Halloulle
Halloulle
About
- Username
- Halloulle
- Joined
- Visits
- 3,630
- Last Active
Comments
-
That's one of the reasons I used to play BBQ as well; got a hook, go somewhere else, enjoy.
So for a basekit BBQ maybe make it so that the survivor with the least hooks / health stages lost gets killer instinct on them for 2-3 seconds. If you want to play fair that is the surv you want to go for and now you got pointed in the right direction. With killer instinct being less accurate than auras it would be of limited use to high mobility killers. It would also bypass Distortion and could bypass lockers.
Or maybe a basekit new machanic: if you haven't been in chase for x time you get a noise notification where a random survivor is on the map (as long as there is more than one surivor standing). So if you hook a survivor and go check where you assume a survivor - but there is none and after checking the tile there is still none you still have an option other than going back to hook to find a surv.
-
It does not counter camping - but it does help manage it / mitigate its effects. To some degree.
The day camping is countered is when it isn't a viable strategy anymore (consistently 0k or 1k). The longer a match has to continue after camping is initiated the more viable it is as a strategy simply because of how long it takes to power the exit gates vs. how long it takes for the camped survivor to die.
I'd still take basekit Kindred tho ^^
-
This kind of NOED basekit is essentially just adding 15 seconds minimum to doing each gen and would cause quite a lot of colletaral damage in two main ways: a) It would further exacerbate the camping/tunneling issue (not necessarily facecamping but the playstyle where you really want one player out ASAP); the numbers just don't work out. Every time the minimum match duration becomes longer but the hook time stays the same, camping/tunneling becomes even stronger/is even more incentivised. b) While it would help slow down those rushing, usually pretty coordinated and at least decently skilled survivors it would be complete overkill when it comes to everyone else. It would obliteraty any squad that is not pretty well coordinated. Mostly, this would hit SoloQ and low-mid tier survivors regardless of being Solo or not, simply because they lack the coordination skills to delay popping the last gen to get totems out of the way.
It would also single handedly make Penti a meta perk. So far it usually only makes sense if you're running plaything or a hex-build. The one way to counter both Penti and that kind of basekit NOED would be to 99 the last gen until all totems are cleansed.
All that being said, if the hook timers were to be adjusted to account for the generally longer matches, basekit bt was turned into basekit no-collision (so that skilled survivors have a chance to at least trade to buy time in a camping situation with certain killers/hooks) and the new survivor HUD would show how many totems still remain in the trial to at least give non-comms a chance to play around NOED then it's worth a PTB try, imo.
-
Most frequently tome.
Followed by emblem points/BP in general
Also an option but rather rare: perks that require you to cleanse
Some people get paranoid about NOED, and I can see where they're coming from. But if it hasn't been "NOED o'clock" people usually don't bother
-
I'm in the faction that doesn't particularly enjoy playing against the knight - but I could see myself enjoy playing as the knight. If his movement didn't make me somewhat nauseous. So I'll never know.
The main reasons I don't particularly like going against the Knight are a) that is more of a game problem in general: the near omnipresence of a four-gen area which makes playing for a three gen extremely easy with certain killers. And b) that his ability to just go "no" by plopping down a guard feels a lot like the pallet-DH; damned if you do, damned if you don't. In the beginning you can go for a different loop - but if you don't have a super efficient gen-hammering squad the second person in chase won't be able to make a safe loop.
He shares b) with Artist - though she is even more infuriting in that regard (Frustration level: DH and then getting sniper-flashied)
All that being said; if you enjoy him you enjoy him and that's ok. Nothing wrong with that. I enjoy playing Nemo (and hate going against him). And yes, I also enjoy playing Artist.
Just have fun with Knight <3
-
Nemo. - Love to play as him but hate to go against him. - Idk, I've gotten pretty good at knowing what you can (barely) hit and it's a lot of fun to hit survs over sth that they think you can't hit over. Or get that last dragged-hitbox-frame to hit them. As survivor I find both those things 😅... I also tend to think every Nemo player knows how to do that so I sometimes shoot myself in the foot when trying to avoid Nemo-unsafe-tiles and getting into a bad spot sooner than I otherwise would have .... and then realise at some later point Nemo didn't know he could hit that earlier tile T-T I imagine that's how other killers feel when they are really bothered by dh and play around it all match... just to find out not a single surv had it equipped 😅
-
@Rizzo hi there, if you edit a post of mine for questioning the seriousness of the OP I would rather you just delete it or edit a paraphrase that you deem acceptable since otherwise it distorts the point I want to make. It is hard to tell in writing if someone is actually being serious or not and I feel rather silly appearing like addressing something where I'm not sure if it's a joke or not as if it was meant 100% serious. Thanks ^-^
-
@Theme_Master said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352417#Comment_3352417
Specifically in relation to your observation "it's not really the player's fault to choose the most efficient path but the dev's fault to make that path available in the first place."
This is very true, but also it can be a matter of reliability as well as efficiency. Once you hook a survivor, one of your 4 primary objectives, another objective must come to the rescue, thus giving you at least 2 of the 4 objectives in one spot. Whether this involves baiting the team to unsafely unhook their teammate by changing your play, returning to the hook when you get the notification, or just hook camping, the reliability of tunnelling is just as much an issue as its efficiency.
The game provides remarkably little reward to the killer for spreading the fear and pressure on the Survivor team. This is why I think, for example, the perk No Way Out is brilliant.
True, though in my mind reliability is part of efficiency in this context of killer strategies; something is only an efficient strategy if it reliably leads to the desired result. Might be me jumping to a conclusion that we talk about tunneling/camping as a prevalent strategy and not as a collection of instances.
And I do agree with NWO. - Love the perk. Since I don't do the tunneling/camping (at least not to win - for certain archives or as a petty act of revenge in some instances I do but I think that's a bit of a different story) I rely heavily on late game snowballing and NWO comes in really handy there.
-
@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352379#Comment_3352379
you can be a fixed role. your perks are a build that determine what you're good at. you'll do gens more efficiently with gen based perks than if youre running lithe, mettle of man, deadhard, and boil over. some players run flex builds, but those builds are still going to have a goal in mind.
and of course some people prefer to do all-rounder builds. i would consider an all-rounder build to be a lonewolf build.
flex builds are builds that have 2-3 perks one thing and 1-2 perks another. like empathy+botany with deadhard and technician
but in some cases like with your distortion example - distortion adds to mechanic for being a healer. so in this case you're a stealth healer if running all healing perks. if you're running unhook and body blocker perks then you're a savior.
unhooking is a flex role where the action will differ depending on perks. like for example... slippery meat unhooks would be bait or lonewolf perks whereas deliverance might be a savior or bait build perk. breakdown might be a lonewolf, saboteur, or bait perk.
so... it just depends really.
What I mean is: just because you have a build meant for healing does not mean you'll only heal people. If you're not in a swf it might even be that you have a full healing build and don't get to heal a single person. It can be that even though you have a full gen jockey build equipped you don't get around to touching a single gen. And even if you position yourself as the tastiest bait... the killer may still completely ignore you. Just because you go into a match wanting to play a specific role with the specific build doesn't mean you automatically get to do it / can insist on doing that and only that. Well, you sure can - but you'd be actively sabotaging your team.
-
Very well put together and refreshingly objective.
"turning the game into 3v1 asap" is the most efficient killer strategy. And as long as it is possible to get a surv out of the game in under X time (basekit, not taking certain perks into account) this strategy will persist*. As you say; it's not really the player's fault to choose the most efficient path but the dev's fault to make that path available in the first place.
In my opinion DBD is the most fun when players play the least efficient - or put the other way around: efficient DBD is boring and unfun DBD. Alas, the trajectory we're on atm leads to an ever greater focus on efficiency - both on the killer as well as on the survivor side.
*Of course, if a killer takes longer than Y time because they are unable to actually down the survivor it turns the most efficient strategy into the least efficient strategy - at least as long as survs don't play into the killer's hand.
-
Yes, you can hide behind a rock at every semblance of terror radius. - But if you do that you will actively help the killer win because since you are busy hiding behind a rock all the time the match is essentially a 3v1 from the start. And even then you can get only so far while crouching to not get spotted when the killer will eventually start searching the environment.
Besides, the very reason there are survivor objectives is so that survs have to traverse the map because the killer is supposed to find the survivors.
-
I do love my Distortion though. The other three perks usually revolve around healing (and/or unhooking) in some way.
Love Botany+Desperate and my default last slot is Leader. If the "lemme just hold this 3gen and not leave this area" kinda killer has happened a lot I usually also go for coh instead, set it up outside the three gen, sigh and begin the grind to break the three gen. If games have been all eFficiEncY! I go with Adrenaline - especially in SoloQ where healing up in end game can be difficult. No one Left Behind is fun. - And We'll Make It is a nice IN YOUR FACE when a killer is a real passionate back to hook Andy that wants to take advantage of one health state and BT just run out. WGLF is also fun.
Also, I don't think it's even possible to play as a fixed role in DBD (except for maybe dedicated sabo players). You just do whatever needs to be done and that you are able to do. - I just read it as "which survivor activity is your favourite in dbd".
-
For the most part I came here to appreciate the irony of killers finding it absolutely okay to dodge based on the first impression they get ... and survivors being judged for doing the same. It's just that survivors don't get to find out until the match has started. If survs could see add-on grades of the killer as survivor I would think a lot of killers would suddenly find themselves being dodged a lot....
Now that being said, back to topic. I don't dodge as killer because of loadouts or cosmetics or hours. I occasionally dodge against profiles that have a vac entry in the not too distant past or people with extremely questionable names/profile pictures/bios (e.g. those referencing a certain man with an iconic moustache ...). Stuff like that. I just don't want to associate with these people in any way.
-
I agree with the group of people who say something along the lines of judging certain behaviours in game instead of being in a swf. I come across those behaviours with both swf as well as solo. Granted, the frequency is higher among swf --- but it would be erroneous to then assume thats how swf are by default and judge the swf-ness and not the behaviour.
As killer it's often somewhat easy to tell if a group, or at least part if the group, is swf-ing. And I don't mind. Only thing I do mind is the rather .... unnecessarily agressive/taunt-heavy behaviour some survivors - swf or not - show. And hyper efficiency in general - be it on the survivor or killer side.
-
I'm perpetually puzzled by the packet loss as well. On certain networks I have it as well -- but even then only for DBD. I run tests, they say ping and packet transfer is all good and dandy. I start some other online multiplayer game and all is good. I start dbd, I get the packet loss icon. -- So it has to be dbd, right? --- But then I change to my phone as a router and it's all good again in dbd as well. I don't know where the connection is/how this is even possible -- but dbd, and only dbd, seems to not like that specific network. But it sure is very annoying.
-
agreed with the freddy thing, that should just not be a thing. Other tgan that Adren is perfectly fine, imo. It's an endgame perk and people complaining about it having the Potential to turn the tables.... have kinda missed the point of endgame perks. If anything there need to be more competitors / more viable choices. Hope is great - but only if you're someone who expects to be chased through endgame. Personally, I really like wake up, though it's a kinda gimmicky perk atm (and for people like me who just never know where the gates are). No One Left Behind is also nice but even more niche. ...And thats all end game perks for surv already, right?
Only thing I'm not sure about is how it interacts with Terminus atm. They both get triggered by the last gen being completed - and regardless of which perk takes precedent the other side will feel robbed of their perk (tho i think adren should take precedence cause it is "one off" while Terminus is a continued state aka a killer can still get value if they injure the adren surv while Terminus is active. ... Sure, overcomplicating adren to account for a broken status effect along the lines of one health state is restored upon becoming unbroken is also an option... but idk. sth feels iffy about that one.)
-
reminds me of a match yesterday where the killer complained we held m1 rather efficiently but without any gen perks or toolboxes or what have you (while he overcommited to two chases total, of which onky one ended in a down). We asked what exactly we should have done differently while he was chasing one. He seriously insisted we should have ignored gens and instead tried to find hin to get chased.
I mean sure, as a killer I appreciate when survs step off the gas when they realise they probs gonna get the 4E either way --- but it's not like I insist on it. Just like I appreciate a killer going chill when nearly everyone is death hook at four gens. Two minutes well spent in terms of pips/BP. But the sense of entitlement in that egc was..... something else 😅😂
That being said: yeeee, there are situations where it just goes ding - ding - ding so quickly you're just left with a surprised pikachu face after mit even a minute. Then again. There's also that comp nurse that has Lethal-ed everyone after not even a minute.
-
I can't say I agree with the "people just had too high expectations" argument. To some it may apply - but there are a myriad of things that are completely unrelated to any kind of expectation that are negative.
I for one didn't have any expectations. Design wise I may have exoected sth a little more mecha-style based on the teaser but eh, beyond momentary surprise there was not much of a reaction.
We played (semi seriously) against her on the ptb for about seven hours straight. In the beginning it was very much cheesing escapes. Granted. One or two hours into the ptb no one knows their way around a new killer so it was like going up against any other baby killer - minus the killer having no game sense whatsoever. About five hours in people got a hang of her, got through enough bloodwebs and whatnot to get the builds and add ons that are worth something and started playing more seriously. And lo and behold that was when either securing a second hook stage or death and holding a four gen became very prevalent. With the usual accompanying perks.
The odd innovative use of the drones for stealth purposes was in there -- but so far that seems to be the only interesting/unusual thing. Reminds me a little of stealth portal demo or plaything wesker and the likes. Other than that it was just ... not particularly exciting.
All that aside, the one thing that irks me the most is her movement animation tho. It is just so weird.
-
@Moxie said:
Survivors complain about every Killer, not just Nurse/Blight. Its comical at this point.
Wesker was the flavor of the month before that. Then Sadako a few months ago. Then Dredge's "Ow my eyes" power. Trickster's add-ons were UNACCEPTABLY Op.
Seeing a pattern?
You do kinda conveniently forget about something there: killers pick rate is usually disproportionally high during the weeks after release. Every killer has an extremely annoying aspect. Not everyone capitalises on that extremely annoying aspect but if you run into the killer a lot then you will also run into the annoying things a lot - and are more likely to complain. Usually, there is a point reached where the frequency is low enough to warrant no more than an eye roll. It doesn't make certain mechanics or add-ons or synergies any less annoying or OP - it's just less of a hassle to go gg next and move on.
To OP:
That being said; if the remaining 2/3rds of killers (wherever that number comes from - but let's assume that's exactly how the numbers are for the sake of the argument) are pushed to Nurse/Blight level (not that I know how - let's assume that's possible) it would result in killrates exploding and in all killers getting massive nerfs and survivors massive buffs until the killrate is right again. Which, tbh, I think would be a good thing in the long run. Certain killers/perks bottleneck balancing the killer side atm. Just like the Solo/SWF is bottlenecking the balancing on the surv side.
-
It used to be that very efficient survs were also pretty skilled in other areas and certainly had quite some game knowledge. There were hardly any lost headless chickens or survs running into dead zones by accident etc.
Since the HUD update I noticed that suvivors overall have become more efficient. - And survs being forgotten on hook and going second stage or even dying has become a rarity. Which in turns affects how matches feel overall. The killer getting a lucky kill and snowballing from there cause the surv team is completely uncoordinated kinda doesn't happen anymore. - Which is a good thing.
That being said tho, I don't know if I like the current race for efficiency (genrushing vs either efficient tunneling or efficient gen stalling/regression) - but it seems to be what we're headed for.
-
Weskers bound is... beyond f*ked. While starfishing in the air is kinda a default thing, I don't think I've been slammed through as many walls as I've been over the past days 😂 The game map is especially bad in that regard. Sometimes even the Wesker was surprised we suddenly were on the other side of the wall. kek.
-
Occasional 1000 ping can happen without ill intent. I sometimes have that as ping spikes - usually shortly before the router dies or sth. I had it happen on various WiFi networks that were otherwise alright as well.
[TL;DR: There should absolutely be a ping limit ---- but it's probably not possible simply because of how regions work.]
That being said: I do think people with a default high ping should be blocked from Q-ing up. I'd like an average ping over the past 20 minutes used as the base and with the game assuming you had a 60 ping when you logged in. Why the average over time? It can always happen that you get a ping spike the would push you out of a game or out of the Q or sth. - But if that happens rarely it shouldn't prevent you from playing. At the same time people who frequently lag switch should still end up with a ping higher than what is accepted. I'd set the threshold at ~120. And that's technically already generous since as survivor you can forget about a good number of perks and chase tactics once the ping is past 100; at that point the game is not reaction but prediction based. But given how regions work and how there are people who will have a ping over 100 simply because they don't have a server anywhere closer I think below 100 isn't realistically possible (at least not as long as everything from Europe, Africa, the middle East and North-Western Asia gets connected to Frankfurt [and probs also London] servers -- tbh, I don't know how far east you have to be to get connected to Singapore servers but but it seems to be pretty far; Saudi Arabia isn't far enough, India usually is).
-
@Blueberry said:
If you beeline it from box to box you will not die. That’s just fact. So if someone is dying they were not beelining it, wasting time, or the killer had some interaction with them to slow them down from removing it.
"That's just fact" ... but it isn't. It happened several times now, sometimes to me (and I'm pretty certain I run the absolute shortest route) and sometimes to others who I know well enough to know that they beeline it as well. That's the whole point of making this thread.
--- But I'll just book it as you haven't had that experience.
-
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331139#Comment_3331139
you overestimate the FOV, 80 or 360, the killers will not catch faster because of this, the killers, as it took at least 30 seconds against shift w, will still be required, but if the killers increase the FOV, the survivors will start crying and get some more significant buff
so in the end it will make life worse for killers
I disagree. The amount of times you can play a tile --- or avoid chase altogether by sneaking past the killer --- because you're staying just barely out of the FOV are nothing to scoff at. It has less to do with "catching faster" but more with spotting them in the first place. Surprise hits on survs who would've sneaked past you or who you spot coincidentally would be more frequent - and surprise hits inherently come with zero chase time. Which is why I think it would have a significant impact.
Do I know how much of an impact that would have overall? No. - But the fact that Shadowborn is not exclusively used for accessibility reasons means it is useful to at least some extent. And as such the FOV should always be fixed. - At whatever angle. In case it wasn't clear: I'm not at all saying there should be no FOV increasae. - I don't really have a strong opinion on that. But for monitoring and balancing reasons I think a slider is not the way to go. Just increase the FOV. If it doesn't have a significant impact on match outcomes, yay, it's QoL and accessibility and everyone is happy. If FOV does have a significant impact on match outcomes then there has to be more re-balancing.
-
Neither. - I think the FOV should be flat out slightly increased. The thing with a FOV slider is that it makes an aspect of the game rather unpredictable. You'd always have to assume a killer has max FOV (and I honestly don't see why killers wouldn't all increase their FOV to the max). Passing a killer out of FOV is a mssive part of the game.
Make it a flat out increase for everyone - and then see how it affects gameplay. (Personally, I do think it'd be a pretty significant buff to killers overall as well as increasing accessibility, so it is more than QoL. How much it would impact the game idk.) - If required adjust elsewhere accordingly. (Depending on if/how the SoloQ QoL changes affect match outcomes this might be a good "trade"; both intended as QoL changes that just so happen to also impact the overall escape/killrates.)
-
@bm33 said:
I've had quite a few matches where I'm the only one (or in 2swf we're the only ones) running the offering. There's a few reasons I can think of for why people aren't using them.
First there isn't many in the bloodwebs. I've had a ridiculous amount of bloodwebs with 0 event anything and even more with no event offerings. Players just aren't getting the offerings to play.
Second there are players that purposely avoid the offerings because they can't use them after the event is over. So those players don't even have the offerings to use.
Third there are players who don't understand all the increased BP they're getting even if they are camped. This isn't like the anniversary or Halloween events where you play an offering but then get 0 BP if you're unlucky enough to get caught first and camped, and in case of anniversary get frustrated you added stacked BP to the killer that's camping you. In this event you actually get BP while on hook when your teammates complete gens (yay!) or grab your envelope. While the event offering can feel wasted in other events when you're stuck on hook in this one you're actually make out decent. They also don't realize how much the event BP is increased with an offering. It just says "increased event BP" not "double/triple event BP." It's too vague for casual players to fully understand what they're missing out on.
... I tried to avoid the envelopes best I could and still got 22 (or 24?) while giving a surv another prestige level (5-50). - And on the one or another character I didn't have some but wanted some I could get 5+ by spending ~50k BP. I really don't think it's a lack of envelopes...
-
I've seen way less today. - Personally, I dislike them because of the obnoxious sound they make. But in the early days I've also seen a bunch of people collecting all the event stuff before actually starting doing anything objective related. - As long as everyone is doing that it's alright --- but if not everyone is doing it then the side who is doing it is at an inherent disadvantage cause they spend the first two minutes of the match just running around the map. I imagine people who are fed up with teamies just running from envelope to envelope just stopped bringing them.
-
@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330498#Comment_3330498
I most certainly do not agree with that just to be clear
Oh, maybe should have made clear that I meant OP; depipping for sth that is disporportionally often out of your control (DCing excluded) should simply not be a thing.
-
@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330480#Comment_3330480
-"It takes a while for statistically significant changes to show."
No it doesn't. As if someone flipped a switch every game is already that much sweatier when my games were already always sweaty. Everyone knows they can hold m1 on a gen and they pre-run the second they see the chase stops if they are in terror radius.
We need limits on SWF. Add the rule : No item/perk/offering/character repeats. Lock all selections except costume while the party is in queue.
My man, that is how statistics work. You collect X amount of data over Y time to have a sufficient degree of reliability. This may or may not overlap with your personal, anecdotal experience playing a role.
-
... I doubt "just play swf ¯\_(ツ)_/¯" is a viable solution.
But I agree (and I think it's actually the one thing virtually everyone agrees on): Depips should not be a thing, except for DCing.
-
While I see where Peanits is coming from, personally I don't agree. On the same grounds Prestige shouldn't be shown. - You could even make an argument against perks/add-ons being shown, though that'd be a lot more far fetched simply because it would be outweighed by cheating-accusations / would enable cheating.
Point is, I rather have more transparency than being kept ignorant "for my own good". I much rather have the e.g. swf info and have only anon mode (even though I love having funny names) - those who still don't like what they read in egc can disable egc. Context is key and knowing how many swf you go up against and how many people are in that swf gives a lot of context to what your wins/losses mean.
While I can see how swf don't actually have much higher escape rates overall (while they can have potential advantages not everyone in a swf uses that potential. - And even if swf make use of certain advantages they are more prone to other errors / misplays; e.g. the altruism trap) it also doesn't sit too well with me to have someone say "That's how it is, I got the numbers, just trust me".
-
Chill, my man. - The SoloQ QoL is not even a week old. It takes a while for statistically significant changes to show.
The order is as follows: Buff SoloQ until the differences between match outcomes in SWF and SoloQ are not statistically significant anymore. Wait until match outcomes have stabilised [aka a) everyone has gotten used to the changes b) if people were "at the wrong MMR" they are now in the one corresponding to their escapes/kills] for a good while. See if the statistics of these new match outcomes push the killrate below what is desired. If so, buff killer.
Atm we're at the very first part of the sentence "Buff SoloQ". If SoloQ has been brought up to SWF in terms of match outcomes (while swf will always have more info/the potential for more coordination swf also tend to be way more altruistic and/or distracted if it's a casual swf that just wants to have a good time and doesn't care much about escaping or being sacrificed) is something we will have to see. If killrates will stabilise at a lower rate overall is something we will also have to see. - This takes time. A few weeks at the very least, probably rather two or three months.
-
I wasn't aware of that - though as surv sometimes speeds did seem off. Guess I now know why. - Sloppy is usually one of my go to perks but I guess I'll take it off for now. Seems unfair to use it atm.
-
Well, you'll never know what other people might consider insulting. - As a rule it goes like this: people are free to feel insulted by anything but you're not obliged to prevent their feeling insulted.
You only have to ask yourself one question: Did you use overtly insulting language (e.g. swearing, curse words, words labelled as insults) and/or was your intention to make them feel insulted/cause them to feel hurt? If the answer is no then, well, they could very well take whatever you say as an insult - at the same time it's a they and not a you problem.
-
@Naturally_Pink said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328514#Comment_3328514
It was Haddonfield, so the windows were all nicely aligned for infinite vaults. They didn't need to use pallets, that's the level of skill I'm talking about.
Haddonfield can be a sh* map, true. - But afaik even Haddonfield doesn't have "true infinites" aka where you don't catch up at all. You may need several laps around a house and usually no one bothers to do that - but a situation like that would be kind of perfect to find out just how long it takes to catch up. (Yes, you will catch up eventually. - Except if you also lose a mindgame on top, which effectively resets some loops.)
On Haddonfield specifically I probably couldn't be arsed to run the route I know they gonna run but that can also not be mindgamed because it's too much of a detour, so they know. It's beautiful map tho, so I'd probably have a closer look at all the stuff I don't usually have the time to look at. If they don't get the hint and don't leave you could always report them for refusing to do gens ---- but that's a bit petty, imo.
-
It doesn't happen that often anymore so while I might get a bit more tilted about it today (being mad at myself more than at them ^^) I'd probably still do what I did back then: Pick one and chase them for however long it takes to catch them. Eventually pallets are gone, eventually you have either learned to hug that tile tightly enough or you are Bloodlust 3 and just catch up regardless. There is a point where you acknowledge they're just better and while you can wonder why tf matchmaking put you up against them, you can still make the best out of it. Then again, I'm also someone who likes chase as killer.
And if they are refuse to do gens then, well, they will die eventually.
-
Tuesday was killer all day - a bunch of people trying out the SoloQ HUD, I imagine. Yesterday was going back and forth a lot all throughout the day. Today was mostly surv with 25% or 50% and the odd 100% - or the odd killer incentives (25-100, really varied).
Will see in a few days if that's just the midchapter effect or here to stay. I wouldn't be surprised if at least around certain times there will be a lot of going back and forth since there do seem to be a bunch of players who generally don't care too much which role they play and were just so put off by the soloQ experience that not even incentives could get them to play surv. If the HUD changes make the Solo experience noticably better they will probably fill in those surv gaps.
-
Personally I differentiate between "tunneling" and "hard tunneling" - the first is if there is some delay, e.g. the killer takes a free hit on someone else or finishes their previous business (things like kicking another gen or actually picking the person they downed while you were on hook before going back to search for you). It's not like they forgo each and every other activity in order to tunnel you out but they sure don't waste any time to get to you the second they are able to. ---- And then there is "hard tunneling". It usually goes hand in hand with at least being a "back to hook Andy". While the killer might not face camp you on top, they go out of their way to make sure they will be there when you get unhooked. They may take the free hit on the unhooker, maybe even down them if they get a chance - but they will always go for the recently unhooked. They will ignore body blocks and hooking other survs downed in the pursuit of their tunnel, generally don't care about gen-pressure and will generally also not care if they get run right into a gen being repaired. At most they'll take a swing at the repairing surv - but that's about it.
The former is annoying and the latter is obnoxious, imo.
-
@katapad said:
@Halloulle is pretty much covering all of the main points.
One thing to add - any perk that causes a loud noise notification will attract zombies. This includes Discordance, Eruption, No Way Out, Spies from the Shadows, Tinkerer, etc - always have one of these in your build, because it helps immensely with keeping zombies near survivors. Survivors getting caught in a loop with you and a zombie will have a massively harder time with looping. If you're lucky you can time double hits with them if the survivor gets too out of position.
wooot, I knew that about Discordance. - But I didn't know it was true for Spies as well o: And I always wondered if my zombies are just smarter than other Nemo's zombies cause they usually do pretty good work as long as they're not stuck somewhere and having a seizure.
While I also generally agree with @White_Owl I do believe it's kinda necessary to "spread" at least the first two hits to get from T1 to T2 (except you're confident you can down your first surv very quickly/know the other survs are on the other side of map, then the hook is definitely more pressure). Otherwise pallet tiles, shack and main buildings are too strong and you waste too much time trying to get anywhere with M1 or the T1 M2. T3 will come naturally soon enough, that's true. - Fully agree that the Zombie add-ons are actually pretty good.
Also, one side note. If you find yourself having very good accuracy in a match, then you go to the next match and suddenly it seems like you don't hit anything anymore: it still takes me a good while to re-adjust from the previous match T3 M2 to the new match T1 M2 - it's slower, it makes you slower and it has less range, so it does make a huge difference. (And I think it's a rather common thing; most Nemo's I face as surv tend to suck in T1 just as much as I do 😂)
-
I think a meta shakeup - which to me is equivalent to a large-sscale rebalancing - is kinda inevitable. Either next midchapter - or the one after that.
We have Eruption un-addressed, we have an out of hand gen-slowdown/regression meta on the one side and an out of hand gen-rush meta on the other, we have a bazllion virtually useless perks.
We have the SoloQ icons now, which may or may not have a noticable impact on killrates which might make killer basekit changes necessary to avoid an only-the-strongest-builds-are-viable mindset becoming more wide spread.
I'm certainly all for it.
-
... A good chunk of that is due to the players and not the killer per say though. There have been really fun matches against him and in the PTB especially I did some 1v1 against him and that was fun too ---- but most of the matches are carbon copies of each other. Wesker comes with either a camping or back-to-hook-license and if you were to bet he's gonna push a three gen from the beginning by default, you'll win way more often than you lose. We can also play Eruption-Bingo. And Pokos-Bingo.
I know that the M2-Pokos is about equally frustrating for both sides. As Wesker the mechanic often feels so clunky that I dropped him after maybe a dozen or so matches. - And as surv I got a "starfishing in the air" counter because it's rather ridiculous. Not to mention how his hitbox works is about as ridiculous as Huntress hatchets.
So overall, in theory he's kinda balanced, I guess - but in practise nearly every match is a combination of the same five or six situations.
-
I see where Phasmamain is coming from - but I would recommend to not rely on add-ons to avoid becoming too reliant on them. Esp the mutation rate add-ons are a bit of a bandaid fix that temporarily make a problem you have go away.
I would recommend to leave add-ons out completely for a good while until you can reliably get from T1 to T2 rather quickly. You will lose more in the beginning - but a lot of getting there is just practising M2 and learning which hits you can get and which you can't get --- and that's infinitely easier when you don't have super highly skilled survivors that are super hard to get in range to begin with. ---- Or, put differently, avoid inflating your MMR because it will massively slow down your learning progress.
For a long time I used Lethal and always tried to look for people spawning together close to a gen --- and then beeline to that gen to get an immediate M2 hit on one of the two - then turn right back and chase the other to hopefully get the second M2 asap as well. By now I don't use Lethal anymore, mostly because I think I developed enough game sense to make a good guess where surv spawn relative to my spawn location.
However, don't M2 for the sake of M2-ing. If someone runs into you while you're still T1; punch them. - On the flipside: If you chase someone who's not yet injured but who is infected and another uninfected survivor runs into your field of view don't be afraid to switch to them to get an M2 on them. And avoid over-commiting (In my head I usually count to 10, if I don't get the feeling I'll be able to get a hit within the next few seconds I usually drop chase; pressure gens and go find someone else). - Definitely avoid strong loops while in T1. If a surv looks like they know what they're doing and goes to shack or a strong main I go find another one. Especially in T1 you're as good as a Trapper without traps looping those tiles. It's rather pointless.
If you don't have to break a pallet to follow a survivor, don't break the pallet while in T1. Once in T2 you can get rid of them in passing.
As far as M2 is concerned on a mechanical level... I think learning how to drag it and learning what you can hit over are the two things that have the greatest impact. A lot of the medium tiles can be hit over; as a rule of thumb if you can see a bit of a Feng's head you can usually hit survs over it.
As far as perks go, Lethal and BBQ were two of my go to perks for a long time. - Nowadays I'm more of a Spies kinda person. But I rarely run sweaty - or even serious builds anymore. I imagine Discordance is also nice; it's always good to have two survs close togther to M2-tap one and commit to chase the other.
-
About 2k hours in DBD. - That's within a little over a year tho.
I usually play one game somewhat excessively for a long time.
Warframe, with about 6k hours (since late 2014) was the one before dbd.
Anno 1602 is where I always find my way back to --- first game I ever played on a computer. Couldn't even read when I first played. Over the course of 20+ years I must have racked up a couple thousand hours.
In middle school there was a ftp MMO that I probs sunk 2-3k hours into over ~2 years.
Both Sims 3 and Sims 4 probably have 1.5-2k hours.
-
I really don't see the issue. We've already seen BHVR actively pushes for certain killrates. - So, if post-icons the killrates go down then I fully expect killers to get buffs in some form.
I think we've kinda reached the end of the line when it comes to in-chase stuff. Even less hit-cooldown or less distance/speed after being hit and you can just remove the two health states cause everyone who doesn't happen to get hit while vaulting a window/dropping a pallet will be a double tap anyway. But I suppose kilelrs could kick gens even faster basekit, maybe another free percent of regression for that. Or a basekit BBQ that is either shorter or shows you the furthest away survivor who's aura you could see (so if the furthest away surv is someone with e.g. distortion you'll still see an aura). Or basekit killer-instinct upon loading into the match. - Basekit noise notification upon the first surv touching an exit gate. - There are many options.
That being said, I don't think the icons will have a huge impact in killrates. Simply because a minority of players plays for efficiency. As such the icons give someinsight into the age old question everyone has when a match goes badly: Why did that happen? Well. If you're the only one on a gen while someone is in chase you know why no gens pop. If you see someone open the third chest - you also know why no gens get done. if you always see two survs in chase at the same time that also gives you a hint as to what is happening.
-
@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326817#Comment_3326817
There's nothing high risk about the way it plays around pallets or windows once the Survivor knows the timing. Or the way it can be used to eat any power that has a charge time above instantaneous.
The only time it can't be guaranteed value is when a Survivor is caught well away from any obstacle.
And did you know, that Survivors who play safe can also use DH and then extend things another loop with zero risk on their part? It's shocking.
(It's also funny that you'd think everyone playing safe all the time would miraculously mean that they are safe. A lot of DH is just "I can make this pallet/vault I otherwise wouldn't after the last pallet/vault/time the Killer outplayed me"
I see you have made up your mind. Might be the writing but it also reads like you're very convinced I must be categorically wrong / what I say is laughable. Feel free to feel that way - but I see little point in a discussion then. You have your opinion, I disagree with it profoundly. I have my opinion and you disagree with it. So let's agree to disagree.
-
The sad part it that it disproportionally targets specific groups. I can easily say I won't buy any OG cosmetics for aurics for as long as this practise is in place and follow through with it. Others can't. Alas, as long as there is no legal framework that protects these vulnerable groups there is not much that can be done about it. (If they surprise us next year and all the new cosmetics are for aurics and all the old ones are for shards I'll be overjoyed and would feel very compelled to shake whoever is responsible for communication and ask them what the hell they were thinking)
-
Haven't encountered the situation yet so speculation on my part - but it sounds like the change was made with a player in mind who wants to play like a good sport. However, two of the most annoying strats have been buffed: camping and three genning. with camping it's already a pretty close call - now that a gen can be prevented from being repaired and regressed from a distance a knight sticking to that strat should 2K minimum if he doesn't over commit to the wrong surv. Same for three henning: while already near impossible to beat even as swf (except if you just so happened to bring the right perks that people don't usually bring e.g. repressed, potential energy, blast mine) it's pretty much impossible now regardless of what you bring - simply because you can patrol the gens even more efficiently between applying regression perks.
-
@TWS001 said:
I'm using ones I still have left over from last year.
you can actually use those? -- I thought because it states the current event name in the bottom you can only use current event envelopes o:
-
@JaydenBladen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326518#Comment_3326518
My problem w/ deadhard is that its just there with no work from the survivor, i just want it to be like flashbang or other perks like it
Not every perk needs an additional special condition. - It's a high risk high reward kinda thing. It incentivises playing unsafe - because you can only capitalise on it in situations that are unsafe. Without dh you would never do that spin into the killer to bait a hit (that's what you wait out once you know) without dh you would never play a pallet/window that way. That's something people seem to forget a lot of times: survivors who use dh and are able to consistently pull it off play that way because of dh. You wouldn't magically get all those downs dh "took away" from you, simply because you would get much less chances to hit them in the first place.
-
Personally, I greatly disapprove of these strategies. - But I guess the best thing I can do is to simply not buy it. So I won't be buying any limited skins for aurics. --- Then again, we all know these "time limited specials" are not aimed at people who can comfortably say that and follow through (which is also my main issue, communication aside, with the strategy). But ye, we can say what we want here but as long as there's no legal framework to protect vulnerable groups from these strategies they're here to stay. ¯\_(ツ)_/¯