Frosty
Frosty
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- Frosty
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Comments
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@Watery said:
I read this like an infomercial. Made it so much better.
Im glad, I was trying to bring some thinly vailed humor to this place.
I'll be the judge of that
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@Galklife said:
@Zephy ofc some maps are so big you cant 3gen, but there is couple of maps build this way so 3gen is extra effective: the game, suffocation pit, azarov resting place, coal tower, and on some maps 3 gens will naturally spawn next to each other (like on haddonfield)
well if you didnt killed single surv before camping 3 gens it will be hard, but even then if you have hostage doc build you will be able to prolong game long enough to get banned
Im pretty sure no matter what the size of the map, there are always 3 gens that spawn in close proximity
@Chocolate_Cosmos said:
Map pressure is best tool againts gen rushing.
Sadly, only few Killers have power that helps them doing map pressure and the rest have hard time if they are chasing good Survivor who knows how to run loops. Then the Killer is RIP.
No one denies that, buuuuuuuut The point is its best to have these three be the last 3 left available. It's a much more ideal situation then having one gen left for them to complete and it be a 60sec lap to patrol the last remaining gens
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I agree, as fun as this game can be, it gets a little Silly at times. Random walls scattered around with arbitrary windows and pallets out the Ying.
What would be a way to fix the poor map designs?
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@Spartagone45 said:
https://forum.deadbydaylight.com/en/discussion/comment/724657#Comment_724657
The man was playing Leatherface, so by default he gets Leatherfaces perks right off the bat.
Thought he was hillbilly, just based off some the other replies. I wouldn't know how to tell one way or the other though as I play neither chainsaw guy.
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@AliXnm said:
https://forum.deadbydaylight.com/en/discussion/comment/724636#Comment_724636
If he saw the keys he should’ve just put on franklins demise. NOT bring in an ebony mori and down, hook, proxy camp, tunnel, and mori ALL 3 OF MY TEAMMATES. it’s TOXIC. STOP TRYING TO SAY ITS NOT PEOPLE. 😂
Do you know he has Franklin's demise? Not everyone has every perk.
Also if him camping worked, that's kinda on you guys. Especially with keys and way more so if yall were swf.
If you're looking for sympathy, you'll find it in the dictionary between ######### and syphilis. Not here.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/724421#Comment_724421
In this situation, survivors should have been chased for 66-80 seconds to gain sprint burst, so if the Killer didn’t catch him during this time - its the Killer’s fault. Imo solid Killer don’t chase one Survivor for such a long time. If he can’t catch a survivor quickly - he should leave a survivor and protect gens for applying pressure.
Pallets man, pallets.
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@Mochan said:
3-Gen works against scrubs but if the team knows what they're doing you'll eventually lose.
The point is its best to have these three be the last 3 left available. It's a much more ideal situation then having one gen left for them to complete and it be a 60sec lap to patrol the last remaining gens.
I don't run ruin, I find it boring and my hex luck is notoriously bad, they fall well before it was worth wasting a perk slot on. So I play into to rush and make sure the easiest to patrol are the last they have to do.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/91883/tired-of-the-gen-rush-ruin-just-wont-cut-it
If all 4 survivors are still alive by the time you’re all down to a 3 gen cluster, your odds as killer with this strategy isn’t so great to be frank. 3 survivors left? Sure. 4? You’ve still got an uphill battle ahead.
Couldn't agree more. I was trying to be short and to the point though. I'd rather get rushed and have those 3 left, then get rushed and have 3 spread across the map, so while pressuring and chasing, those three are where I return too after
A) I get a hook.
B) I've givin up on an extended chase.
C) a gen in that area goes off.
When I return either non have been touched which means it's safe to go pressure else where, or there is progress on one and then it's game time.
What I don't do is just lurk around waiting for them to be the last to do.
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@Attackfrog said:
do this with doc for even more fun!
I like this guy
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@themirrortwin said:
This strategy does not work if survivors know how to play the situation. If you follow your strategy, typically it means you don't chase too far and then there are 4 players left at the end of the game trying to get the last gen (even though they've three gen-ed themselves).
Then, they simply split into 2 pairs and work on the 2 gens in the triangle that are furthest apart. If you chase off one Gen, they immediately work on the other and vice versa.
They win through attrition.
I propose that you never run Ruin alone and always pair it with another anti-gen perk (or maybe 2), such as pop goes the weasel, thanatophobia, or dying light.
I do chase far, one can afford to early game to get a few hooks in, and this has been resulting in at least 2k a game and constant piping. While I will admit at first there were a few 0 and 1k games because I hadn't made sufficient hooks before it got to the 3 and they knew what was going on.
I don't intend to nor have I held a game. Hostage, it just forces everyone to the same area of the map, making it like shooting fish in a barrel.
Slugging also works great with this strat if you swap sloppy with deerstalker
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Bra, my suggestion is then ditch ruin and dying light. Gens will pop regardless, find the 3 closest together and make those your priority, while using perks that help you find and track survivors.
One counter to the "gen rush" (which is really just them doing their job) is to keep your 3 defended while poking out to pressure the other ones. E-v-e-r-y killer can us this as a base tactic while spicing it up with their own preferences.
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It took some getting use to, but I'm quite fond of him now. Killer shack loop is easily ended as well as many other with shred. If you focus on keeping your 3 gens gaurded till the end, he can exert all the map pressure needed to 3k or 4k. Which is quite easy if you place multiple portals and save one for a reserve incase they start closing them and you are on the other side of the map, you have an inactivated portal they can't see or close to get back and usually get a grab in.
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@Usui said:
People thinking infinites exist in 2019. BTW that 'INFINITE' you seem to think exists on haddonfield can be mind gamed. Work on improving before coming and begging for nerfs.
If this is directed at the original post, no nerfs were asked for, just tips on how to beat it.
OP, it depends on the killer. Demo could take advantage of a well timed shred. I know the Clown catches flack but I find his bottles help a lot in loops. Huntress and her hatchets are loop enders. Also if you have it unlocked, beast of prey removes the red stain after getting blood lust, it can be helpful in long chases too.
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I've only played demo on it, it was rough until I learnt the map, don't mind it now. Have 4k about half the games.
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Didn't read nearly all the comments, so I don't know if this has been said yet.
I think the ranking system is broken, and that makes it impossible to have a fair match making system.
We all know that your rank isn't a direct reflection of skill. With constant rank resets, people just not playing for a while, and intentional sand bagging, how can a matching making system work that's bassed off somewhat arbitrary numbers.
Whether I'm just bad, or the killers and builds I enjoy playing don't give me the upper hand, at rank 14 there is no shortage of players with all tier 3 meta perks, who can loop like pros, know the tiles like the back of their hands, tea bag and heal and wait just shy of escaping trying to get them last few points knowing that even if they get hit they will fall and crawl to safety.
If rank started at 1, and only ever went up basses on games played, objectives completed and so on, it would keep the "bad killers" with the "bad survivors" instead having an entire player base in 1 of 20 possible ranks.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/718969#Comment_718969
Then you simply cover those spots with cover or exclude them from the selection.
Any time there are parameters to where something can spawn, it's no longer random, and becomes predictable to a degree.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/718519#Comment_718519
There should be no rules to specify where they should spawn, or you'll quickly limit where it can be, making spots easy to learn.
Only spots where they can't spawn.
I agree, but it still leaves open the chance they will spawn some where glaringly obvious. I'd like to be able to choose where they go.
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@Jakojo said:
Don't see why this is a problem. However, will the perk only activate when placed? If so, wouldn't running multiple hex perks be a hindrance because you'll have to find an adequate spot to place them?
Yes, it would only activate once placed, and yes, doing so would consume some precious time. How ever, I'd like to think that one wouldn't have to go too far out of their way to find a good spot, we are all over the map anyways. Along with the fact that it might last long enough to make a real difference in the game, the minute its not up at the start, could mean an extra 5+ minutes it lasts due to being in a clever spot. Not to mention I'd have no one to blame but myself when a peek slot gets wasted due to a quick cleanse.
@iBetClaudette said:
So basically a killer will camp near the hex totem since he'll know its location right from the start to guard it. Ummm no.
That would be in a survivors favor. Killer at a totem means they're not pressuring gens.
@Boss said:
We just need to not have them be placed near objectives and not in the open.
Yes, but we all know rng is unreliable, and not exactly random one you start specifying where things can and can't be.
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It just seems silly imo, I'd rather survivors be a bit faster and more stuff to hide in or around then have loops. Not to mention when there is a pallet involved and you just know you're probably gunna eat it after 3 laps
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If anything we need less slots. I'd like to see them all be done away with and instead the game move to a stat basses system. Allowing people to build their characters how they see fit
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I like it, wish you could destroy your own portals though
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I think you are most certainly on to something
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Yes - all above mentioned comments. Not to mention there are still an abundance of skilled players with tier 3 meta perks in between ranks 10 and 16
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Never used it. I don't do so well all the time but I'm working on tracking and chase pressure, with killers and builds I enjoy.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/707257#Comment_707257
When you think being paired with a killer of your rank is a punishment....
Preach
@MegsAreEvil said:
Being happy cause SWF are being nerfed into ground? Whats now the purpose of playing SWF-Squads while having a high rank player with you who ######### up all other survivors? Taking highest rank is the same dumb ######### as saying the lowest rank should count. Thats one of those changes that will backfire really quickly cause peoplle cant play together anymore, cause theyre srewed up by their own teammates. Getting punished for playing together. Pretty good job so far.
Aren't these these players bad players you speak of your friends? Don't you use voice chat and have the opportunity to not only coach but take advantage of a game breaking advantage which is constant communication?
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Said it before and I'll say it again.
This game needs a werewolf. There are a lot of creative liberties that could be taken and some very cool powers and perks, based around tracking and hunting survivors that they could create.
Maybe even have it so survivors can find silver bullets or daggers to try and counter attack to bring him/her out of beast mode. Just spit Ballin here
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/706437#Comment_706437
Not sure where you were, but matchmaking was screwed up before rank reset or even the PTB.
Yes, it was bad, it's never been great, but now, at least for myself, it seems a whole lot worse.
This chapter is cool, but a new map and 9 new perks only seems to add to the on going head ache which is balancing.
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Just give it 5 years, we've seen the way the first 3 have went...
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I feel like survivors don't need any more help surviving. More often then not the doors spawn in such a fassion that it's hard to be around either long enough to stop one from being opened
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The problem with 2k 2e is that you are saying essentially that the gates are gaurenteed to open every game, when you play to win. If the gates open and you've only got one kill chances are that's all you'll get.
Preventing the gens from being done is hard, it requires all tactics necessary and a bit of luck, but doing almost always means 3-4 kills. So to rank up some "ends justify the means" playing is used because no, 1k by the games standards, is not doing well.
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It's not like blood points are a limited resource. There is a ton of crap no one wants to buy but get stuck with. Maybe the popping in of less then desirable perks is by design, to slow the rate of which someone can unlock all the beastly builds.
How ever its hard to argue with choice. I get your point, just doesn't seem like it's that big of an issue
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/706423#Comment_706423
1. A lot of us have to run perks that we feel should be base mechanics.
It's that entitled mindset that we keep petitioning devs to make perks that we feel should be baseline into base mechanics.
What you want is just like how everyone wants Ruin to be baseline, NoEd to be baseline, Bond to be Baseline, Kindred to be Baseline, etc.
All of a sudden the game is just all the perks baseline and there are no more perks. That would be dumb as heck.
2. You can reduce the threat of being downed by playing well. What's the problem? That's how what a game is supposed to be like. If you learn the game and become more skilled, you become better at the game. You are acting as if this is a bad thing. It's not.
Basically you just want to punish survivors for being good at the game. So you can bring them down to your less-skilled level. That's ridiculous.
3. How about each time we drop a pallet on your head, killers now move 1% slower permanently for the rest of the game? That'd make me happy. I think it's fair, too. Cause now, you have to respect palletes instead of just brainlessly not respecting them. I mean, then there would be some actual risk to disrespecting palettes. Cause anyone who does now, has come prepared to do so with perks like Enduring and Spirit Fury and mitigates majority of the risk.
And just in case it went over your head (I'm sure it did) if #3 sounds stupid to you, well that's how stupid you sound to us.
Easy cheif, nothing goes over my head. I am to fast, I would catch it.
Also I don't think it sounds stupid, unlike the rest of your arguments, which are just strawmen falacies. I don't think any of the mentioned perks need to be base kit, just that injured survivors should be slower. And there is a difference between playing well, and using poorly designed maps with explotive perks to makes chases last fooooor ever.
I bet you think nurse and spirit are OP too don't ya.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/706423#Comment_706423
Ummm....yeah, you'd have to unlock it, but you don't to play her. My Nurse is level 1 and I have Thanataphobia. We all have to do that, it is call your toolbox. If you don't want to invest in making it better, don't complain about it later.
The point I'm getting at is perks should be used in favor of a play style you enjoy. Not as a means of countering a metas. There are only 4 slots to fill and way more counters needed. Plus nurse is getting a rework, axe the perk and make a dumbed down version a base mechanic that only affects the injured survivor.
It's just what I want and I'm aware it's not a popular opinion.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/704260#Comment_704260
But the matchmaking has nothing to do with the chapter. You can say what you like about the chapter and criticize matchmaking. It's not one or the other.
Yes, except for the fact that match making got horrible the same time the released the chapter. The link is indirect, but still there.
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@Warlock_2020 said:
Bad idea.
1. Thanataphobia does this for you.
2. Survivors are at risk when playing injured
3. Dead Hard is easy to bait and DS is a joke unless you tunnel. Even then, slug to avoid.
4. If you did this, the survivor population would drop significantly.
5. If you implemented this, you need to reverse healing nerfs to balance it out.
6. I like the no heal meta as it makes the survivors easier to pressure and down.
1. I'd then have to play nurse to make it teachable, then unlock it in the web with my preferred killer. Then I'm running a perk to induce (what I feel) should be a base mechanic.
2. As @DudeDelicious summed up quite well, that "risk" of being downed, which is the only real threat a survivor faces, can be easily reduced.
3. I'd be happy if they just moved slower while injured, and maybe got more of a boost after the initial hit to give them a good chance to lose the killer. Then there would be some actual risk to playing injured. Cause anyone who does now, has come prepared to do so and mitigates majority of the risk.
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@twistedmonkey I'd like to say I never complained about healing, as I am aware it took them away from doing gens
"You cannot punish someone for putting themselves at more risk if they so chose too. If a player can run someone when injured just as long as someone at full health then maybe that's down to them simply knowing the tiles better than who they verse."
Even if both killer and survivor knew the tiles perfectly, the advantage usually goes to the runner until they zig where they should have zaged.
I'm complaining about injuring a survivor after an extended chase, to then be lead to a dead part of the map so I must break chase and now they have the potential advantage. Especially if they have not yet been downed and there team mates are still alive to rescue them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/704692#Comment_704692
Except like I stated in my post today, if the survivors know the tiles and how to run them, it’s objectively risk free. They can create distance and gain little speed boosts to their hearts content.
That is the root of this and probably most of the fun sucking, game ruining play styles. Knowing how to extend a chase takes all the most of the risk out of the "risk VS reward" balance.
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@GrootDude & @FireHazard I understand your points, and they are good ones, but there is something to be said when one can benifit from playing injured. I personally think it's wack there are perks that encourage it. I get its a risk VS reward, but builds can make it a lot more reward sided while in some cases eliminating the risk.
@Yung_Slug I don't play nurse so correct me if I'm wrong, but does that not only show healing survivors? If they are playing injured and forgoing being healed immediately, then no aura.
@Hozh I don't think blood is as viable of means of tracking as you think with out blood hound, which does help quite a bit.
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It's sadly true. I'll only speak for myself here. There use to be a time where I could spend hours playing, the highs and lows seemed to balance out. Now not so much. I really only enjoy the killer, as I'm a huge fan a first person games and just the idea of being a monster, and things just aren't what they use to be.
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@RoKrueger said:
https://forum.deadbydaylight.com/en/discussion/comment/661623#Comment_661623
We were new players once and we are still here, right?
Not as much as we use to be.
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Agreed, the one's who say she is OP are probably the same ones refusing to adapt play style. With spirit, and most other killers, running/leaving scratch marks is the number one reason we find you. Whether they are stumbled apon after spooking a survivor out of a hiding spot they probably would have been safe in, or seeing them from across the map.
The best part is, you don't even need a perk to not run, it's just a matter of not doing it allllllllll the time.
Spirit burns cocky and aggressive survivors, and naturally they will cry the loudest after a "loss"
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I some what agree, but it's hard to give any praise with such a broken match making system that overshadows all the other aspects of this game.
If at work I weld out a beautiful joint, but the equipment I've prepared it for is garbage, saying "at least the weld is nice" is just a statement, and doesn't mean the vessel becomes acceptable or praise worthy.
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I like the idea of a spear chucker, or a bow and arrow. Arrows could be found around the map, or picked up when missed. I don't think it would be to over powered if they made the accuracy fall while moving. Making long range shots only viable while remaining still. Shiiiii it could even be the huntresses brother
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Wraith for me. His add ons allow for different approaches on how he's played
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@justarandy said:
Your friend who uninstalled is just a poor casual. He is absolutly new to the game and is already expecting to win? #########. Some other games dont even have a ranked matchmaking and it's completely mixed. Does he uninstall aswell? It's normal to lose at the beginning. I'm not playing Apex for the first hours and cry about losing all the time. My first 10 hours in apex were absolutly catastrophic, I got demolished by everyone and everything. But I "git gud" and learned the game. And now I can win (be champion) at least once a day.
Maybe he should quit playing online games. Those "smurf" at rank 17-20 are very rare, probably not even 1% of them have 1k+ hours. Crying about this little amount is just silly.
Bra I've been playing for a while(as a killer) and after rank resets went back to 14 or 15 and this whole match making fiasco consistently had me matched up with red, purple and green try hards. It makes me not even want to play.
I bought the demo and didn't have an abundance of blood points to pump him up and the only 4 games I played were miserable, haven't tried since.
I even tried the "op spirit" build and still getting matched with players way better then myself, I was walked on.
Yes some one new who wants to play killer should expected to get a couple sacrifices in a few games. It's not like other online symmetrical games where even if you aren't the best, usually your team is fairly balanced against the other in terms of skill and you can coast along and figure it out.
A new killer matched against veteran survivors is not going to enjoy the game nearly enough to stick out what seems to be a mountain of a learning curve. They'll just go play a game that they do enjoy.
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@Talmeer I asked that question based on the idea that once a survival game tries to balance surviving every game, it leaves open a gray area full of exploitable and preferential, builds and tactics.
I think what you say "should it be earned" is essentially getting at the same point.
Yes, escaping needs to be earned and I think survivors should have a strong means of doing so, however they remain soft and fleshy and vulnerable.
Killers should have a wide range of tools and strengths but also come with certian weaknesses. One hit potential offset with a poor tracking ability, or high level of stealth offset with low mobility.
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There are a lot of good points being made, and some that are straying away from what I think is the reality of the situation, but I won't always agree with everyone, but who could?
I like a suggestion @CyberianFaux made, that if certian perks could only be used in certian slots, it may curb the over power/exploitable builds.
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@Coriander so far I like your input the most, seeing as it aligns with my original intent of this post and my general view on the state of this game.
- Once you've figured out the mechanics/meta of the game, it's no longer a horror game, but a game of tag.
- I love stealth games and the whole idea of being able to achieve an objective with out being detected, which is not an overly viable option in this game even though it would like to present the options to play that way.
- More often then not, survivors can gang up, especially in the end game and essentially over power the killer with free health states, speed boosts, body blocks and so on. They are just not concerned with taking hits or have any fear of the killer when they can run as pack and feed of the 16 perks then being used in one area.
I like this game, but I wish it was so much more, and I don't think it's good to drag us through the awkward growing phase that is currently happening. I think most people would be happy if this game was polished and then left alone for 12-24months while they did a substantial overhaul.
D.b.D 2-Dead by Dawn
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@StupidPallets I don't see this chapter release having the lasting impact they'd hope for. If like to think I fall into the average player demographic, and with the current match making I want enjoying it.
If a new player were to get matched up with purples and greens, they'd learn nothing besides this game is wack.
I can't speak for the survivor side of things how ever.
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@RipperShark it's not a good look. I was pretty much walked on, I don't imagine anyone who just bought the game is going to enjoy getting a ######### stomping as the killer, which is the power roll.