Avatar

Halloulle

Halloulle

About

Username
Halloulle
Joined
Visits
3,630
Last Active

Comments

  • three gen doctors are among the worst things, I agree. If in swf we usually decide to just collectively dc simply because there is no point in doing that for usually way over ten minutes. At least when a killer played for it from the first minute. Sometimes it just happens, then we call it ggs, accept that we messed up in allowing a three gen, commit to a gen and usually get killed within five minutes ^^

    And I do think that is an important difference: an accidental three gen is on survivors because they didn't keep track of gens. A killer not leaving their three gen zone for more than thirty seconds is, paired with certain perks and a power like doctor's, not just not winnable but also so darn annyoing. I do hope the new perk will help with that. While it means more net repair time the person who has it can drop 20% in at once while the others pressure the three gen normally. You do, of course, have to do that pre-emptively when you're still at at least three gens. Break up the three gen before it happens. And even if there is no three gen looming that perk can come in handy; e.g. spend some more time on a safe gen and instantly progress a gen in a risky zone by quite a bit. So I think while it probs remains a niche perk due to the net increase of repair time it's gonna be more than a meme perk.

  • playing chill / casual and playing nice and click about are very different things.


    You don't need a full match to find out if something is broken. Or in this case that EnFury+Hubris is insane, which guard is good at doing what and which loops can be shut down how - and what ither uses the guards can have like makjng pick ups secure. You don't need to Guard-Proxy-Camp every single hook to test the guard-camp-potential. You don't need to right back on someone who's off hook for anything - and you certainly don't need to slug for 4k or face camp from minute one. --- The thing is that most of the common "sweaty" strategies aren't at all unique. --- Just like you don't need to slam gens with no break inbetween just to test the new gen perks or how the aura perk works and there are only so many FL things to try with how they are now -- and you don't need to do that in record speed either.

  • @Laluzi said:

    While you're right about people being able to leave when other players sweat and create unfun games, people are also inclined to play more loosely in the PTB because the results don't matter - there's no bloodpoints (that last), no achievements, no MMR, and everyone is still kinda screwing around with new stuff so you don't get as much meta or people who've mastered what they're doing. People feel like they can afford to mess around and play casual because winning or losing affects nothing. I don't think there's really a way to change this on live, not without scuppering matchmaking (which would cause more problems.) And I also think it wouldn't stick nearly as much without the new-content hype that has people shirk core gameplay in favor of exploring it. Survivors are poking around the map instead of hammering gens, killers are trying to use their power successfully when a M1 smack would be much easier.

    And some people are always going to take a competitive approach to gaming no matter what because that's what's fun to them. Nothing wrong with that. Same with trolling, unfortunately, except for the 'nothing wrong with that' part (because I do take an issue with those guys.) I've seen people suggest separate queues or modes, but you will always have trolls and sweats entering the casual queue because they want easy prey. Those models work off good faith, which just doesn't exist on a macro scale... and for that reason, having your queue be dictated by other players rating you is just as exploitable in the other direction.

    As for DCs themselves... yeah, it's nice to be able to just leave a match when your opponent is being a dick. But they absolutely can't be made a free action, because too many players' idea of fun is restricted to "I am winning" and they will bail whenever that isn't happening. And that makes playing the game impossible for anyone else - especially for SWFs and people using items, perks, map offerings, and killers that are controversial or meta. Seriously, every time the DC penalty gets turned off, the game turns into a hellscape in very short order. It doesn't matter as much in the PTB because again, the results don't matter and the goal isn't to win, it's to check out new content. It's easier to hit that sweet spot where everyone is feeling casual. On live, letting people bail freely is a recipe for misery and selfishness.

    I see what you are saying and I absolutely agree --- but it still leaves me with the question of why. As in why is the game emphasis so much on "earning" and "winning"? MMR is probably one aspect, true. But maybe it's even more the perception of MMR. I for one avoid getting into high MMR (though with the lowered soft cap you still get more variety than before it seems) though to many high MMR seems like something desirable just because it has the word "high" attached to it.

    But you're right; it's a game design choice to make a game heavily outcome focused. Personally, I just find it kinda sad it is that way and every PTB reminds me of it.

  • From my experience the killer curve looks sth like this: You get sh* on the first three or four matches until you kinda figure out what the killer even does and find some perks that seem useful. Then you sh* on survivors for a number of matches - before the roles are reversed again because your mmr has probably skyrocketed. As you get sh* on again it plummets ... and thus we have a circle. Repeat this for the next few dozen matches - slowly but steadily the mmr you land when you plummet will increase (in the beginning you'll probably eventually face baby survs who don't even have all their perk slots and/or hardly purple perks - over time that will stop even). If you hang in there you will reach a place where you winning or losing has little to do with the hours a survivor has but more with the perks you (and they) bring and which map you land on. It's a frustrating circle to go through -- but at least it's equally frustrating on the survivor side.

    Contrary to the first person responding I would advise against camping and tunneling and using all the strongest stuff right off the bat: it only exacerbates the problem. It gives you wins you would not have gotten otherwise and you will get to a place where survivors are prepared to deal with it and then you have nothing else at your disposal. (Personally, neither I nor the people I play with can be ar*ed to deal with sweaty killer playstyles; hard tunneling, hard camping and strongest build available. We just see that as an opportunity to throw for a challenge and go gg next. - This keeps us somewhere around medium MMR; or the way I call it "the wild card bracket" anything from a 4k hour nurse/spirit/blight with those builds to 150hrs strong Evan or what have you.)

  • Leon and Felix. - Leon because right around the time I started playing DBD I also played the RE2 remake and he stuck. Felix first because of his cosmetics -- and then he stuck because of his lore (only survivor I actually read all the lore).

  • tbf. If the whole game turns into a depipping simulator for one reason or the other I find new ways to entertain myself. Keeping a kobe-score has been my latest way to entertain myself: Two useful perks (usually coh & sb or lithe) and then slippery meat + up the ante. I'd say on average I kobe 6/10 matches that way - and on average on one occasion a teamie gets to me first.

    ¯\_(ツ)_/¯ idk, it makes for some funny situations. And if I die and depip anyway I might as well have some fun while I'm at it, y know.

  • I would have loved just a tiny little thing to let others know you prestiged pre-update. - Like, just make the tiny little pin that's part of the emblem a red one. - Sth super small like that. Nothing in your face or super boastful. But a little thing to let those who pay attention know.

  • depends on how Legion is played - but forever-Legion is among the most annoying things, true

  • Depends. Sometimes I get those teamies on my teams / see survs like that when playing killers. -- Sometimes I find myself with zero hooks while everyone is death hook because just of how the match went; e.g. a lot of hook trading on the side I was not on.

  • There is sth about Kate's mouth that is just unsettling to me. Even worse with Meg. - Not quite as bad with Nea. So for females those three are probs the ones furthest down on the list.

    Hottest gal is probs Zarina.


    As for the guys... I'm a sucker for Felix and Leon. - But Yoichi also def up there. Tapp and Ash are probs the least appealing to me.

  • ...because "stealth" in dbd does not mean being unnoticeable but simply that there is no terror radius.

  • I could get behind them being Event-time-exclusives if it was shards.

    Or I could get behind the aurics initially if the cosmetics stayed in the store after the Event is over.

    But as is..... no. That's just another case of BHVR setting expectations and not meeting them.

  • MMR do be wild like that at times.

    In part because of how MMR works - and in part because of how people play. Speaking of my own experience here but I for one am probably low-ish mid-mmr. Not because I'm particularly bad but because I don't care much for escaping - I mean, I do but I care more about fun and trying that stupid altruistic play or that meme build or whatever it is I decide to do for the fun of it but that is very likely gonna kill me. Which means my MMR is probs a good bit lower than it could be. And there are a lot of players like me out there.

    As killer I notice too when I start a new one and get from low MMR to this MMR bracket. The MMR number might not be too different but the skill on the other side is suddenly on a whole new level. Usually though, if you don't spot a bully squad, these teams tend to be kinda chill. They want a chase, they want to pull off their meme build or other ridiculous play and only once it's down to two or one gen things get a little sweaty at times. Then again, as killer I play pretty chill and probs over-fair as well and maybe they catch on and dial back a notch as well. Idk but I had the most fun against those kinds of teams.

  • Imo, the only "fix" eruption needs is that survs can counter it. Forget SoloQ, even on comms it's near impossible to see a second in the future and predict when exactly you gonna go down.

    I like how painres works in that regard. Once you know it's in play you pay close attention to the aura and can let go just in time with the information you alone receive. There should be that same half second delay you have to react to eruption to counter the incapacitated. Or make it an overcharge-style skill check; the gen gets erupted, the killer gets notified someone is on the gen, the surv gets the skill check; they pass they continue, they fail they get incapacitated and the gen keeps regressing.

    It would still be a perk very well suited to force a three gen --- which I can understand as a strategy but I hate those kinds of drawn out matches --- but it would at least have a viable counter.

  • the issue with that is that when aiming a lot if people click once just before the timing is right to check if they got the angle, then actually blind on the second with the correct timing - or they realise they'rea tad early and start over. That would be impossible. And with FL having only a few seconds of battery just holding isn't an option and with killers having varying angles just saying you always have to have perfect aim and timing right away is kinda absurd.

    Compromise: you can click three times at the speed it's at now, then you get a two sec cooldown. Anyone who uses it for communication or is re-aiming should not really notice that change, I think. The clicking for the sake of clicking is reduced tho.

  • it depends on where you are / which topic is currently the topic of heated debate --- but overall they get probs get the same amount

  • I think in principle all these perks are fine. It's rather the stack-ability of certain perks that throws them into the unbalanced category / the "aight, gg next - nothing you can do here if you don't want to sweat yourself into a puddle". But even that is only true for eruption out of the three. It becomes OP in a three gen scenario and esp when paired with CoB or Jolt. forget it. It's gonna be the longest game you ever played and in the end there is no way survs can make it except if the killer becomes impatient and messes up.

    Overcharge is a bit annoying but once you know you know and just like merciless or ds or coulro it's rather a lack of practise that makes it hard. Once you had it a few times it becomes well manageable.

    STBFL is maybe the only one that needs some tweaking. It's a perk that is strong if it stays hidden for a while / there is a lack of awareness among survs. If a team, esoecially the obsession, is aware of it you keep an eye on the stacks and the obession's job is it to do their best to rob the killer of stacks. While reducing max stacks or percent per stack is one way to go, I find it makes for a nice change to the routine to play around STBFL and would rather have the game notifies survivors that STBFL is in play once a condition is met (similar to dying light and the likes) so all teams have a chance to play around it (looking esp. at casuals who are probably not able to tell until nearly max stacks and solos who can't communicate).

  • The tentacle is one thing people mentioned. Then there is that whole discussion on perks.

    Personally, I really like using Zombies for zoning. - If you keep track of them and where survs are Paul and Sandra will do very good work for you and shut down a lot of loops pretty effectively. They think they run into a safe loop - but nope, not safe at all. It doesn't always work - but it does work better than people tend to think. Especially with speed add-ons for zombies. (Zoom-Zombies are the best anyway ^^)

  • I think Dead Dawg is actually on the more balanced side as far as maps go. With the community event survey thingy it's also the one with the most votes iirc (both the last time and this time) meaning that it gets picked both by survivor players and killer players.

    I also like it. It's on the smaller side but the different two story situations make it feel bigger/make for usable loops, there are enough pallets that are useful but not too many. Breakable walls instead of more godpallets is also sth I like.

    Sure, there are certain killers that can take massive advantage; nurse, impossibke skillcheck doctor or wesker with coulro, spirit and condemn Sadako come to mind - but safe for nurse and spirit they are rather niche. And those have a map-advantage on more than one map anyway.

  • @kisfenkin said:

    https://forum.deadbydaylight.com/en/discussion/348914/there-s-nothing-worse-than-getting-max-chase-at-5-gens

    Hmmm. It sounds like you were using windows of opportunity and/or bond and trying to shake the killer off. If I was this killer I would have happily camped you after you ran through the entire map of pallets and used them all up so your teammates have nothing left to use, and then easily kill the other three because you used all their resources...

    That's just what it sounds like to me. If you ran the killer towards the survivors and they were even slightly wary of you they stopped working on the gens. That's the way soloers often do it, because they have to fight their teammates to escape even moreso than they have to fight the killers. It would be great if we could stop this mentality but the first thing that needs to end is the idea that shaking the killer off is even remotely fair. Don't lead the killer to the others. If I see a survivor on a gen while I'm being chased I will purposefully back track so the killer isn't shaken off, even if that costs me a hook. You need to be a team player not a solo newb.

    out of sheer curiosity: what in the text the op wrote had you make all these assumptions? What 'sounded like' he had those perks and was leading the killer to other players?

  • VC on EU Servers would be a complete ######### fest - mainly because there seem to be two big languages: English and Russian. There are also a number of people who speak neither. Knowing that immature people are present in every game and that they will use VC to put their immaturity on display .... no thanks.

  • from what I can tell the learning curve has become much steeper for new people. - But at least they don't know how it used to be (then again: how many people invest 100+ hours into a game before they can actually start playing it in a way that's enjoyable; thats about how long it seems to take to get a hang of things if you do regular 1v1 to practise.)

    The hardest hit are probably casuals who play very infrequently and don't engage with the game outside of being in a match. For them the whole thing just got an awful lot harder and frustrating compared to how it used to be. I guess most just move to a different game to play casually. I know almost all people I know who played that way have moved on.

    And lastly there are veteran players who don't need to catch up cause they've been learning with the game as content got added over time, who like to engage with the game and who were pretty good before - and who are just as good as before after having gotten used to the changes. - I think most people who've been regulars here for a while fall into that category to some degree. And ye, U do think these players are the actual winners precisely because of what you said.

  • I'll give you the other side of the coin for perspective. I like to play chill and just for the fun of it. I usually bring wglf, wake up, distortion and then either coh, windows, leader or (and in soloQ always) bond. Not exactly sweaty perks overall. Since the last update my total time playing has halved. Half of the time i do play I do casual 1v1 in customs since the live experience isn't exactly great. I refuse to go sweaty so if I get another day of several matches in a row all about camping a three gen with a hook in the middle, best-add-on-only, tunneling like the killers life depends on it and cross-map snail journeys I rather just close the game. Tho I have thought about using sweat builds in a swf - TB+hyperfocus+stakeout included. Like I said: I don't enjoy that so I stop playing but I'm sure many go sweaty instead. It's not like theres a shortage of TBs and BNP.

  • agreed, hook placement should be addressed - there should be a minimum and maximum distance for hooks. Hook dead zones seem just as unhealthy as hooks that are very close to each other.

  • since you explicitly say not further than reassurance reach away I'd say I actually only encountered a handful of those camping Weskers. Tunneling ones is a different story already - about half drop whatever they're doing to get right back on the first surv. I also only encountered a handful of Weskers who go far enough away from hook to not be able to get back with one dash. And tbh, I'm pretty sick of it.

  • well, it's somewhat more complicated than that - at least if you don't bring kindred. If, based on teamies auras, you can tell that they actually just not bother - especially if someone is close-ish to you - then I can see where you're coming from and going from altruistic to selfish is probably anyone's best bet in that situation.

    --- I would, however, never blame the guy opposite of map on a gen for not leaving that gen to make a journey across the whole map or when the person who went for the unhook ran into a proxy camping killer and doesn't do an unhook mid-chase etc.. These are things that come down to communication and soloQ doesn't have that.

  • isn't the kinda obvious solution to "hook dead zones" to make it so that hooks spawns allow a killer to always have at least two different hooks they could make it to? aka rework hook spawns.

    (and read the following in a not very impressed sarcastic voice and don't read too much into it - but how exactly will survivors run a full sabo build, a chase build and a genrush build at the same time ? Since according to the forums everyone is already running dh again, has hyperfocus and/or prove and carries a flashlight or BNP.)

  • Steam, EU. --- Haven't noticed Chinese players / profiles. As far as steam profiles are concerned half of them are private. - Many people like to give troll locations and Japanese characters seem to be popular in profile descriptions and names but so far not a single one of them was actually Japanese.

  • for survivors kindred.

    for killers shadowborn and a mini-lethal & BBQ (~2 seconds)

  • I think that's called backseat "moderating" and generally frowned upon.

    Self-unhook is a game mechanic and if someone in a match throws in the towel for whatever reason that's what they're free to do within the scope of the mechanics.

    Contrary to your belief leaving someone slugged is not improving the other three's experience - on the contrary. As long as that slug is there they will keep wondering what you're up to and if they should pick with anything between one and three detours to check whats up. Actually, by doing that you're helping yourself while contributing to the bad experience of the other survs.


    I feel like a broken record at this point but both DCing and suiciding on hook are symptoms of other issues. If the devs want people to stop that they need to address those issues - going the punishment route instead will cost them players.

  • if I decide - for whatever reason - to be friendly in the end (after two hooking everyone) carrying them to a gen and hitting the gen before drop-picking them usually does the Trick. Or chasing without ever hitting.

    But it can be v frustrating if you have a challenge that requires just a little cooperation. Especially if it's a massive pain in the behind otherwise.

  • Flashlights can be a massive pain in the behind if the person who has it knows more about using it than you do about dodging it. The occasions where several survs have flashlights and trail to get every possible angle for a flashlight save are rare and will more often than not cost them the game - since they don't do gens, as you correctly observed. As for any other flashlight save: you will eventually learn how to dodge the vast majority, even out in the open. Pallet and vault blinds are usually more trouble than worth as well and learning to play by ear to a certain extent helps immensly with not losing much time.

    As for macro clicking: yes, that should not be a thing. There should be a limit to how many clicks there can be per second (I think three would be fine; if you use a flashy for communication you usually click at a thing or in a direction three times - and if you need to re-aim you end up clicking once or twice).

    Chain blinds: does anyone actually do this to lose the killer / gain distance? --- That could be done away with as well.


    In the meantime: Lightborn is one option but personally I prefer Franklin's when I see a four man flashy (/sabo) squad.

  • Yes, there are killers with huge facecamping potential and huntress is certainly one of them - maybe the best. And yes, the swf I play in has kinda arrived at the conclusion that, if we actually want tplay for an Escape, we have three options: bring the comp player who can run most killers for three gens worth (which turns everyone else into gen Jockeys which none of is like a lot), bring rush builds (gen perks, wakeup, leader, toolboxes) which, again, isn't what we're into, bring 2+ reassurance and bt ... but we don't have enough people who actually have reassurance --- and there are a number of hooks that are "unreassurable", or go 'kek, aight, gg next' check who has which challenges, do as much of that as possible and then leave the match asap and forget it ever happened so there's Nothing to be mad about.

  • I rarely, as in almost never, see all three of those things combined. - That would be a full gen-jockey build and at least from my experience most people are not into gen-jockying. They do gens because they need to get done and maybe bring one thing to help with that - but usually people enjoy the hide-and-seek-tag aspect of the game (tho more people are into the chase, I guess) and equip perks toward that end.

    Personally, I've thought about getting the DLC, in part because of hyperfocus. But so far, between the skillchecks I get per gen and the number of greats I hit kinda don't justify the perkslot. While in theory it would cut down the time by a lot consistently, it's actually pretty situational and you rarely get full value. Yes, you'll always manage to shave a few seconds off a gen - but if the killer doesn't happen to overcommit to a chase you rarely get to do a full gen uninterrupted anyway and rarely will you be able to get the full perk value.

  • I think "camping" is just too broad a term. Facecampers sniffing your frontside starting with the first down are rather rare. - Once there is only one gen left it becomes much more frequent (but I also think last gen is already kinda late/end game and rules change then) and is more or less the norm once all gens are completed (again: rules change then). The former kind of facecamping is something I can't stand - the latter is something I see as a challenge and one I quite enjoy; survs have to decide if they can pull off a late game rescue or if they just take the x-man-out and leave the hooked one.

    What I have seen become more frequent as an overall match-strategy is proxying and refusing to chase further than ~30m away from the hook, forcing hook trades/securing hook stages (that kinda goes hand in hand; either there is a hook trade or the second hook stage is secured) by staying in close proximity (except hightly mobile killers, they just return to hook every ten seconds and disrupt everyone else inbetween those pitstops by the hook). I would even kinda sorta understand the back-to-hook-playstyle if that was the primary way for a killer to find a new target --- but the fun thing is a lot of them do have mid-match-location-perks like BBQ, Darkness Revealed or Floods. Lethal is a fav as well (that whole trade business only works if you find and down your first target somewhat quickly, after all), same as all ears (tho that's more of a chase perk, I guess). Plus most of the time the killer goes for the unhooked one and not the unhooking one.

  • Ye, given the loud sound that announces the FB I think the radius should be big enough that a killer has a really hard time dodging it when you got the timing right. The just look up/sideways thing after the warning actually makes me feel bad for survs who try to use FB. It's just so.... pointless.

    However, thinking about it; making it so that it's near impossible to dodge if timed correctly would pretty much guarantee a save and would probably be extremely frustrating to face because there really is nothing you can do about it. You can swing at the person dropping the fb but if anything you get one health state before being stunned and blinded for a while. So maybe instead of increasing the blind radius, leave that as is but add a radius in which the killer is stunned for the same amount of time someone taking a hit is.

  • meanwhile survivors are going "bruh, all killers are camping or tunneling or going full gen slowdown playing for a three gen from the start and it's impossible to get all gens done if you don't bring at least some gen speed up" and proceed to bring prove or hyperfocus or a good toolbox.


    As per usual it's the circle that just keeps going as long as people always go into a match expecting their worst case scenario - which akso just so happens to be common enough to leave an Impression. Persinally, I bring neither meta when I play killer/surv - and sure, I get rolled when the other side bringe the meta. But at least when playing killer I'm in a place where the survs don't go for gen speed all the time. And no, I really don't want to be in high mmr with killer. Doesn't sound the tiniest bit appealing.

  • I do like it. You don't get the medkit drawback from Botany and the unhooking speed was the deciding factor against a STBFL killer more than once. But it could use some buff since it's so situational that it's rarely worth it. Not necessarily to the healing (though pushing that from 14 to 15 would probably not hurt. - Or go the other way: make it a lower percentage at base but every health state counts, so every downed/hooked survivor gives you twice the base speed). Adding a flat unhook bonus would male it slightly more competitive but not sure if that's ebough to give it a competitive edge.

  • I like how all these explanations sound in theory. But somehow they don't translate into reality. I'm supposed to "win" half of the time. - So how do 20+ deaths in a row happen? How come my escape rate sits, consistently, around 30%? How come I keep encountering opponents who very clearly have a better understanding of the game than I do (not even taking perks and add-ons into account)? Something just keeps not adding up when I compare how it is supposed to work to how it actually ends up working in my experience.

  • @HarlockTaliesin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183446#Comment_3183446

    Doesn't work well with some killers. Myers, Wraith, Pig. Particularly if they have Lightborn on.

    Weirdly enough I've come across a few Pinheads lately that were afk. Solving the puzzle box gives decent points, especially if you exit with it at the end. Those killers had attack macros running, so we could take turns getting hit and healing each other up. Could run in front of them then away to get chase/escape points. One Wesker was doing it too. All survivors walked out with iri emblems. Was some of the best solo queue trials I've seen in a long time (and THE best Wesker trial).

    pipping against certain killers in general is super difficult anyway with how certain emblems work. - But that's kinda besides the point. If possible do whatever you can to avoid depipping with an afk killer.

    The hit-makro-killers are lowering their MMR, often to "smurf" later (can you call it smurfing if you do it on your main account? idk. - But making it so that you go against players way below your own skill level).

  • The thing is that boons and hexes are not the same thing and aside from using the same asset as an anchor are pretty much unrelated to each other.

    If hexes were re-lightable they would need to have a MAJOR downside. - Like, taking a full minute to set up.

    If boons were perma-destroyable they would either have to be map-wide or destroying them would need to take up as much time as cleansing a hex totem.

    Overall, I think they are both fine and individual hexes or boons need, if anything, minor tweaks individually. Like how NOEDs aura is now shown once the cursed status takes effect. - As far as boons are concerned I could imagine COH losing it's potency every time it gets stomped; it starts out at the speed we have now and every time it gets stomped it takes longer to heal in the boon until you reach sloppy-levels. And some "god spawns" should simply be removed; spawns you can't really find as a surv, and spawns that take too long to reach as killer. Hexes should also have a spawn protection so a surv can't spawn into the game literally in front of it).

  • That would be a very lazy solution to the issue that a match is in effect over once only two survivors are left. True, it would cut down the time people are stuck in an already decided match - but it's about as unhealthy for the game as can get as various people have already pointed out.


    Imo, more to the point would be to advance the idea of "assymetrical" atm it's very static: the only state it takes into account is the 4v1 starting point. The fewer survs there are the more disproportionally powerful the killer gets. At the same time, however, there is no "either 4e or 4k" mechanic in terms of game outcomes. So, imo, a match needs to rebalance itself based on how many survivors there are so that both sides always have a fighting chance (e.g. slight buffs for killers as long as 4 survs are still there and slight buffs for survivors as soon as there are less than four).

  • one from each category:

    1) team info. Bond, Windows, Kindred (windows let's you follow chases from a distance - to some degree)

    2) team support. Prove, Leader, Wake Up!, COH, BT (Leader to help teamies you run past cleanse or get those gates open - wake up let's your teamies know which gate you're opening)

    3) survivablity. Exhastion perk, Distortion, OTR, DS, Windows ... and anything else that keeps you off that hook for as long as possible

    4) personal touch. Whatever perk you like for no particular reason whatsoever - gotta keep things fun. Personally I really like new WGLF - even though it's super situational it's really nice when it does work

  • There are three reasons I disconnect:

    1) Just before I get on final hook if the killer has demonstrated grade A a-holery; I don't want to screw my team but I also don't want the killer to be rewarded with something the game counts as a win and since dcs are null and I likely call it quits after that match for a while anyway and need neither pips not BP. The only one who loses something is the killer; no kill, no extra hook bp and no kill bp. Somewhat petty, I give you that, but I think it's justified.

    2) To make a point when a killer hard tunnels/camps the first survivor they find for no reason whatsoever except to have a super easy game against the rest. Sorry, but if I spend five minutes in a miserable match or five minutes timed out chilling in lobby I take the chilling in lobby. I usually do this when it's a swf and we usually collectively dc. (To people going "lol, just learn to loop and it's not an issue" while technically true it's not practically applicable: we're playing casually to have fun, not everyone likes looping and not everyone has been playing a lot. It actually seems like these kinds of killers check steam profiles and find the one with the sub 300hrs in game and ignore everyone they see until they find them)

    3) Something in a match is the last straw after a series of bad matches and I've just about had it for the day. I Alt+F4 and do sth else.


    (though, to put this into perspective: I've only once gone past the 15min penalty and that was due to my internet cutting out, not due to dcs. I DC maybe once every...idk 30? 40? 50? matches.)

  • In SoloQ I tend to try and draw chase now. - Because you have to practise somewhere and there is no getting better without trying. And failing. A lot.

  • I say gg when I feel like the game was fair and square. - I rarely have that feeling though. Regardless of me winning or losing. It's very stomped or be stomped and it's not a lot of fun or "gg"-worthy either way.

  • @PyramidFootLicker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184156#Comment_3184156

    This!!! Especially when you're up against an aura reading plague or want to escape Meyers or are almost done with gens and the killer has bbq. Honestly the perk also has a counter of it only getting value when you're lucky enough to have teammates who split up and don't follow you everywhere.

    When i spawn ingame and notice the killer has lethal and seconds afterwards see a teammate run toward me I die a little inside because I can't yell at them to stay away from me 🥲

    Or they insist on healing you, following you around when you know the killer can see their aura, leading them straight back to you T-T

  • Personally, I don't like to run slowdown heavy builds and always knowing where to find the next survivor / where survivors are at and thus where to pressure gives you the time you would otherwise get from slowdowns or being a default back to hook Andy (which I also dislike doing). It allows for an overall faster pace of matches, imo. And I like that. Lethal alone isn't quite enough, true, but pair it with any other aura perk and you're set. I still like the combo with BBQ cause when you hook someone is usually the time you need a new target. I tend to be busy elsewhere when Murmur or Floods triggers and All Ears is more of a chase perk. On Huntress and Trickster Darkness Revealed is a nice one as well. - Undying can also be fun but it usually doesn't last the whole match.

    A go to build for me is Lethal+BBQ, Jolt/Eruption, and then some perk I feel like. Sometimes No Way Out, sometimes a silly thing like Thrill of the Hunt or Hysteria, Fearmonger is a nice one too, Hoarder to surprise those chest goblins or a classic like Agi.

  • Once I got Jeff I tried distortion ....and haven't taken it off since. Lethal is at this point omnipresent - aura reading in general is. Maybe one in ten matches I don't get any value from it. The top aura reading perks I see being Lethal, BBQ, All ears and Floods of Rage. Also the Aura reading add-ons various killers have are pretty popular too. I also don't really get the two stacks lost at the beginning of a match.

  • @whampyri said:

    When a killer gives up and stands in a corner why wont you just finish the gens and leave

    Can't speak for everyone but usually you depip if you do because you get one Gold (Lightbringer) and one Iri (Survival) Emblem (maybe two iris if you're the gen jockey / totem destroyer) and two non existent ones = depip. Now, pips are not the be all end all - but I get really annoyed when I depip because of something like a killer afk-ing or facecamping because it is 100% out of my control. So, what do you do? You do gens, cleanse every totem, open every chest and hope for a toolbox or flashlight to repeatedly blind the afk-killer and/or sabo a hook in ther terror tadius & you stay hidden in their terror radius for stealth points and pray to the entity that's enough to black pip.

    If I'm in a position where I don't care about pips I just get out of there asap. - Tho, to be fair, I haven't had killers go afk mid match in a long while. They usually dc.

1 … 22 23 24 25 26