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Hex_Llama

Hex_Llama

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Hex_Llama
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  • I don't know that I play better with certain survivors -- I play more aggressive as Nea and David. That doesn't make sense, but there you go.

    I think I do worse than normal as Jeff, but it might be because he's big and loud.

  • I would say so far 1/2 of my survivor matches have been normalish event fun where we all do our challenges and play with an average level of intensity, but the other half have been killers who camp and tunnel someone out before they can get any points and/or teammates who play really poorly and/or try to die once their challenge is done.

    (I also think we're still in the bubble where the anti-camp has made some people defiant, and now they try even harder to camp, just from a medium distance away.)

  • This one is frustrating because you can't control it. Also, when you play survivor, your teammates can end up touching the ghosts.

  • I will be interested to see how it goes as people get used to it. My first impression is that the haunts can help whoever's already winning, but, if you're already winning, you probably don't need them.

    I am curious to know what happens if you slug someone in the void. I haven't seen anyone try it yet.

  • I just had a match like this on PC. I was running self-care, botany and deja-vu as well. Killer was a Hag with sloppy, Waterlogged Shoe and Scarred Hand. Could not see any progress on self-care.

  • Same. I know we all say this every time there's a random perk challenge, but it's really fun and I wish it were either a game mode where everyone does it or an individual option. It would encourage me to try out different perks without getting overwhelmed by the choice.

  • I usually don't have trouble finding somebody to heal me in solo queue, but the times when I died because teammates outright refused are pretty memorable. I bring self-care so that I don't have to get annoyed.

  • The bots can really go either way. Either they act super weird or they run perfectly. I chased this one Claudette Bot all around a four-lane tile, which is actually hard to play, and she was just always exactly where she needed to be, even getting fast-vaults on the window.

    I know they don't have killer bots yet but if or when they do, it would be really interesting if they just ran 5-bot matches and tested what happens when everyone plays "perfectly." I would be curious to find out.

  • I'm bad at chase, so it takes me a million years to catch someone and, by the time I do, I don't know where we are anymore. For these reasons, I am a kick-first player and I try to choose my perks to match.

    That said, if the gen doesn't have much progress and I'm pretty sure I can down the survivor quickly for whatever reason, then I wait and kick after, if at all.

  • I agree. Green keys are almost completely useless even if you bring them on purpose -- if you get one randomly in match they are actually completely useless. I don't know why they're still in the game.

  • I've only ever gotten the five-totem Pentimento to go off once, and it was because the survivors just ignored it, for unknown reasons. Most games, it's just an on-again-off-again gen slowdown.

  • I'm not even attempting that one. :( It wouldn't be so bad if you could just play normally and complete all of the challenges as you go but, because you have to select one to go for, it feels brutal.

  • In general, I agree. Everyone should grab a tape at the first opportunity and hold it.

    However, a lot of Sadakos are running that build where you have to put your tape in a specific TV and then they jump you when you go to that TV, and that complicates things.

  • What I've found in this and other games is that I get a lot more frustrated when I feel like I need something specific out of the match -- a win, or challenge completion, etc -- and other people are "playing wrong" and making it impossible to get.

    I think the flaw with the "play to improve" strategy is that it's still often based on hitting certain metrics that aren't totally in your control. So, you still need something specific, and you can still get frustrated by getting blocked by others.

    So, if your focus is improvement, my advice would be to maybe refine your goals into something that is 100% in your control and feels like a success no matter what anyone else does. So, instead of saying, "I want to successfully land all of my hits" maybe "I want to stop swinging impulsively." Stuff like that.

  • @BlightedTrapper said:

    I highly disagree with everything claiming showing hooks won't encourage tunneling. Sure, if someone wants to tunnel a survivor from the beginning it won't change anything for them. But if a killer who wasn't thinking about hooks before looks at the counter, and notices one survivor has more hooks than the others, I could definitely see many players deciding they want to go out of their way to hunt that survivor.

    I say this as someone who generally goes for 8 hooks before sacrificing. I believe it would change a lot of killer players' mindsets, and overall negatively affect the experience of survivors with more hook states.

    But, I think that, if the killer's playing normally and suddenly notices that someone's on death hook and then decides to target them for some strategic reason, they should have the right to do that. The point of showing hook state progress to the survivors is so that they can organize to protect whoever's on death hook -- so, if the survivors have the opportunity to strategize based on knowing who's on death hook, why can't the killer strategize based on the same info?

  • Dwight, Meg and Claudette all have pretty good starter perks, IMO. Kindred is also really good for solo survivor.

    Thinking back to when I started playing, I think my advice is to not stress out too much about whether everyone else is mad at you, or whether you look like you don't know how to play.

  • I would say sunk cost and also social pressure. I feel like I shouldn't let go of the gen if the other person isn't letting go of the gen. And then, if they're the unlucky one who gets chased, I feel like I should try to finish the gen so at least we get something from it.

  • Ah, yes -- I am familiar with the post-match "I would have saved you, except you broke one of my super secret rules" chat. Maybe I'm weird, but I feel like it's not that hard to keep supporting your team even when they don't play exactly how you want.

  • I think the objectives should stay the same, but whoever's losing at any given point should get buffed so that there's still a back and forth in the gameplay.

  • I have a special set of headphones I use just for DBD, where the volume is set at 8% because of the screaming. I think the idea is that the screams are supposed to temporarily block out other sounds, but if that's the case, then there are other ways of achieving it (like, temporarily lower the volume of everything else instead of making the scream super loud).

    I agree there's too much of a difference between the quietest sounds you'd be listening for vs the loudest sound you're forced to hear. And also having to listen really hard hasn't aged well as a feature now that we all understand more about accessibility.

  • IMO, the tail attack is too strong right now, but I actually enjoy setting up the turrets. If you do it a lot, you start to get a sense of where it's a good place to hide them and it's very satisfying when the killer gets burned.

    Also, if you have Oblivious for some reason, or the Xeno has Undetectable, the turrets basically cancel it out.

    The worst games I've had against Xeno were ones where the other survivors weren't doing turrets. Like, yes it's annoying to constantly have to stop what you're doing and set them up again, but that's how the cycle works against this killer. It's like taking off your Pig trap. It's a time-suck, but you have to.

  • My guess is that the killswitch system doesn't do items. Which is a shame, because I agree that this is a really bad bug. But apparently people can also crawl under lockers when they're downed, so I'm not sure getting rid of flashlights would fix it either.

  • I saw this in one of my survivor matches, but didn't know how it was done. One of the other survivors showed me that he could run into a locker through the side (not the front) and then spent the whole match doing that. I spectated him after I died and he was able to partially exit the locker (enough to get his camera out and see what was going on), but then he could step back again and be protected.

  • I agree that people are not being sincere a lot of the time when they say GG -- but it is possible to have fun in a match you lost and respect how everyone played.

  • I've used them before, but I didn't stick with it. For me, it was purely the issue of the game looking super, super dark, with no slider or anything to calibrate the brightness. On my new computer, I don't really have a problem seeing, so maybe it had to do with my graphics settings, or maybe when the updated the maps they made them brighter. No idea.

  • Yeah, I agree with some of the previous posts -- the issue to me isn't so much about fairness, it's more that, most of the time, there's no purpose to doing it other than being annoying. If you already got the first blind, you should be trying to hide or escape -- not lurking around to try to get another one.

  • I have also had hills count before. And just now, I jumped from the top of the Chapel three times and it only counted once.

    I hate this challenge whenever it comes up -- though it's a little better now that we can at least see in-match whether it triggered.

  • I can kind of understand the rationale for killers (only kind of) -- but for survivors it's ridiculous. It's the same blood web no matter what character you play. There's nothing new to learn from it -- it just takes a super long time.

  • I think, for killer, 4k and 3k with hatch escape are unambiguous wins. For survivor, 4-man escape is an unambiguous win.

    Any other scenario and it's possible that everyone just feels like they lost.

  • Yes, I also wish the thumbs up did something. It's been in the game the entire time I've been playing and, to my knowledge, it's literally never actually given anyone anything. Like, why design a UI that's like, "If you want to say something positive, push this button that isn't hooked up to anything?"

  • It's tough, because I think the old TVs were too easy to manage, but the new TVs are too hard. Maybe it should be that, when you get within a certain distance of a TV, you can see the aura, and the distance increases the more condemned you have.

  • So far, my bot teammates have outlived us all, so I haven't been placed in the position of having to decide whether to rescue one in EGC. I'm not sure what the right thing to do is. On the one hand, the bot isn't real and it's robbing the killer of a kill for no reason. On the other hand, it's really hard not to anthropomorphize them and think of them as players, especially if they tried to be helpful and good. I'd feel bad walking away.

  • It seems kind of silly, but this is what happens in competitions. If one team sees a way to get another team disqualified on technicalities, they'll do it. It's also the case that sometimes the judges/admins aren't paying attention to all of the rules until someone who's more motivated (like the losing team) goes through the fine print and points it out.

  • It can go either way. Nicolas Cage bot unhooked me safely and healed me, and then we did two gens together. Best teammate I had.

  • I don't want to be too hard on them, because I feel like "overhaul the portraits" is probably a labour of love done by a designer who doesn't have access to the same tools as Marketing. I think that, in so far as they show some personality and aren't that weird muddy colour, they're actually better than the old ones.

    But I agree that they look unfinished because the characters aren't in an environment. I think they're going for an "emerging from the fog" thing, which is fine, but it needs different lighting and focus settings.

  • I didn't see where they said that, but it's one less reason to get Amazon Prime, I guess.

  • I remember skipping a couple of those rifts and thinking, "Well, the one cosmetic I kind of like will probably come to the store eventually..."

  • My unpopular opinion: RNG makes the game more fun and I wish there were more of it.

  • I wouldn't find it fun to get camped, but I would understand if somebody started camping when they were losing -- it makes sense to me that you would try to use a strategy that's going to help you win.

  • My worst experiences with this have been teams. I've had two separate occasions where I downed 3/4 survivors in the first two minutes, and I could have gone for number 4, because they were in my FOV, but I didn't. I walked away and let 4 start picking people up, because I thought we should actually get to play.

    And then, on both occasions, they were just brutally rude and aggressive afterward, and I'll never understand why.

  • It depends on what your spatial skills are like. 85% of the time, if I look backwards, I run into a wall. I'll try to sneak a look over my shoulder when I have nothing in front of me, but I'll never be one of those players who stares over their shoulder the whole time.

  • @jayz666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479594#Comment_3479594

    Being injured is a requirement and wow I’m getting rolled so I get free haste to crutch on it is comparable and I don’t think made for this will get nerfed because just shows how pathetic this dev team really is if it does just pander to whiny killers because they will spit their dummy out

    You're not supposed to get rolled, though. The match isn't fun if it's one-sided, so part of balancing involves giving people come-back mechanics so they still have a chance.

  • It's an interesting question. I asked myself how I feel on either side of that scenario, and the truth is that I do feel an obligation to go back for people, as long as it's not a lost cause. And, I do feel like my teammates have an obligation to go for me, if it's not a lost cause.

    I'm not sure exactly why, but I think... there are times in the late game where maybe you do something risky, or take the aggro on purpose, or go down committing to the last gen, and you do that with the expectation that your team will be there for you in the endgame -- you're making a play that benefits the team with the idea that you will continue to benefit from being part of the team.

    If the norm was for everyone standing to just peace out as soon as the gates were open, I think people would make their decisions more selfishly all match and it would be a lot less fun.

  • Some people are saying you need to enable the challenge and then change characters in order for it to work. It worked for me on the random perk challenges I tried.

  • @pizzavessel15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470795#Comment_3470795

    its a desync issue, its the same issue where survivors will get hit by regular killers after they vault. its not a hitbox issue

    Okay, so it's a desync issue instead of a hitbox issue. Why does that matter?

  • Had a match today where I was the only person on a gen, but I could see everyone with Kindred: one teammate on hook, one getting chased on the other side of the map, and the Leon crouching around in the middle of nowhere instead of trying to save.

  • Yeah, I had this happen to me the other day and it does feel kind of BS to fully jump through the window and then somehow teleport back through the window and get slammed into it. I don't know if it's a hitbox issue or something else but, regardless of what the cause is, it's not good.

  • I am very motivated by collecting things, so killer or survivor, win or lose, I'm happy if I did my challenge and unlocked my reward.

    But, as survivor, I have fun when:

    • I feel mobile and active; my objective keeps changing based on the circumstances of the match, and I have lots of tasks
    • I play a healer build and go for saves, or get to be the hero who picks everybody up
    • I sneak up for the EGC save -- even if I die, I just want to see if I can save the other person
    • I successfully hide from the killer by predicting where they'll go and search

    As killer, I have fun when:

    • There is a medium-length chase that I eventually win and the chase is based on mind games and prediction
    • I set up a trap ahead of time and get to watch it go off because I correctly predicted what people will do / where they will go
    • I snipe people I can't see with my birds as Artist, because I knew where they would run
    • I sneak up on people with stealth and scare them
    • I have a really specific plan and build to snowball pressure and the snowball starts going
  • I haven't played The Singularity, and the main reason why is because the biopods look like such a chore.

    I've gone against a few people who really got the most out of it, but I feel like they were probably skilled players who were succeeding in spite of The Singularity and not because of it.

  • I don't think you always have to 99 the gate until the moment you're ready to leave, but I'm a fan of 99ing the gate until you know where everyone is (or until you're forced out -- whichever comes first). Until you have that information, you're just taking a gamble on whether opening the gate will pressure someone else.

    The big exception is this event -- during the first few days, the right play was to open the gate immediately so that everyone could get their mask even if they died. But, under normal circumstances, I think there's some info-gathering before you decide.

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