Hex_Llama
Hex_Llama
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- Hex_Llama
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Comments
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The old ways could be abused.
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It depends. If I'm playing Survivor, I don't have any real choice but to keep playing normally, no matter when the DC happens. If I'm playing killer, and the DC happens in the late game, I keep playing normally as well. If the DC happens in the early game, I mentally decide to let the last survivor go, whoever it happens to be. If there are multiple DCs early on and I feel like the survivors left behind really got victimized by that, then I'll try to farm with them so we can all at least get some points.
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For me, it's possible to play in the evening / early morning, but I have to keep an eye on what time it is and rotate between killer and survivor. I generally don't play killer after 11PM my time, but I can have a good run of it up until then.
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Same. I thought at first it was just people playing Pinhead, but I would have expected that to die down by now. I have an instant queue as survivor but a very long wait to play killer.
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The "get chased for x number of seconds" challenges have taught me that I last about 20 seconds per chase. I accept this as part of my identity.
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I agree that this community is toxic. I'm not sure that all of the reasoning about people's motivations tracks.
The one thing I think might be true is that part of the friction around DBD comes from the broad set of players it attracts. A certain kind of person plays hardcore competitive multiplayer games and expects to play them a certain way -- a much wider range of people play DBD and have a wider range of expectations about how to play. If you're a bully to begin with, DBD is a good place to find victims, because you're matching with people who aren't hardcore gamers, and the game design has left lots of components that can be exploited for bullying.
So it may actually be easier to bully people in this game than it is in at least some other multiplayer games, and that may be a reason why it attracts would-be bullies.
Where I disagree is that I don't think every single gamer is just waiting for their chance to be a bully. A lot of people just want to play normally, and a lot of people who favour laid-back games play DBD in a pretty laid-back way, too.
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I got so excited last year and then so let down. I'm telling myself not to get excited this year, but when October rolls around, I'm totally going to start making my Halloween wish list and set myself up for heartbreak again.
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My impression was that the changes from the PTB were intended to stop people from taking the box hostage, but, right now, the chain attacks can actually force you to keep it hostage, because you literally can't do the puzzle. I 100% agree that the chain hunt should be bad enough to stop you from doing anything except the puzzle box, so that you don't just hold onto it (and maybe there should be other buffs to it somehow) -- but I think that, when you're actively holding down the solve button, it should leave you alone.
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It's too early to tell. It seems like the killers I'm absolutely garbage at are getting easier matches than the ones I'm good at, which is a positive sign. On the survivor side, I'm getting flooded with Pinhead games and no one knows how to play Pinhead yet, so it's hard to tell.
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I think it's healthy for the game to encourage people to play both sides -- both with the systems they already use, like daily challenges, and tome challenges, and with systems they seem to be considering, like rewarding people for switching sides to speed up queue times.
I also think that, maybe in a hypothetical universe where the game had always been designed so that the killer was assigned randomly out of the five people who queue up -- like Among Us -- that would have been healthier.
As things stand now, I think that, if you forced people to switch sides, they'd just get angry, or they'd stop playing because they have such negative memories of playing the side they don't enjoy.
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I'll reserve judgement until I see how it's actually implemented, but, yeah, I don't like the sound of this, either. The description makes it sound like a survivor can happen to find that one hidden totem by luck, bless it, and then the killer has a new task to hunt all around the map and try to find it. Which, in a game where killers literally don't have time to kick gens that are right in front of them, is kind of worrying.
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You know what? I haven't heard this one before. I like it.
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@Mat_Sella said:
This only happens when there are 4 survivors that are both alive and not downed or hooked, so realistically you're already in a good position so why should the chains go easy?
The reason I'd argue they should go easy is because it can literally become impossible to work on the box. You just get stuck holding it forever. So, gameplay essentially stops for that survivor and the killer also doesn't have the opportunity to teleport or start a chain hunt on anyone else unless he can find you.
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Feeling disappointed doesn't alays mean that someone else did something wrong. Misunderstanding something doesn't always mean that someone was trying to mislead you.
When I read the patch notes, I inferred that the voice lines they recorded were probably not coming back, since the context made it seem like it wasn't a technical issue -- but I could be wrong. And I can understand how other people might read the notes and not see the same context.
But I think the important point is that, when you buy something, you either need to be willing to accept it as-is, or have a very clear promise for when and how it's going to be changed. TBH, I bought Trickster thinking they were obviously going to update him after release, and then I was disappointed that they didn't, but that's on me. I should have waited to see if he would get the features I wanted.
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Interesting. When it crashed on me (as survivor), it also happened in the back half of the game, when we had already had a couple of sacrifices.
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It definitely doesn't feel like a smooth launch. One of the first three matches I had against him disconnected, and I've seen videos of people saying the lunge doesn't work, etc. I think he'll be cool once they iron out the bugs, but it's kind of disheartening that every new chapter just hits the game like a torpedo.
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This wasn't really on my list of stuff to fix, but I guess it makes sense. Conceptually, the idea is that you're running away from the killer and you throw the pallet behind you to block their path and, if they're under it, they get stunned. It doesn't make sense that you'd be standing right beside them and just randomly toss a pallet, and that would somehow result in them getting stunned while you're okay.
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I dunno. It's pretty easy to say, "The voice lines got a different reaction than we wanted, so we pulled them while we reconsider." I feel like it's probably something else. Maybe something about whoever owns the rights to the book vs the movie. The rules about adaptations can get weird.
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I actually liked the way they phrased this on the last satisfaction survey, where there were two separate categories for "I won" and "It was a successful match but I didn't win." Because, truthfully, to feel like I won, I need to escape as survivor and 3-4K as killer, but there are lots of other things that can make it feel like a successful match even if I don't win. Including if it's fun, and if I get to do my challenge.
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Okay, so, a Huntress tried to tunnel you and failed and then you teabagged her to gloat, and then you came here to gloat to us, too. I'm not sure, but I think you might be a sore winner.
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I'm sorry that's happening. Some people who play this game will insult you no matter what you do -- it's like the actual match is just an afterthought, and the main reason they log on is to say rude stuff to people.
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I understand why this is annoying. It always bugs me when survivors purposely do something that should be a mistake -- like not waiting until you walk away before they unhook themselves with Deliverance -- and then there are no consequences.
In this case, though, I think the lesson is really to treat any unhook like it could have DS -- which means, slug the person who just unhooked in your face and go chase someone else. If you do that, it's almost as good as if they were still on hook, because someone still has to come and get them -- which means they basically just wasted their Deliverance.
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+1. I don't even care what the exchange rate is, as long as we can trade in the useless ones for something.
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This is my question: are we worried that Key Claudette is going to key out of every game until she reaches the top of the MMR, where she actively becomes an obstacle for her team -- or are we worried that Key Claudette will "undeservedly" be judged as skilled by a computer?
If it's the first thing, Key Claudette would either have to keep hiding and keying out every match for the rest of her life, or else she'll get pushed back by the MMR eventually. So, a few people would have a few annoying games with a teammate who hides, but, over time, the system would put her back to the level she actually plays at.
If it's the second thing -- oh well. The computer is wrong, but how much does it affect the game play? Not a lot.
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It sounds like maybe you want to buy it, but you feel like you shouldn't because it's a waste of money. If it's going to make you happy to have the characters, either for the sense of completion, or because you think you might want to play with them later and you'd like to have the option, then it might be worth the price.
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My answer is no, but not for those reasons. I think the character looks kind of fun, and I like the aesthetic, but I think the chain-vision stuff would mess with my migraines.
I'm not sure what the pricing is on Pinhead, but I'm expecting it to be similar to Ghostface -- so, a little less than the price of a full chapter, since it's only one character.
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I forgot this sound existed, but I've wondered about it, too!
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@TragicSolitude said:
Why are you worried about your rank in the sbmm? You'll never know what it is, unless the devs decide to make it public (seems unlikely). The effect sbmm has will be on the quality of your matches, which is subjective and yet to really be seen.
This. I think some people have been expressing anxiety about being "correctly rated" by SBMM not because they want to get evenly-matched games, but because they care about being rated high as an end in itself. I think we should just wait and see if there actually turns out to be an issue where people consistently find themselves in matches where one side gets stomped. If that happens, then that would be a sign that it's not working, and the devs can investigate to find out why.
IMO, players don't need to know how the SBMM ratings are calculated -- just what the intended outcome of the system is. If the outcome is different than intended, that's what we need to report.
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I too am skeptical about some of the details, but this post was well-written and polite, so I don't care! It'll be interesting to see if the advice helps in game.
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I do find it a little ironic to watch top players complain that they don't want to go against other top players. It's like, do you think the rest of us wanted to go against you this whole time?
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I'm excited, too. They said in their post that this improves things the most for low-to-mid-tier players, and that's me! Matching with other potatoes is all I ever want.
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If I have to choose one or the other, I think this option is better. Partly because it can cross language barriers. Partly because people who already don't use comms have reasons for not wanting to.
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Killer: Nurse and Legion.
Survivor: Meg and either Feng Min or Kate. I vote Meg as number one purely because she has so many.
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Am I the only one who likes to do totems?
I agree it sucks to feel like you don't have a choice about which perks you run, because you just get destroyed if you try to do something fun.
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I don't like running into a dead end as either side. As killer, I don't like having an extra task to do when I'm already pressed for time.
I guess, theoretically, if they were replacing pallets in some areas, then killers would have the option to pre-kick as a strategy, and that might be interesting. But, right now, it feels like they're just another thing on top of having pallets.
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I respect their opinions but also take them with a grain of salt. I'm probably not going to do a 180 on my own opinion based on watching a streamer, but sometimes they make a good point.
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I agree. Broken key with no add-ons is the only item that's 100% useless so, unless you want to collect broken keys for some reason, it's the same as getting an empty chest.
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I have mixed feelings about this. I think there should be an option to end the match if it goes for too long (20-30 minutes), but, in general, I queue up because I want to play -- not because I want to look into a crystal ball and see who would have won and dole out points accordingly. If you want the actual experience of playing matches, having people end the match as soon as they feel like they're losing isn't fun.
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If I'm switching between games, there's an adjustment period where I forget how my DBD controls are set up and I teabag whenever I try to run. I don't blame the killer at all for what happens...
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"Try to get everyone injured" is my strat in this situation, too. Survivors hate abandoning a gen they've almost got, so you can use it as bait for a second and just keep hitting them as they approach.
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Annoyingly, triggering Balanced isn't enough to count as a "fall." I usually jump off the structures in the Saloon map -- have also had luck dropping between floors in The Game.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2461088#Comment_2461088
When I reread that, it now makes me think they are referring specifically to the Survive with Bots and Kill with Bots modes in the Getting Started section and not a separate offline mode. By live version, they mean not a test build and by offline they mean not a real match.
That's what I think on the re-read, too.
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Bubbas like to camp the hook.
Feng Mins like to camp the hatch.
If Meg has the Deathgarden mask, she has come to destroy you.
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It's a nice charm, so I'm sure it has cross-over appeal outside the LGBT community. It's actually surprising and nice to see how many people wear it. I know some people were afraid it was going to be stigmatized, but it seems pretty popular.
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I was looking forward to that too, but it seems like it might have been a misunderstanding? I wish they would clarify and let us know whether this is an actual feature that was delayed or there was a miscommunication and they never intended to add it.
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@Machini5t said:
https://forum.deadbydaylight.com/en/discussion/comment/2459306#Comment_2459306
I'll clarify if I can.
To me, "Gen Rush" is find a Generator repair it.. sneak or walk to the next Generator until the team has completed all the generators hit the Hatch or the Gate and get out.
The question is really just that... Do you "Gen-Rush". I've played Survivor and found myself in matches that in 3 to 4 minutes the gates were open. This is not because I had any real effort applied, I was a brand new player. The whole effort was clearly on the other 3 players.
After a few matches I chose a male character.. lucky or something... Not knowing what I am doing, ( don't even know the character name ) I played it until level 10. For all those matches, I entered the game, searched for Generators and got a few short moments to attempt to repair it. I've been chased and slayed, hooked, camped and otherwise spooked. It was fun for a really short moment but it quickly grew old.
I then started playing the Killers, each one in turn to see which Killer I might like and played them each to about level 10 (ish). But with my lack of knowing what the heck I am doing, I rarely found any survivors to chase. I assume the ones I found were just as new as me. The player levels grew and my choice of Killer wasn't clear yet so there I am getting players levels but not even sure which Killer I'd be half-ass-decent at playing.
It wasn't long before I found myself being in Matches where the Survivors were never seen, completed the match in under 4 minutes and I'm standing there wondering to myself "Why did I buy this game of "hide-n-seek" ?.. I'm not finding fun in Survivor because of the speed of which the game is over, and I am finding fun in Killer because the speed of which the game is over. ( not entirely true.. I am still playing.. but differently ).
The only way I have found any sort of pleasure as a Killer is in chases ( because of my low skill level ).. but the matches have mostly been with players that have thousands of hours into it, they are player level 1 to 10,.. all purple perks, and most have flashlights... so If i ever see one of them, I am blinded or if not blinded by the player then by a generator trap.
The end result is the same, the Generators are done in under 5 minutes total... So I thought i'd work on a Survivor again. I'll surely get found and hooked ( sorry team ).. but my experience is the Killers never really pose a threat... even when the matches are with people level 1 to 10 and there I am a measly level 20 or 17 in a match with a killer level 5 or so, or there I am in a match with survivors level 1 to 10... the end result is the game is over in less than 5 minutes either way.
So... question remains.. Do you Gen-Rush.. and why ?... seems to me that some or most of the fun is with chases.
Killer definitely gets easier once you unlock some tracking perks. One of the challenges early on is always "find the first survivor" because, after you've hooked that person, you at least know someone's going to the hook, so you get a sense of where people are. If it helps, the survivors usually spawn about half a map away from you, so if you hunt for them in that area, you might find them.
But, for the question of gen rush, specifically. There absolutely are people who load into the match with a pre-determined plan to slam the gens as fast as possible. It used to be worse before toolboxes got nerfed, but you can still get groups of four people who will just fight you in a swarm so they can hammer out gens in your face. It's weird and aggressive, and I don't like going against it.
In this case, it's possible that's happening sometimes, but it sounds more likely that the survivors are just being left alone for too long, so they're able to park themselves on gens uninterrupted. There are a few people who'll bail and do something else, like look for totems and chests, but most people will stay still and repair for as long as they can. Survivors don't actively seek chase unless they're trying to taunt or distract you.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2457579#Comment_2457579
I also want my altruism points. What I don't want is a petty frustrating twat constantly doing ######### near me when I wasn't even the one who saved them
So make a post that says, "When someone unhooks you while you're trying to get sacrificed, please run back to the killer instead of sandbagging the whole team." That's the person whose behavior you need to change -- not the people trying to play normally.
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It's not over, but the final stage of the game is usually pretty simple. It's only every now and then I have a game where a lot of the play happens after the last gen pops, and those are the times I suddenly remember, "Oh, yeah, there's a whole other stage of action that takes place after the gens."