Avatar

Halloulle

Halloulle

About

Username
Halloulle
Joined
Visits
3,630
Last Active

Comments

  • @SmolBlob said:

    People don’t seem to understand. A 3-gen is an advantageous position for killer, but it is absolutely an indefensibly losing one if the killer does it while 3-4 people are alive.

    A killer in their full power can only be in one place at a time. Even someone like Knight sending Guards isn’t a full equivalent because they operate under preset path + basic AI + restrictions like time limits.

    If 3 survivors are alive (eg killer is defending from start of the game), one gets on each of the 3 gens in the lockdown. Every single gen is being chipped at. Even if a survivor messes up and goes down, that’s two other gens being heavily progressed. One of them goes to save the other and get back on the gens while the third leads them on a goose hunt.

    If the fourth survivor is alive because killer is defending it from the start of the game, it’s an actual joke to crush. Four survivors means one of them can take turns leading the killer on a useless goose hunt where they run super early and play things hyper-safe while all 3 gens progress. Killer will be forced to waste a lot of time for that chase, or give up and go back, at which point the survivor will get back on a gen. Even if a survivor messes up and goes down, that’s all 3 generators being heavily progressed. One of the three other survivors goes to help them and get back on gens while another leads the killer on a goose hunt.

    The fault is on survivors that don’t do this/don’t know to do this. Yes, you can’t control what your solo teammates do. But them not knowing how to prevent a 3-gen or not doing so is their own fault. AKA, for a 3-gen to happen, ESPECIALLY from the start of the game, means at least SOME survivors are at fault.

    You seem to never have gone against someone who pursues a hard 3gen strategy.

    "Four survivors means one of them can take turns leading the killer on a useless goose hunt where they run super early and play things hyper-safe while all 3 gens progress." ---------- That's the part that never happens if a killer wants to 3gen.

    They don't follow someone who runs early. They just go and kick the gen and then check the other two. - If someone gets greedy and they get a free hit they take that - but they won't "chase" for more than ten seconds.


    That's precisely why it is so obnoxious to go against. - Granted, some killers/maps are especially suited to it - but those are the ones who typically do it.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317893#Comment_3317893

    It works more than ranks did.

    And...50 hours actually makes weird sense - that's when you're right out of 'new player protection' MMR and probably your most volatile - a few 4ks and the system might think you're a smurf.

    And will usually only face bad killers, once their MMR settles.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317873#Comment_3317873

    1 - And, once their MMR settles, will probably play against bad killers.

    3 - Ah. That's fair, but just be warned about how it might come over.

    6 - Bamboozle is a nice perk...but incredibly circumstantial. I can think of maybe 2 maps I'd get regular use out of it. STBFL - I think even solos are starting to figure out how to counter it, and it's very mediocre on M1 killers. To really get it to work, you ideally want a hybrid. Lethal is great, but I find that any info beyond NTH becomes redundant, and FOR's duration is already long enough not to need Lethal. Regardless, that's a handful of options.

    9 - Agreed, but aside from letting them see perks in lobby, I have no idea how.

    10 - I see it as part of the fun. A rival adds a certain chef's kiss to a game.

    12 - Sure. But A. Avoiding AFK crows is still essentially an exploit and B. I'm not talking about that scenario. I'm talking about people dodging AFK crows while stalling the game out.

    13 - Shrug. It is what it is. And you cannot deny that killer perks and survivor perks at the very least *have been* approached differently from a balance perspective since release.

    15 - Generally...it gets the killer one more hook. Maybe two or three if they camp and survivors play the 'slowly work our way towards the gate' game. I'm not saying do it against an IT3 Myers or a Bubba.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317864#Comment_3317864

    1. Shrug. It's not their fault - but it's not exactly the killer's fault either.
    2. Oh, I expect them to be annoyed. But...I guess what I'm saying is that toxicity is a big circle, and that it generally comes from having folks be toxic to you.
    3. -
    4. Keep in mind I'm speaking mostly from my own experiences here. I never tunnel unless I have to - and I still routinely get cussed out for tunneling.
    5. For some reason, I think a lot expect a free unhook. I have zero idea why else they do it.
    6. Here's the thing about that. It's point 1 again. It's the same reason I don't run Eruption; it may turn games I'm winning into a stomp, but it's not going to do much against that organized team which will give me hassles.
    7. It's a great perk - until it isn't.
    8. Unfortunately, 'obnoxious' generally means 'strongest'. In cases like Knockout then...yeah. That perk is horrible to face in solo and crap otherwise.
    9. -
    10. It's tricky. If you're tunneling on Nurse or Blight then yeah, that's a bit excessive. Especially if you're obviously having no trouble downing folks. But then you get that game where you're Trapper on Eyrie.
    11. -
    12. In my last 250 games, and ton of stream games I've watched, I've seen one person staking out a 3gen from the start and I don't think I've ever seen it in the wild. But yeah, that's basically griefing.
    13. Good...bad...this isn't really something that you're going to change.
    14. -
    15. I see quite a few who'll ease up if they're stomping, and I see more who'll let the last survivor go or duo get gate.

    Just remember, it's not so much about trying to counter every team you face. It's more about setting yourself up not to get spanked by the crazy SWF who might be the lobby you're looking at.

    As far as 1,2 and 13 is concerned ; sure, it's to some degree just how it is in this game and it would take being proactive in purposefully avoiding mechanics that can lead to to it happening on both sides. - Which isn't really something you can expect players to do. It's the devs job to make it so it can't happen in the first place. - That being said; those who get upset about it have every right to be upset about it and make it known.

    4 and 5 - that's just where our experiences differ, I guess. I think during my past.... 50-ish matches (or however many matches you can do in a 15 hour timespan) I had survs making their frustrations known maybe... twice.

    6 - exactly. Which is also why I don't run it. (Except on doctor... but I just got that killer and the overcharge+eruption paired with two meme perks is too much fun to pass on. Now I just need to remember to actually kick gens. 😂Even if I have it I kick gens maybe... 5-6 times on average per match. - Though, there have been matches where I could tell that those two or three Euption procs impacted the match way too much.)

    7 - T-T it's great. I love it.

    8 - This is exactly what I was thinking about ^^ and yes, I mean knockout-level annoyingly obnoxious perks.

    10 - I see your point - but again, I guess our experiences just differ there.

    12 - Oh you lucky one. The reason COH + Botany have made a return to one of my go-to loadouts and I flat out refuse to take Distortion off now is because we keep running into this once at least every ten matches. It's more or less an even split between 3gen, hard tunneling, camping and normal matches for me. 3Genning is mostly on Knight, Shocktor, Whiskers and Demo. Eruption, COB, Overcharge/Oppression/whatever the killer likes + Nowhere to Hide. The thing is, if you're SoloQ it's often hard to tell that a killer is deliberately holding a three gen and refusing to leave that area. In swf you realise rather quickly that a killer has a certain "parameter" they refuse to leave. Then prep work begins to set stuff up to tackle that three(/four) gen. - As Solo it's also infinitely easier to accidentally three gen yourself. The times I turn around on a map, not having paid much attention to which gens got done, and go 'well, you guys just f*ed yourself'.

    15 - Can we please exchange lobbies * puppy eyes * I want those killers too.


    "Just remember, it's not so much about trying to counter every team you face. It's more about setting yourself up not to get spanked by the crazy SWF who might be the lobby you're looking at." ---- 100% agree to the first part, as for the second part. With how MMR works and how mixed the bag is even at the "highest level", aka soft cap ... which is rather low to begin with... you just don't run into these lobbies consistently. Even on my main - who is most definitely past the soft cap - I see those lobbies maybe in one or two of ten matches. And I rather have fun during all the other matches instead of always being prepared for that eventuality. Which not everyone has to do, I do get that - but at least to me that's the far more sensible and enjoyable approach. If the seal team six genrush squad wants to have five minute match they can be my guest.

  • there's eruption + some other gen kick perk. And then there's *the strategy*. The former is annoying and certainly carries a good amount of killers to places they don't belong --- and the latter is just prolonged misery.

    If I find myself in the latter position and without the necessary prerequisites to have a shot. I just do what the tutorial told me to do once upon a time: sit my bum smack in the middle of the three gen, hold M1 and never let go. Then it taught me you can try to unhook yourself. And then I sigh so deeply and Bury my face in my hands because it didn't work - and sadly I missed two skill checks. Such a pity.


    No but on a serious note. There is trying to fight an uphill battle and seeing it through --- and there's going "I heckin love being reduced to a punching bag. please kick harder."

  • man, you must be playing a different game --- or be in a completely different player pool. Maybe once in ~25 killer matches do I get something that fits one of your 15 points.

    That being said, I do have the one or another cent to add.

    1. Fair enough, you can play every game assuming you face a seal team six swf --- But don't be surprised or do a pikachu face if all the not seal team six players are extremely upset about it and let you know.
    2. Fair enough, holding a grudge from a previous match against people you've never met and doing to them what you would've liked to do to the previous ones is only human. It's an explanation but neither justification nor excuse. Again, don't do the Pikachu face if people are upset. Hell, the only reason you do that is because you were upset the previous match. Don't tell people to take in stride what you couldn't take in stride.
    3. Wholeheartedly agree.
    4. Also true - but then again I'd say accidental "tunneling" is more of an exception rather than the rule....
    5. Very true & happens a lot. Occasionally I wish I could shake that survivor who is taking me to hook in chase and ask if they are blind or stupid or both. Because they're definitely not new and should know.
    6. On the fence on that one. There is maybe one in five to ten matches where the outcome would have been completely different if I had stacked gen regression without being completely carried by it. If you need to be carried by stacked gen regression.... maybe losing some matches might be a good idea.... --- that being said; if it takes you a co-op gen worth to get from where you are to that gen in a straight line.... then that's out of your control and regression the only thing that can help with that.
    7. Bruh. Spies is so underrated ^^ (I'm actually semi serious)
    8. Fair enough - but there is annoying and obnoxiously annoying. I rather have everyone stay away from the obnoxious ones.
    9. I wish I could say 'bruh, captain obvious' but.... it's a very valid point.
    10. Semi agree; hard tunneling someone out is a bit much for my taste ... but they sure are the first choice when it comes to applying pressure....
    11. True.
    12. Under the premise that the 3gen was accidental and not the by now probably well known strategy with a set of certain perks..... If a killer plays that way they got it coming that the other side answers in kind.
    13. Oh, I do understand where they're coming from. But I can still criticise them and I will hold it against them. Knowing why they do what they do doesn't make what they're doing any less bad.
    14. Very much so.
    15. I do hope "some" are actually out there. I do that as killer the vast majority of matches (survs need to give me a reason to not go chill mode when I realise I get what I want out of the match regardless) --- but as surv? Once in a blue moon does a killer actually ease up.

    Disclaimer: I suppose I am a survivor main - but I do enjoy killer. Actually, the more killer I play, the less sympathy I have for certain people who proclaim that certain strategies are the only way.

  • @Distortion_Enjoyer said:

    i'd love for some sort of automation, i'm down for it to buy entire bloodwebs at random, it sucks having to stop playing to sit staring at the bloodweb screen for so long

    a trick some might not know is you can click and hold and drag the mouse to the next item while your buying another item, so you can speed it up alot but not enough

    Heck, I'd be up for buying an entire prestige level with one click and get randomised stuff based on the node spawn statistics.

  • No, the escape rate would plummet. As soon as all four survs are injured and one is on the hook the game would be over in your scenario.

    There is a time to stay injured - and there is a time to reset. You need to learn when to do which. - And this may change depending on what perks / items are brought into the trial.

    That being said, I do agree that there are *a lot* of killers who are carried by extreme gen regression builds. - And vice versa survivors who are carried by extreme genrush builds (though I see a lot more of the former than the latter - probably in no small part because for the regression you need perks, which is an unlimited resource, while for genrush you need toolboxes and BNP, the former is a limited and the latter a very limited resource). - And that gens should not have the crazy repair-time ranges they have atm but should stay a lot closer to the 90s.

  • My man, I have no idea why you have it out for WoO. - Is your problem really just that a survivor has the literal perk of not having to memorise half the map in order to be able to loop efficiently?

    "Using your brain" in the context of WoO is not remembering where pallets and vaults are but knowing what to do with that information.

  • I'm tabbed out between pressing "ready" to Q up and the sound it makes when you're loaded into the match 99% of the time. I usually have no clue what I go up against.

    Though, on the occasion matchmaking is really fast and I don't get around to tabbing out I still don't really adjust builds. If games have felt extremely high pace for a while I may pack a second slowdown (my go to is usually jolt, cause it's just super lazy) but that's about it. if they want to rush they can do so. If two gens pop within 30-40 seconds and I haven't even found a surv I switch gears and just try to work on sth I'm struggling with or do sth that doesn't win me matches but is fun. If they want to raise their MMR the quickest way possible - they can be my guests. I want to actually play the game.

    (As for other items; I always have sloppy and tend to move around the map a lot so I don't usually have problems with people bringen good medkits. - And if I see a bunch of high prestiges with FL I sometimes pack Franklin's - just to get rid of that hassle if they want to do the bullying thing. I'm usually on some sort of M2 killer so if they genuinely just have it to maybe get that lucky FL safe or the occasional cheeky blind, I don't even bother slapping it out of their hands.)

  • "massive buff for survivors"? Have we played the same PTB and seen the same icons? - Yes, the icons are neat for borderline "######### is everyone doing?"-situations; aka 'do I really need to run across the whole map to unhook?' or 'is someone on the other gate?' and 'where the f* is the killer, are they chasing someone or what?' ---- answers to these questions are good to have and help avoid borderline ridiculous situations (like two people running across the whole map and arriving at the hook around the same time - potentially together with the killer cause they can't find anyone anywhere else) but they don't have a huge impact on match outcomes outside of accidental stomp-fests.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316397#Comment_3316397

    The point of the change is to make it so Experiance Survivors, especially in Coms cannot simply "get in your way" by bodyblocking the killer so that they're teammates can escape. You seen those situations, in which as soon as the rescue is maded and the Killer is closing in. You would think that the Rescuer would be defending the weak and injured unhooked survivor; but typically, especially with the basekit BT now, the unhooked Survivors are rushing towards the killer even intentionally protecting their Rescuer survivor friend from taking a hit, especially if they are injured.

    Basement for example, as the survivor are fleeing; the recent hook survivor would intentionally get in front of the Killer's face and body block the window, the pallet or even the doorway just so the killer cannot give chase to the one that just saved them in the first place; hencing they simple hit them, or wait out their Endurance. And then, take the opportunity to camp and tunnel more often.

    In a way, Survivors are abused the basekit bt to not really just "Oh I need protection" and be more aggressive and be all "Hit Me, Do it; what are you going to do about it!" Basically, their actions is screaming tunnel them

    I'm not exactly sure why you quote me and add a paragraph that reads as though you try to convince me because I'm disagreeing. I'm not disagreeing.

    Tbf, the whole body block with basekit bt is harder than it looks - and in the vast majority of cases it makes little sense since, as you pointed out, it's kinda begging to get hit again. Occasionally it's the only way out of e.g. basement though and the right play if you don't want to trade the basement hook for the rest of the game. If the baskit bt surv is leaving first - which they usually do, simply because they're faster - and gets hit while they still have bt they get out of basement - after that the healthy unhooker takes a protection hit so that regardless of who of the two goes down they are usually not hookable in basement (if the rescuer hasn't been hooked yet they should even take the down in most cases). Alas, especially this scenario is where killers tend to move so awkwardly on the stairs that you can't get past them before basekit bt runs out. And some basement stairs - or other pathways on indoor maps - are still effectively blockable by the killer.

    Either way. The non collision would solve both issues - and would help with hard tunnel on top of that. Even if the killer swings into the non collision the survivor would still have their OTR - and the bt perk would make sense again as well.

  • The thing is, while a killer can give the last surv an out without actually losing anything, a surv giving you a kill does lose something. In the 1v1 a killer and survivor have when it comes to match outcomes the hatch is neutral. Giving the kill is a loss for the survivor. The closest thing survs can do as a gesture of goodwill is getting hit and downed out the gate for the score events (and sacrificing their iri survival emblem in much the same way the killer sacrifices their iri emblem from the 4k upon giving hatch).


    That being said, every now and again when I mess around as killer some survs refuse to leave. It happened most as M2 only zooming Billy I think. Had the cutest matching Jake and Kate in Cowboy -style outfits who absolutely refused to leave.


    Vice versa once in a blue moon I feel really bad for a killer and sign them to put me on a hook. 99.9% seemed rather offended by the gesture promptly downed me and carried me all the way into the gate. At that point I figure I should respect the killers pride and crawl out instead of insisting on dying to egc.

  • I used to be entirely against the whole non collision thing but over time I've come to like it. The unhooked gets x seconds of only map collision and a speed boost to remove themselves from the immediate vicinity of the hook ASAP. The time should be so that, if you beeline, you can barely make it out of basement.

  • yes, continuous exact killer ping when pressing esc. just like for survivors.

    Also exact ping for everyone in lobby.

    The icon in game is a nice heads up - but I believe for that to show up ping has to be 200 or worse. I'd like to have a more precise info.

  • it depends on the people.

    For me I started as surv with friends - managed to get almost 150hours in December last year. We just f*ed around. It was glorious and I couldn't get enough.

    Then people got busy while I still had time. I started playing a lot of killer. I actually found it more relaxing than survivor. Mostly because as survivor I struggled to find things and tiles and maps were just a giant maze. Idk why but to this day (almost 2k hours now^^) my orientation as killer is so much better. Back then the highlighted gens and being able to traverse the map relatively carefree (aka boldly in a straight line and however I wanted as opposed to sneaking around and panicking when a killer when a killer was behind me) helped me massively to understand spawns and layouts and all that.

    Now, as for the stressful/anxious part. I'm extremely chill, regardless of the role I play and while I do pretty darn well in 9/10 killer matches, that one game that doesn't go so well tends to put me in a worse mood than the 4th time in a row getting tunneled for 3-5 gens and then getting killed as survivor. - As survivor it's, at least for me, easier to just say "f it" and move on. If I get hard tunneled and see that by the time I'm dead the remaining three have a pretty good chance to get out I'm happy with what I achieved - and if they don't get out thats not on me. And if it's a hard sweating killer and I die two minutes into the game? I just go next and forget about it. --- As killer those bad matches hit harder. If you have a good chase (as in fun) but two or three gens pop it's hard to make a comeback --- and it's "all on you" .... at least until the endgame screen and some loadouts help explain what happened during the match (e.g. bnp). But by then you already felt stressed and unhappy. Same for matches where you know the other side is on a whole different level; as survivor you can take aggro, get hooked once, then twice and then just go next, as killer you have to watch it all while not being able to do much about it.

    Adjusting expectations and going full meme build or doing something very different to readjust expectations always helps. What also helped me not feeling stressed/disheartened was to give myself alternative goals. Usually it's "M2 only" or "12 hooks". It makes it much more likely to have fewer kills -- but at least I am in a completely different zone where I just don't care much about kills. And if it's a rushing swf .... then I'll just do my thing while they do theirs and we all go next.

    Long story short: stress and frustration are an integral part of dbd and I think everyone who sticks with the game finds their own way to deal with it. Personally I prefer the chill fun route, some people sweat extra hard. You'll figure out what works for you over time.

  • @YOURFRIEND said:

    So one survivor gets a free escape every game? 3ks are now the win condition?

    Nah.

    .....3k are the win condition already....?

    That being said, it reads a little like there are two survivors left and whoever is found first should try to buy enough time for the other to escape. The concept sounds neat to me. - In theory, at least.


    Chances are that if a survivor is found quickly it's impossible to get the charges meaning that it would be a potentially indefinite game of hide and seek between the last surv and killer.

    If the killer finds the closed hatch firat, what exactly prevents him from camping hatch? If it's not a last-gen kinda situation all he has to do is wait until the surv gives their location away. (And even if there were several gens left... I don't imagine one surv doing several gens while the killer stands on hatch is more exiting gameplay than slugging for 4k)

    What happens to the survivor who charged their thing in chase and say happens to run over hatch in chase - can they still open it like they can jump into hatch or can they get grabbed/downed like at the exit gates?

    Both survivors play hardcore stealth and rotate gens, slowly but surely collecting their charges - we all know how near impossible it is for a killer to find survs like that. During normal games the gen popping is sometimes the only clue you get. It's annoying af. - Killers would need something basekit during that stage to compensate for the lack of gen popping. - Maybe a loud noise notification/heartbeat for every x% progress?

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316249#Comment_3316249

    "the 1600 and above bracket consists of 5% of the playerbase"

    Seems pretty self-explanatory to me.

    ....that is something the dude who made the video got wrong.

    "finally according to data given to us by Behavior it seems that the 1600 MMR bracket consists of something close to five percent of the player base"

    This is what he is saying while showing the slide "Killrate for every killer (Top 5% MMR)"

    Same as before "top 5% MMR" =/= "5% of players have MMR above 1600"

    "top 5% MMR" means the players with the highest MMR rating. What MMR these players actually have, that we don't know.

    Heck, we technically don't even know what the phrase "top 5% MMR" means. It's not the MMR score itself, that much we can safely assume I'd say, given that "top 5% of 3000MMR" would be the bracket 2850-3000. Much more likely it's "accounts with the highest MMR rating that in total account for 5% of the player base". Going backwards from 3000 we don't know how far down we need to go until we get to the 5% mark.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316227#Comment_3316227

    Safe to say its probably somewhere around 100k current players total if steam alone averages 30-35k per day (which steam is not the most dbd prevalent platform) with peaks of 45k. So the "top 5%" would probably be more around 7-8k players all though that's spread around regions.

    Even then you would still not know what MMR these x thousand players have. (You also use "current players" - and we don't know if BHVR just counts accounts or only active accounts - and what an active account is.)

    Everything MMR is just 99% speculation. But I do agree with one point OP makes; the kiddie pool aside it's meant to split the player base roughly into two; those who've reached 1600 and those who haven't. - With those sitting right around the cap probably having the most diverse set of matches as they can get matched with pretty much anyone outside the kiddie pool once the BP incentive sits at 100% - which it usually is. (What was it sometime last year. The max adjustment that is reached pretty quickly to make matchmaking fast and not have minutes long q times ... +/-500 MMR? )

  • "top 5% MMR" =/= "5% of players are top MMR" tho.


    The top 5% MMR could very easily be 2500-3000. Or indeed 1600-3000. No one knows. That's kinda the fun thing with statistics BHVR releases; they are pretty useless outside of the one insular point BHVR wants to illustrate.

  • As others have pointd out; your putting the info of Appraisal and your picture of the movement result of WoO together suggests the perk does exactly what it is supposed to do: make survivors move around the map.

    That being said. If you have a survivor running that way with WoO you should have pretty decent chances at getting at least a 2k if the others aren't running a real genrush build (I don't mean one prove and a TB with some charges. I mean prove, fully stacked TBs with BTL/Streetwise, potentially with BNP etc.), or the map has a bazillion pallets while you're playing a killer who can't deal with pallets. Because once they used all those pallets up and you eventually down them any subsequent surv you chase is in a giant deadzone and should be very easy downs.

    Personally, I do like to run windows - in soloQ to avoid running into a deadzone cause I don't know where my teamies already looped. And in swf cause we're chatting all the time and I usually don't pay much attention to the game, so having WoO is lazy mode when it comes to moving around the map. Not like I play some sweaty build where I need the perkslot for something more useful anyway 😂 (and trust me: there are way more useful perks).

  • I think this is about the one thing the entire community can agree on. And I will comment on every single topic bringing it up until de-pips are reserved for DCing.


  • @HugTheHag said:

    What a week to have finals !

    Such a shame I won't be able to play ! =D

    ngl. Not playing is probably the best option if you wanna keep your sanity. - Now. Between playing dbd now and having finals... I'm honestly not sure which one is more insanity-inducing.

  • Initially, I would say it needs "just a few" changes. There are a few things that are omnipresent and impact nearly every match. These need changing. - The thing is: they will impact other aspects of the game as well. So, even if technically only a few things need changing, for the game to end up in a better state *a lot* of things need to change.

  • On killer knockout is the one that makes my eyes roll the hardest. Technically, even in solo Q, it at least switches things up a little - but in the most annoying way possible. Franklin's is a close contender.


    On survivor... probably boil over. Enough to have iron grasp as a staple even though I don't see it that much. Just. So. Darn. Annoying.

  • Idk, the way I see it people disconnecting for no good reason, especially early in the match, ruin the match for three people - and only one of them is able to capitalise on it. With two DCs there is no "playing normally".

    Imo, the best course of action for all involved is to make it a "neutral round"; two survs repairing all gens takes ages and I usually don't have the patience for that. But it doesn't take a lot to keep them from de-pipping at the very least. Make sure they get that much, then end the match quickly so everyone can move on.

  • Ghostie's stalk is weird af. There have been times where I revealed a Ghostie I didn't even see - and there have been times where I was looking straight at him and it did not reveal him. - It's a two way kinda thing though: as Ghostie too I have looked straight at survs and was not able to stalk them --- and occasionally have stalked survivors I didn't even see. The stalk mechanic is just wonky af.

  • if I can't decide who do give hatch to and there was a dc at some point I usually play extremely laid back and if they don't completely screw themselves they get to leave. I don't like outright farming but i have no issue with letting everyone go once in a while.

  • Found it very interesting to read through the comments.

    While I did run Lithe and SB for a good long time I still think they are a ways behind DH - simply because when it comes down to it they are very situational at will. If you're in a good tile you don't want to use Lithe or SB - but more often than not you have to waste it. They can prevent chases from ever starting - but often enough there is a point where you want to be chased instead of that death hook teamie who's close by. No killer in their right mind will forgo the death hook surv and instead chase after the SB/Lithed away survivor. At the end of they day they are pretty situational and you have to use them when you don't want to - or can't when you want to.

    I do find the (fast) vault related perk ideas and the grab-immunity related perks very interesting. - Especially, that all those ideas come with an "on command" feature / a trigger condition that the player has control over.


    (Considering what I said about Lithe & SB above, I think that may actually be the big differnce between DH and the rest: the amount of control the player has in using it strategically.)

  • @LastTourniquet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308618#Comment_3308618

    Generally speaking that is a really bad way to balance games. You shouldn't be trying to "trade" one thing for another.

    I should remember to put */i at the end of such posts. I thought the grin smiley gave it away.

  • You know. That challenge where you have to catch survivors in bear traps. Or have to injure them with crows. Stuff like that, that will happen eventually --- but sometimes i just really don't feel like spending x matches. So yes, as artist I sometimes do slug and wait for a surv to approach, just to hit them with a corw (same for hook). I will sometimes camp with Huntress if I have to hit hatchets and got a difficult map. Once I got my ritual I go back to playing normally so I rarely get sh* for it in egc - but if I do I say why I did what I did and that's it. What people make of it is up to them.

  • I'm not in favor of limiting the amount of items you can have. - I for one like to just drop my BP into two characters so they are... stacked (and no, neither them nor I have a hoarding issue `-´ ) while everyone else is running relatively low on items, though if I wanted to bring sth specific I still could. And while people who have played for years will have amassed a number of purple items it's not like it's easy to stack pruple items; apparently you get 0-1 ranger medkits per prestige level, which really isn't a lot (and yes, it's really not even 1 per prestige. On one of my BP dumps I went three prestige levels before I got another ranger medkit - and trust me: if I see one I will get it).

    Though, while I would like to be able to sell items I don't need to buy more stuff I want, I don't think it's actually healthy. At that point might as well remove half the items and add-ons and all the tiers and replace the bloodweb with a store. With the lowered BP prices it's already plenty easy to get the best stuff if you want to - and if you have more or less uncapped BP it's just a matter of time spent clicking through bloodwebs.

  • @LastTourniquet said:

    Lets make Eruption disable if its triggers a single time. Or disable every exposed perk if you get a successful down with any exposed perk.

    Yea no, this is just a bad idea.

    Actually, yeah. - I'd be up for the trade: Eruption can only be triggered once per gen and in exchange once DH was used successfully it deactivates for the rest of the trial. (Tbh. Overcome/Lucky Break+Mettle sounds like it could be fun - especially if more than one person per trial is running it 😬)

  • idk. Played about ten surv matches tonight (Frankfurt Server). Two had connection issues. I escaped in... one or two (classic soloQ) and over half of them were 4k. - There wasn't a single dc.

  • ... This is the usual circular argument. The only time I and the people I know feel compelled to put on more than one prove (usually the one who has to do coop for a challenge or ritual or whatnot - and that's mostly to offset the coop penalty) is if we had several matches where we had to smh make it through stacked slowdowns, camping, tunnelling and 3gen-gaming. Train of thought: well, if we go against stuff like that we smh need to be able to make it so that we can complete a gen in 60sec or less.

    Are spaghetti gen times (imo that the range of how long a gen can take -- what is it, anything between 40sec and realistically 3min, in reality 60min? -- a huge catalyst for such behaviour? Absolutely. Are they the root issue that, one fixed, will fix these behaviours? No.

    Why? Because there is something else that comes up whenever tunneling/camping is mentioned: efficiency. More precisely: that it is wrong to blame killers for playing efficiently. --- And truth is: even longer gens won't make camping/tunneling less efficient. Quite the contrary.

    That being said, imo, gens should stick much closer to the 90sec baseline. Survs can't speed repair up like crazy and killers can't slow down like crazy. Make it so that a gen can't really be done in under 70secs - but also can't take longer than 3min, provided it gets stopped from regressing after 10sec or so on average. And it becomes all about which flavour of slowdown/speedup you want and not how much of it. Different means to achieve the same goal so that at the end we hopefully have some more variety.

  • Now that it's not just hardcore grinders with high prestiges I care a lot less than three or so months ago. Though, if I see a combination of high prestige with certain cosmetics and certain items I sometimes to swap a perk out to be prepared for *one of those squads* --- at that prestige they certainly have plenty of items, add-ons and wards.

    As for myself, I usually stick to my P9-15 characters while quietly shoving all points to Leon and Felix. - Only if I end up in a lobby with other high-ish prestiges I switch to them. I just don't like to be the odd one out in terms of prestiges.

  • not them trying to 4k - but the extremely obnoxious way they go about it. Safe for the occasional challenge what do you really need the 4k for? Afaik nothing. And are the 20k BP really worth the cringe? --- For me it's the same kind of obnoxious as survs who have a stun challenge doing the FL blind after every pallet they drop - while also dropping every pallet. Can you do that to achieve your goal? Sure. Do I find it silly, obnoxious and cringe? Absolutely.

    (That being said using 'inconvenience' there was bad phrasing on my part; the time out is an inconvenience, the putting up with that behaviour is absolute annoyance. I rather take the inconvenience than the annoyance.)

  • As killer I usually know sth funny is up when a) the pickup and hook animations get stuck / are janky af b) I have to search for downed survs cause they're not where I hit them on my screen.

    I don't get the rubberbanding or teleporting as killer. - Though I sometimes get teleporting survs if they have insane ping

  • I find that silly.

    If I'm the one standing and happen to have wglf up I still gonna pick them up.

    If I'm the one down and I see the killer has no intention of picking, I dc. Waiting out the timer is less of an inconvenience than putting up with that kind of behaviour.

  • @TheArbiter said:

    Oh well, really was trying to play him as his design is awesome but looks like ill have to come back after he gets some buffs

    to buff what exactly?

    @Shroompy said:

    You don't

    Knight is an area control killer, not a chaser.

    cause this is really all there is to it. Making him a chaser on top of his ability to control areas of a map is ridiculous. Not to mention not every killer has to be a chaser. (Then again; chase killers are more fun, imo. So I'd be perfectly alright with removing area control and reworking him into a chase one)

  • and here i was so confused. I'm used to a somewhat bad connection elsewhere so i thought sth with my internet must be off. But every time i checked it was alright. well. I don't think there will be much of a compensation --- but at least i now know its not me but the servers .

  • idk, safe from having the guard do their funny dance in one spot (aka shutting down a loop which is literally telling the surv to w somewhere else), zoning seems to be sth skilled knights fare well with so that either sandwiching becomes possible or a surv just ends up in a deadzone.

  • ....what I gathered from "come 1v1" is, that pretty much regardless of the map, a survivor who is roughly as good as the killer will last 90~120sec during the first chase, and somewhat shorter during the second one - sometimes the other way around. (which works out in your scenario; since as you said the map was basically fresh.)

    A killer who is better will usually get them in under fourty seconds in both chases --- or the first one is rather long but the second one is really short. A surv who's much better than the killer seems to be able to run them pretty much forever.

    And what I gathered from that in return is that if a survivor is really skilled and can run tiles optimally, then a killer will lose if they don't have sth really strong. - But the question is: should devs assume every surv is gonna run tiles optimally? I don't think so. Mostly because the vast majority of players doesn't know how to, on both sides, --- and even those that do know are presented with deadzones in most matches and unable to utilise their skill.

    That being said, I would love if chase revolved around more scarce resources that last much longer if you mindgame and make for short chases/rapidly depleted resources if not --- but reducing resources does not work if the overall trend seems to be to chase survs away from tiles and/or forcing to predrop by removing the mindgame from the equation.

  • In theory I like the idea; let the sweatlords sweat together and let everyone else have fun in peace.

    But. How would you stop the sweatlords from sweating in casual?

    The only two points I can think of are the lesser rewards and it getting boring after a while. Both points aren't exactly strong. Many people don't even care about rewards, even less care beyond the point of them getting what they want (esp. cosmetics; sweat your butt off until you get the item you want, then go chill and stomp in casual again). And while a majority will find stomping all the time rather boring sooner or later, there are people who will have to suffer them in the mean time - not to mention that there are those who will never get bored of it.

    The only way I can see a casual mode work is if a lot of control is taken away from the players. If e.g. perks are largely randomised or the most common 10 perks are always blacklisted or whatnot. So that you are left with the stuff that makes it very hard to sweat to begin with.

  • He's not weak by any means - but incredibly boring. The more for the win knights play the more boring it gets. So no. It hasn't changed at all. If anything it has gotten worse.

  • Not exactly sure if I'd call pips "fine" - at least by comparison it is way easier to pip as killer, not least because you usually know which killer you can easily pip with if you're only one or two pips away. Be that because you're exceptionally good at them, their power/playstyle lends itself to pipping or you know they have lower MMR than another killer and thus matches are generally easier.

    That being said while it is imo more difficult to pip as survivor it is true that the big, super frustrating and 100% useless mechanic of de-pipping is screwing survs over.

  • I would narrow it down even further than "SWF sided" - cause it's really not any swf. The base advantage swf usually has is that you can fairly certain you fellow survs won't dc/suicide on hook for no reason and will actually make an effort to get you off the hook. But that's not an advantage, that's a workaround for things that are amiss in dbd atm.

    The game is swf sided as long as swf is both competent and coordinated - which includes perk and item selection. Which, tbh, few swf are. At a certain point you'll mostly run into those --- but ever since they adjusted the soft cap and matchmaking thresholds it's still way more of a mixed bag in terms of who you're matched with.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359241/matches-are-rough-as-solo-survivor

    Killers should sweat from the second the match starts - because you don't know if you're up against a bunch of sleepy kittens or a pack of velociraptors. And if you go easy from the start, you wind up at 4 gens done with 0 hooks before you know what's happening.

    What killers should also do is probably ease up a little bit once they realize it's a stomp.

    One thing I've learned as of late.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304215#Comment_3304215

    I could swear they actually debunked this, but I have no idea where I read it.

    The Holidays are a season where almost everyone feels better about themselves - mid January into February are where people get depressed.

    Also - I game at Christmas because it's freezing outside, the relatives have all gone home and the family are all wiped.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304191#Comment_3304191

    Bleh. I had a bunch of flans saved up and tried to play extra nice.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303590#Comment_3303590

    I made a thread on me facing a partial comp team who were sweaty and toxic as hell.

    Killers are no more and no less sweaty than they'd ever been.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303533#Comment_3303533

    The tricky thing about survivor is BP and Grade.

    Even in a losing match (most of the time) the killer can at least safety pip and get 20k. For survivor, especially if you're the first down and then get hard camped or bled out with something like Lethal Pursuer, you can end up with sub 5k and depipping and there's absolutely nothing you can do about it.

    absolutely - that's why I recommend not caring about the match outcome (aka MMR, BP and Pips) in SoloQ. It's a recipe for misery.

    [Also. I'm 100% for removing de-pips. While the difference between black pipping and one pipping is generally related to how good you were at doing several different things, the things that make the difference between black pipping and de-pipping are usually completely out of your control (safe for dc-ing and being two tap followed by suicide on hook - those two are entirely up to you. - Heck, for all I care reserve de-pips for dc-ing and suicide on hook; aka taking chances + dying on first hook).]

  • Put on an ugly sweater. Take some fire crackers. Run a meme build. Do whatever you feel like in a match that, in that very moment, makes it fun. Don't make the fun you're having depending on the outcome of the match. - Enjoy your two to five minutes of fun. Go next. Repeat.

    But seriously - I've found that not giving a f* about the match outcome and only caring about the very moment you're in in a match is the only way to not snap in SoloQ.

  • now here's a WoO nerf I can get behind: remove the breakable wall auras from it 😎

    No, but seriously. Using WoO to just drop every pallet is the wrong way to use it. - As an info perk it's good to have to avoid running into deadzones (especially in SoloQ) - and to avoid creating deadzones.

    But let's entertain the idea that WoO is getting nerfed. - What could they even nerf? The range? Make it conditional that it triggers only every x seconds? That it needs to be activated by a stun and lasts for x seconds? That it only works while sprinting? - Or standing still? That it only shows windows? - Or only pallets? ---- All of these changes would make it borderline useless. Then again. It's not like BHVR has any issues making perks useless - regardless of whether or not they were overpowered (yes, I'm still sad about Pharmacy).

  • SoloQ does have its upside. - It all depends on the expectations and goals you have. There is something zen and... liberating about SoloQ. It's just way easier to not give a f* (and frankly: quite neccessary to not get frustrated to a point where it's no fun anymore).

    However, after having run into the bazillionst 3-gen-forcing killer I do prefer my swf with comms just to stick it to the next killer player who tries it. We got plenty practise the past couple months, 3gens ain't got nothing on us anymore if we come prepared. S* it b* --- is what I think. And yes, I am smug in egc ^^

    One very straining thing about swf (even if a killer has no way to know cause different platform / we're all on different platforms and thus not in any friends lists) is though that issues like tunneling or general frustration seems to add up. - If you play by yourself and don't happen to be the one tunneled chances are you won't care too much, aside from a side note "ah, i guess tunneling it is... so... M1 for me... i guess...." and after it you move on. But if you have a teamie who somehow manages to get tunneled super often for no reason whatsoever they get annoyed (understandably) --- and after a while everyone else gets just as annoyed and the goal shifts from "escaping" to "protect the president" so that they are at least not out first for the third time in a row. Same for fumbled two-man-unhooks or general meta-game choices. It's often a one-for-all-and-all-for-one kinda thing - and if done correctly everyone could have been out, or at least everyone but one or sth like that --- but if it's fumbled everyone dies and swf tend to be way more upset about it and more often than not they turn to the blame game.

    Once I do want to pip in Iri grades tho.... I stick to swf, at least if I have 3 or 4 pips. Cause in SoloQ it's pretty much guarantee that at the end i have less pips than when I started ^^

  • A week or so before the last RE release I wished there would be the Noire outfits for Leon and Claire. - And we actually got Leon. Needless to mention what the first thing I did was.

    That one aside, I really want to see Leon RE5. Then we got them all. Baby Leon (RE2). Teenage Leon (RE4). Suave Leon (Noir). - And then grown up Leon (RE5).

1 … 20 21 22 23 24 … 26