and second chance perks. They want the chase on their terms and not yours.
They don't want a game where the killer is stronger than one survivor and survivors have to work together to out play the killer, they want a game where they are always in control.
Or a game where they have any control at all. Since what you're proposing is a game where death is certain and if you can guarantee a down within a minute every time, there will never be 5 gens complete unless the killer screws around.
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@RainehDaze said:
Been trying to make sense of this contradictory viewpoint for a while now. The only fun part of the game for survivors is interaction with the killers and being chased, and anti-loop powers or mobility powers that make it hard to play around loops are therefore bad... but a short game where you're only being chased and then you get sacrificed is also unfun?
If chases are the only fun part of the game, how is a short game where you're tunnelled not fun? How can people then complain it doesn't let them play the game?
Because you don't get full chases after the first. You're injured from the onset and the killer is usually in a position to down you seconds after the unhook. There's no chase. It's just instadown and rebook.
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@steamed_hamzzz said:
To the people that refuse to leave the game until they’ve got the killers attention at the exit gates just so you can teabag and click your flashlight. Why?
when there’s literally nothing else to be done, all other survivors are either dead, escaped or at the gates with you fully healed. Why?
when you’ll repeatedly fast vault a window just to try and draw the killer over to the exit gates and annoy them even further. Why?
seriously what is the point?
Who hurt you? What went wrong in your life where annoying others is your only source of pleasure?
I can posit only a single, legit, logical reason. They want you to come over and trigger a chase so they can get some more blood points.
I wouldn't wager this is a common reason, just that it *is* a plausible one.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2682443#Comment_2682443
"It's not fun or fair if I die first this time" is a horrendously entitled opinion for an online game, so yeah. It's a very weak argument, demanding that other people play worse at a competitive game so that you hang around longer. Generally, a tactic reserved by sore losers and children if not agreed upon first (and of course, there's no pre-game chat, so it's hardly like anyone can agree to such a thing).
When the effectiveness of survivors doesn't diminish by numbers or hooking anyone is as good as hooking the same person, then we can talk about what's fair or not.
The only real problem with someone dying first is imbalanced queue times, but you're not going to fix that by asking Killers to not tunnel.
There's dying first and there's being singled out to make sure you don't get to do anything. They are not equivalent. They both suck, but only one of those things requires making sure one person completely wasted their time joining the queue.
I wish the game kept note of someone being three hooked within two minutes if the first hook. Then went out of their way to match you with elite SWF bully squads. The kind that could win any time, but instead harass the killer for fifteen to twenty minutes in the process.
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The replies in this thread are a perfect example of why no decent person should play this game. People play this RNG casual game like if they don't 4k they'll be flayed alive in the real world. There's no such thing as a "good game" in Dead by Daylight. It's either be a griefing piece of garbage, or fodder for them.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2682214#Comment_2682214
Oh, yes, and that's the crux of the problem.
People don't like being tunnelled and removed from the game early, but everything about it (except a few perk interactions) encourages Killers to do it and makes it more practical.
There are some people who think it's toxic behaviour, but the arguments for that are weak, so just do what you like and don't look at endgame chat much.
Yup. Empathy for the person whose game you are ruining sure is a weak argument. Glad we cleared that up. I welcome the apocalypse.
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The zombies are entirely luck dependent. I've had them lock me off of a gen for significant amounts of time and I've had them stuck on a tree unable to move.
Similar with chases. Most of the time, you don't even encounter them. Others, they're hiding around corners like ninjas ready to tackle you the second you come around.
It's like pig traps, in a way. One game it'll come off instantly, the next you'll be running to the last box when your head pops. It's far too luck based to really be considered a good mechanic.
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A very verbose and well thought out point. I appreciate you taking all this time to share with us.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2677712#Comment_2677712
Consecutive hooks are not scummy. There are a million ways consecutive hooks can happen without a killer tunneling or camping.
Also, tunneling and camping aren't scummy regardless, feel free to bring meta perks and manage those tactics appropriately.
Doing everything you can to ensure one player doesn't get to play the game is a crappy thing to do. I don't care if it's effective or efficient. It makes the one person you're crapping on feel like they're being personally slighted. It's a crappy thing to do and requires a lack of empathy for the people you're playing against and immediately removes the possibility of it being a "good game".
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2677709#Comment_2677709
You'd need to provide data, and your anecdotal experiences don't outweigh everyone else's anecdotal experiences. Which only leaves us with some hard data for snuffing time and placement time but those are under ideal conditions.
If the totem is ideally located and easily found then yes, a Killer may indeed win on time efficiency if they snuff it every time it goes up, before it's used for healing--but they rarely aren't that ideally located. The audio cue is also much smaller than the actual radius of the totem, which increases the time to find it. Then RPD, the Game, numerous main buildings etc. all allow placing totems in very safe spots that take too long to traverse.
If a boon totem is used once (assuming that bones would have been done eventually because of Noed or Ruin or other Hexes), then it's saved 2s of Survivor heal time. If it's used twice, then it's saved 18s of Survivor time (either one person could stay on gens or faster than self-care). Then multiplicative stacking etc up to and including mid-chase heals.
And if it gets the benefit of being placed in some secure building spot, then it's a net gain on survivor time every time the killer goes up to it, just because killer traversal time is worth four times as much as survivor traversal time. Unless someone is dead, but I thought we wanted to avoid tunnelling as a necessary strategy. That's assuming it's put in the same spot and they don't check the wrong place first.
So if we want to rely on numerical analysis, then the Killer only gains time from boon totems under ideal circumstances. Every other interaction with it is an increasing time gain for Survivors... again, even without its effect being used. And because of how powerful CoH's effect is against attritional gameplay, it makes ignoring boons or breaking bad chases suboptimal.
It's one perk that simply does too much.
What anecdote? Do math. Time to find a totem. Time to boon it. Time to heal. That already is larger than the 32 seconds a self care takes without bonuses like a medkit or botany knowledge.
Again, the numbers only work out in CoH's favor if the totem is nearby and ignored by the killer. Of the totem is set up on the other side of the map, you could have self cared in the time it took to run there and then heal.
These aren't subjective "feelings". It's cold, hard numbers that don't give an eff about your feelings on the matter. If all four ran self care, it would, the majority of the time, be more efficient with time than to use CoH. Spend more time on gens.
So again, go ahead and delete the perk so we can go back to eyerolling over the dead hard and decisive strike complaints.
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So... You used to get most of the kills every game and now your MMR is high enough that you only deal with SWF bully squads because you crushes most of the solo queue players.
Play sweaty, play against the sweaty. Seems like the SBMM system is working as intended.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2677712#Comment_2677712
Exactly. I never get hit by DS or BT as Killer because I don't go for the unhooked Survivor... imagine that...
And honestly, I think it's better for pressure to go after the unhooker in the first place. Now the unhooked Survivor has to either heal themself or find someone, and with you chasing the unhooker, you have minimum two Survivors not doing the objective (three if the unhooked has someone heal them) and don't have to worry about DS or BT.
Occasionally have someone run at me with BT and body block, but just hit them and now they have to mend too. But this is usually my experience as well. I never have to worry about either of them myself. I do often feel like I need to run them when playing survivor though. Too many lazy killers with no real skill sitting on hooks.
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@foxsansbox said:
Y'all call camping griefing, that's a riot. I just had to kick every single pallet on Leary's, face multiple body blocks and to think I decided not to tunnel their no DS potato at the beginning of the game.
Camping is a symptom.
So are DS and BT. Perks that are useless unless the killer plays scummy.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2677691#Comment_2677691
It's the same speed as having someone else heal you, without that other person having to devote time to heal you. i.e., it's a net gain on Survivor time. Attritional play is dead whilst this is in its current form.
Like, you can insist that it's bad and niche and everyone else is wrong and it doesn't provide a huge effect for the team at low perk cost, but I think if killer mains, survivor mains, people who play both sides, and the majority of high-MMR streamers think it's too much at its current state and having deleterious effects on gameplay, the evidence is not in your favour.
We also haven't gotten even slightly into its interaction with vertical maps and buildings, which immediately shifts the time value massively in favour of using it. It's good and there are entire maps and areas that make it even better, which is just nuts.
Right, because people's thoughts and feeling always trump cold hard data. Oh wait...
Regardless. As I've said, go ahead and delete the perk. It has no effect on my play, because I don't run the perk or rely on it. Then you can get back to whining about dead hard and DS like normal.
Edit: I would agree that boons are busted on RPD.
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Oh no. It's been like this forever. Though it definitely has gotten worse since the matchmaking change, and is often worse during events since people love to grief in this community.
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It doesn't though. The speed is the same speed as having someone else heal you. The 100% just removes the -50% penalty for self caring. That's it.
Unless someone else heals you, then it's like having We'll Make It active. I ran the boon for about three days after it came out, then just went back to self-care, botany, and a medkit. It's not reliable to keep the boon active and is less efficient for your time than just getting on a gen.
You also have to find a totem that someone else hasn't broken. There's just too many downsides to setting up the perk that self care just wins out logically. It's the same problem inner strength has. Useful if you were just breaking a totem anyway and had it ready, but not reliable. Again, too niche for me. Go ahead and ruin it.
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@WishIcouldmain said:
Killer side: I refuse to run NOED. It’s a dumb design in my opinion you run and get huge power for doing nothing really. You eq
Survivor side: Dead Hard. Once again dumb design. You’re able to erase your mistake by the push of a button with the measly requirement of your injured. And with how validation works now. It literally does more then it’s suppose to.
Dead hard. Because half the time you press E and still get hit, regardless of validation.
Head on. For the same reason. Constantly get yoinked from the locker due to lag.
Killer as a whole: because I'm tired of being hit by pallets when I'm still several steps away from them, again... Due to server lag.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2677635#Comment_2677635
I agree with you. I'm worried about it being nerfed into the ground too but I honestly don't think this would nerf it into the ground. At the very least I feel we should test it
Not saying said nerf is to the ground. I'm just saying I wouldn't care if you did. You could make it a blank perk that did nothing and it wouldn't affect me at all.
Math just isn't in favor of CoH. Between the time to find a totem and set it up, even if the killer doesn't snuff it, add in running to the totem and heal time... You would be more efficient to just work on gens and then self care when injured.
The only time it does much of anything is if it's nearby, the killer doesn't snuff it, and the killer let's you heal. Then and only then is it really effective. It's so niche that I'm amazed people complain about it.
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Alright. Point by point then.
1) Dead hard is the only exhaustion perk you can control and use on demand. It has counters. Until other perks can be chosen to be used instead of always being used regardless of desire, it will remain the top perk. Lithe, Sprint Burst, and Balanced Landing all can get wasted at the wrong time.
2) Yes.. if you leave one survivor, he will likely get on a gen. However, everyone can do gens. Not everyone can win chases. So if you can't get a hit in 30 seconds, you probably should look for a weaker survivor or you're likely to lose the entire game.
3) Boons just mean more NOEDs since people are breaking totems even less. They're vastly overrated. Go ahead and neuter them for all I care.
4) New map is definitely too big. I won't disagree there.
5) The Game map sucks. Would be giddy to see it deleted.
6) 90% of perks are useless. Short of making them on par with meta perks, they always will be.
7) Killers definitely have not received more nerfs. The game balance has swung very heavily since the game's launch. There may have been some specific killers that have had some harsh nerfs, but that doesn't affect every killer like survivor nerfs affect every survivor. Plus there's still the nurse, where if you are good enough, you simply win regardless of what survivors do.
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Yeah go for it. Give it the mettle of man treatment and make it completely useless. Self care already is more efficient unless the totem is right next to you and the killer ignores it, so go ahead and nerf it into the ground.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2676370#Comment_2676370
My guy out here saying killers all want 4k's, but then stating he thinks if he feels he is good enough he should always be able to outrun the killer forever lmao.
Meanwhile survivors need something to ensure they have a way to escape the killer because "You aren't supposed to 4k every time even if you are better." lmao You also keep defending holding W and saying it's like a good thing and people shouldn't complain, but then, do you actually consider yourself skillful if the killer gives up because he can't catch you holding W across red forest?
You're assuming you're better because... Oh right. That would be why you didn't 4k.
I never said the "hold w" meta was good. In fact, if you read, you'd see I'm an advocate of looping mechanics, as it requires skill and mind games with the opponent. But even then the killers in this very thread have said that you shouldn't be able to do even that. You should just go down and quickly regardless of how much game knowledge or skill. They have literally said the killer should win every chase and quickly... Because other people might do gens
The people on this forum are hilarious in their killer bias and entitlement to 4k.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2676379#Comment_2676379
I want a game where the outcome of chases is meant to be consistent.
If it's expected that equal skill should have a 50/50 outcome, then it shouldn't be the case that a long chase is enough time for half of the survivor objectives to complete across the map.
If the game is supposed to be balanced so that gens can complete in a chase, then the outcome of a chase should always be assumed to be "the Survivor will go down" and the goal is buying as much time as possible.
The way Killer powers are structured and the current and continuing speed of gens suggests that the second one is supposed to be the game's balance. If the game is supposed to be a 1v1 looping skill test, then a lot more needs to be restructured, and the first priority is not complaining about every killer that doesn't play around loops "normally."
And as long as you can down a survivor and camp them to death with no hope of retrieval within 2 minutes, the gens have to go the speed they go or no one would ever ever escape. Which I suppose is the point.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2676376#Comment_2676376
You need to stop this generalization.
It is not only disrespectful, but downright childish.
Respect is earned. Demanding free downs because you picked killer is definitely not worthy of respect.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2676370#Comment_2676370
So, your default assumption is to call every Killer who says they don't want a 4k every game a liar?
I'm not sure what you expect to gain out of discussions if you're just going to tell everyone you talk to "I won't believe anything you say where it's inconvenient to me".
"I don't want to 4k every game. I just want every survivor to go down in less than 30 seconds regardless of how well I play."
If you aren't lying, then you're lacking self-awareness to a staggering degree.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2676351#Comment_2676351
Ah, there's the problem! You're saying, "you deserve to lose (the game) because you lost (this 1v1)", but again, it is a 1v4 game. It being balanced so that any single interaction could be game-defining is bad for that aspect. It's not "One Hero Survivor and 3 Genrushing Hobos".
And the point of Killer powers is to avoid this balance. Either whilst they're doing the chase, pressure is somehow applied to the other 3 survivors; or they have a power that is much better at ending the 1v1 one way or the other, or they just have the mobility to bounce from survivor to survivor whilst also chasing. Or trap-based killers who just skip the chase aspect entirely by outplaying.
Hard to tell whether the 1v4 pressure or the 1v1 advantages get more complaints, though.
If you chase a survivor that's good enough to run you for more than 30 seconds without getting hit, it's your lack of skill that is costing you the win. Your lack of skill in the chase and the lack of game sense to know you're outclassed and to go find a weaker target. Anyone can hold M1 and do a gen. Not everyone can run a killer for any length of time.
Just admit that you want survivor skill out of the equation entirely. It shouldn't matter what we do or how. We should just jump on hooks because you picked killer. That's exactly what you say and what you and everyone else on this extremely biased forum ever want. None of you actually care about beating your opponent. You want it handed to you.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2676353#Comment_2676353
It's funny when survivors act like killers just want 4Ks. That's not the issue here. The issue is you think you somehow deserve to have a 50/50 shot at every chase interaction regardless of a killer's skill. That's not balance.
Either lying or being facetious. You all do want 4k every game. Any perk that helps survivors not die immediately is considered completely broken, no matter how effective it may actually be in practice.
You are the one ignoring skill. If survivor better than killer, survivor should win chase. Smart killer goes for weaker prey. If killer is better, he should get a quick hook and move on. In fact, survivor skill already means less, because you just have to pick off the weaker survivors until it no longer matters how good the survivor wins. EGC completely nullifies the survivor's skill in the end if you pick off all his friends. Luck determines who finds hatch first, and whether the gates are close enough to guarantee killer victory.
The game is already heavily in killer's favor. It's why perks like BT and DS even exist. Because it's very easy to down trash survivors and leave the good ones screwed, unable to do anything except go do inevitably, sooner or later.
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We coordinate. If you see a hex mid chase, you say where it is so someone can grab it. Soon as the killer is known, you say it. Realize they have a perk, say it. See who is going for the unhook before getting off a gen to go yourself. Occasionally, we will set up head ons to pull the killer off of someone injured.
We normally have two or three in our group, and I'm the only one decent at looping. One friend is getting better and my wife is... Well I love her. She usually gets tunneled out quick because she's not good at running the killer.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2676344#Comment_2676344
Survivors are a team of 4 regardless if you queue solo or with friends.
Also weird how it's only survivor skill that matters to you, because as soon as I mention that 1v1 killers require skill to play effectively you blame me for "ignoring skill".
Typical survivor main bias right here.
Apparently you aren't good at reading, because everything I said implies that if survivor skill is greater than yours, you should lose. That implies that if you have more skill, you should win.
I know the idea of earning things is foreign to the current generation at large, but you aren't entitled to victory because you picked killer.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2676332#Comment_2676332
Except, this game is asymmetrical.
Which is the key problem here.
You can't make take your 1v4 game and balance it for perfectly equal 1v1 moments. The instant you finish doing that, you've decided that the 1 side should lose and the teamwork side of the 4 isn't important.
And that's why I said infinitely outplaying. If you want to keep the power imbalance, and make sure it's a team effort not a solo one, then there should be an inevitable loss. Buying a lot of time is an option, being able to clearly win each time is not.
There is an inevitable loss. When pallets in area = 0. At that point, there is a strict time limit as you move faster and get faster the longer the chase goes on. Again, of course, unless you get completely outplayed and the survivor escapes for a bit.
If the survivor outplays you for that long, you deserve to lose. I know it feels like you should get victories purely because you clicked "play killer", but you don't. There are real people on the other side of that screen and you aren't entitled to ruin their day without earning it.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2676332#Comment_2676332
You can still outplay killers who have strong 1v1 powers, it's just harder. And did you know killers with strong 1v1 powers also take skill to use effectively. But you don't about the better playing winning, you just want to feel like you are good by being able to take the killer for a trip around the entire map.
Not to mention you are conveniently ignoring the fact you have 3 teammates you need to work together with to beat 1 player. So the killer should ultimately have the advantage in chase.
If you want a 1v1 pvp game, you can look at fighting games. DBD is not a fighting game where you need to be able to handle your opponent in a 1v1.
No. You do not have three teammates. Not unless you queued with three other people. You have three individuals that may or may not care about unhooking you, much less working on gens or doing anything productive anyway. Just this morning I had one leave a trail of scratch marks to me and bodyblocked me in a corner until the plague could down us both. Frequently, the other survivors are the killer side's MVPs.
So again, you just believe that the player's skill shouldn't matter and that you should win chases purely on the basis you picked killer. There's a reason in MMOs, the best rewards come from the content that requires the most coordination. It's not easy to get people to coordinate together. You cannot and should not assume the randos you get paired with are even working together much less doing anything productive at all.
If individual skill shouldn't matter, then expect less games without 4-man SWF, since people will either find groups to work on comms, or quit. I'm sure you'd love it if every game had 15 minute queues again just to give you a stacked 4-man SWF bully squad.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2676224#Comment_2676224
The people who really like looping seem to think everyone else does and that the game should be balanced around these 1v1 moments only. Anything that doesn't allow for infinitely outplaying the Killer and making the rest of the match and gameplay irrelevant is "unfun" by default.
"Outplaying"
Imagine stating the exact reason looping is fun and should be the prime design of the chase, but still complaining about it.
Yes. If you OUTPLAY the killer, you should be able to run him indefinitely. That's called being better than you. That's how good balance works. The better player wins.
They keep adding killers that make this less of a thing. Taking skill out of the equation and just making every chase a matter of time until you go down. The most skilled thing you can do... Is nothing. Just run. Yaaaay.... So fun. I guess it is for the unskilled killers that can't loop but just want easy downs.
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@danielmaster87 said:
Getting a new map is exciting. Aesthetically, it's quite pleasing. But this map is just horrible balance-wise. It's huge, it has breakable wall-excused god windows, and you can't hear survivors' footsteps.
Why is the map so huge? Mother's Dwelling is one of the most hated maps in the game, and is coincidentally one of the most survivor-sided. Why then are maps of similar size being made? Makes no sense. If the map is huge, the gens are spread far apart. If they're spread too far apart, the killer can't pressure them, especially after the map gets easily split.
The breakable walls on this map are once again a flop. They do not benefit killers who break them. They actually hinder killers until they're broken, because they're right next to god windows. I'm tired of god loops being put into maps. "But there's a breakable wall you can break to fix it." Why do we have to do that? It's guaranteed wasted time for the killer, and takes no skill from the survivors to use. This is the wrong way to do breakable. I don't know how that's so hard to understand.
I guess we've learned nothing from Ormand, because in that map survivors make no footstep sounds because of the snow. And now with this map it's the same thing. Because there's sand, survivor footsteps are silent? Makes no sense. They can track killers but killers can't track them because there's no sound cues. It's like the Spirit dilemma, but for all killers.
Blight has plenty in this map to slide off of. So just in case you thought they took him into account when making this map, they didn't. You're gonna be sliding left and right when all you're trying to do is bump. It's super annoying.
Also, the shack is very disappointing on this map. It has a cool aesthetic, but it's the same flawed design as all the others. Same pseudo god window and god pallet. The biggest thing for me are the windows on the backside of the shack. Why are they their? Just to show the survivors where the killer is so they can't mindgame.
And I'm not even gonna go into all the different god loops that spawn around, and sometimes lead into, the main building.
This is 2021. Map design should be down to a T at this point. Why are we taking the worst aspects of previous maps and putting them all into one new one? Killers are tired of huge, no-gameplay, survivor sided maps.
Or to shoot survivors through it. I've been hit through tiny cracks in buildings by deathslinger many times. It also is beneficial for nurse, pyramid head... I don't disagree that the map sucks. It is definitely too big, for sure. But the killer shack has always been a powerful tile. Why shouldn't there be any powerful tiles?
This is why everyone is complaining about the "hold w" meta. You don't want us to run away. You don't want us to loop. Let's just cut to the chase. You don't want us to do anything but die and give you points. That's really what this comes down to.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2672643#Comment_2672643
I love using blood warden for that reason. Its difficult to proc but when it does. The look on a teabaggers face when he realizes he cant get out. Priceless /kefka laugh
Conversely... We could have a karma system. Teabagging in front of the killer? -karma. Hitting someone on the hook without someone trying to unhook? -karma. Eventually, it would move all the negative karma people to their own queues and away from the rest of us.
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@some_guy1 said:
what dead hard, decisive stirke, unbreakable, circle of healing every game does to a mf
So... Two perks you really don't need to worry about unless you're being a dick. Dead hard as the only controllable perk that helps with chases... And a totem that's basically a hex ruin with the sheer amount of time wasted running to it most of the time and is less efficient than self care unless you have lucky placement and a deaf killer
It's very difficult to take complaints like this seriously. As many killers will even tell you, once you know they have dead hard, it's mostly useless unless you're bad.
DS and unbreakable are largely avoidable. And if you have to slug because the unhooked person was body blocking, they still have to use it and take the time to recover instead of doing a gen. DS is only used because of how much tunneling is done these days. It's not a good perk anymore. It just feels necessary to have a chance at playing the game again after you went down once.
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@xxshyguyxx said:
Yet again, another killer fallen to the weak side playing against anyone other than newbs...
Another reason these swf groups are killing this game. As if we needed one.
I just played my first killer match of the day, and it was so bad I already want to quit for the day.
Trying to learn the artist. So I'm learning. First match it was two 2man swf groups. The pc players were disgusting. Both ran break put. Kept luring me to each other hiding in lockers, teabagging and clicking insta blinds when I got stunned .
I couldn't even facecamp the one who kept BM all game bc as soon as I get her on the hook, all three survivors bombarded the hook, all 3 had borrowed time, one unhooked, the other two wedged between us so I couldn't physically hit her again. Making her invincible.
I finally killed one at the end of the match while all three were chasing me around trying to bodyblock. I got the well deserved kill and here comes the salt in the end game chat.
"You suck bruh" "camper bruh" "trash bruh" "tunnel bruh" "go play a different killer bruh"
I was dude... this is my third time playing her?! Like... I'm learning how she works.
This guy calls me trash yet not only had all his second chance perks, but literally all three of his friends, and their teamwork and their second chance perks at his aid and this guy actually believes he is a God! And outperformed me!
Like no dude... you didn't...
Are the survivors ever going to learn that when you rely on your 4 BS second chase meta perks, ontop of all your friends BS helping perks and ganging up on the killer to help you ISNT GOD TIER PLAYS?!
It's basically cheating. I mean it's allowed yeah, but it's like 5 guys beating up 1 guy together and saying they can't fight.
Anyway. Artist isn't good at all against high MMR. I couldn't even use the power. She slows down to much while setting up birds, and literally they simply left the loop and ran off to 1 of a million other loops and pallets available.
So within 2 days, they already learned to simply run away to a different loop each time and her power is useless, and then simply 1 click of the flashlight stops the bird bc her other swf pal was using her flashlight like a light saber.
So yet again swf groups killing the fun out of a game by being gross, ganging up with nasty coordinated stun plays like break out, and making a complete fool of the artist.
Good job devs.
Please CAP SWF GROUPS OR GIVE KILLERS BOOSTS AGAINST TEAMS!
Ugh... it was literally my first match. Already like... why do I do this to myself? This isn't fun. :(
Killer players can and often are just as toxic. It's the game's community in general. It's like the majority of players were born in radioactive waste.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2671830#Comment_2671830
I wouldnt mind a perk like "For multiple teabags or flashlight clicks the entity impales said survivor"
Someone the other day had a three wish from the devs thread. My #3 was three crouches in quick succession within the exit gates blocks the gate for said survivor. Called it the Karma Effect. I'd love little punishments for BMing like that. Maybe after hitting a survivor on the hook twice, your weapon drops and gets stuck for two minutes or something.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2671725#Comment_2671725
Eh, seems like a waste of a perk slot.
I don't disagree, but my post was mostly to troll the killers that rage over each of these perks. It was not a serious, "this is sound, meta gameplay" suggestion. Hell, if I put a boon totem on now, it's just to trigger the killer, cause for the most part, they're unreliable and not worth the time.
Though on RPD, the shadowstep/CoH combo up in the library is definitely stupid.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2671761#Comment_2671761
The devs have stated numerous times that tunneling and camping IS NOT scummy or bad behavior. Personally I would call teabagging and flashlight clicking bad behavior but there are no rules against that either. I never said there aren't killer that tunnel and camp to be toxic. Not once did I say that. I only said there are plenty of people who understand it sucks when your tunneled out of the game yet they do it because they want to stand a chance at winning too.
Well, clearly they do feel it's bad for the game since they're looking to fix it. I'm perfectly okay with making it impossible to spam click or teabag, or making each click use a minimum of one charge so it drains the flashlight bad to do it. I dislike flashlights as a whole.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2671682#Comment_2671682
Killers tunneling+camping is not THE problem. It is a symptom of the real disease. Which is survivors are too powerful when they know how to play. The entire reason killers tunnel and camp is unless your using the 2 meta killers it is impossible to get 12 hooks before they repair 5 gens. Unless they screw up. Which decent survivors never do. This game is designed to only function if the survivors make mistakes or do not gen rush. It doesn't matter how well you play killer. If both sides perform optimally the killer will always lose because they are out numbered.
Then the devs keep balancing the game around newbie survivors. Giving them even more tools to win. They need to put their foot down and tell survivors "git gud. Your not suppose to be able to beat the killer in a 1v1". You can't tell me survivors are not the favored child. Ruin+Undying was a thing for like 3 months before they nerfed it. DS took 4 years! Last chapter more killers were nerfed yet boons were not touched.
Most killers actually don't like tunneling because they feel the same if that was done to them. But they do it because they need to remove someone asap to stand a chance at high mmr. It's very common for 3 gens to pop by the time you can down 1 person. Killers need a snow ball effect to recover from that.
You definitely don't speak for anyone but yourself when you attempt to justify scummy behavior. There are plenty of killers that camp and tunnel because it's easy, effective, and upsetting to the other side. Let's not pretend this community isn't filled with toxic people that get off on making other people miserable.
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@SunsetSherbet said:
I mean if you do that without fixing the massive novel sized issue killers have with the game, it's a sure fire way to quadruple the already 5+ minute survivor queues.
You do realize that what he said basically amounts to "then we can make other changes", right? Once a killer can't force someone out of the game in two minutes, we can make all kinds of changes that would make pounding out all 5 gens in three-four minutes impossible. Sounds like something pretty good for the state of the game, doesn't it?
But as long as a killer can force someone of of the game in two minutes, survivors need to be able to pound out the gens to get a chance for some of them to escape.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2670036#Comment_2670036
Overcome is an exhaustion perk. Dead Hard is also an exhaustion perk. Exhaustion perks cannot be used while exhausted.
Use overcome first chase. Get hooked. Exhaustion is removed by being hooked. Use dead hard when being tunneled and cannot heal.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2670126#Comment_2670126
Like you. Your so blind that you can't see what perks Like Overcome does to the balance, what's left of it that is, of the game. Only a very select few killers can actually catch survivors now who run Overcome. They get hit zoom away and hide in a Boon field and heal back.
And survivors wonder why their Que times are increasing........
Actually, my queue times are pretty good as long as I leave cross play off and don't have to deal with console players.
Overcome is not that big of a deal. Killers on this forum like to scream that any perk more useful than useless is the end of the world and bad for the game. I could make similar claims for several killers themselves being bad for the game.