HugTheHag
HugTheHag
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3200743#Comment_3200743
Honestly, this just makes tunneling/camping way more enticing as a means of pressure due to, essentially, the elimination of slugging, particularly with the new/obvious meta combos.
I'm almost certain killer mains will 'adapt' this way.
I can't predict how that'll change the incentives, which makes me curious. Will some people stop playing killer ? I don't think so, but also, if it develops a meta of even more tunneling and camping than before, I don't see survivor being played more.
Very curious about how this will affect the player ratio.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3200683#Comment_3200683
Eg, killer slugs because multiple people nearby or whatever, and starts chasing others (smart play). For some reason, none of the other survivors picked up the slug. So this change now gives the slug a pickup because their teammates messed up and the killer played well.
Oh, I can see that happening, yes.
This kind of situation is not made impossible to deal with but it will definitely get more challenging.
Maybe people will give some more love to Mad Grit (though let's be honest, people will just use Starstruck more haha)
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@TMCalypso said:
R.I.P my favorite build. I loved using Devour Hope as part of my Hex: Roulette build. Undying, Haunted Grounds, Retribution and Devour Hope. The Danger of the mori incentivized looking for it...but finding any of the others instead was not a good thing. I always played with the rule, "If all hexes are gone, I can no longer kill the survivors." It was always so fun and a great takeaway from meta builds. No other perk can replace what Devour Hope brought to it, and no...the new effect doesn't work for it. Sacrificing a survivor on hook does not give that fear that the Mori does. Survivors, for the most part, don't really care about being sacrificed on hook. But when it comes to the mori...they will go out of their way to insure it Does Not Happen. That little tug of war for the mori is what makes it fun. Plus, it's not like getting the 5 tokens with Devour Hope is easy. And you definitely won't get them with camping either.
Calling the new Devour hope the same thing as the old one is like....taking away someone's bacon and giving them a slice of deli ham and saying, "it's the same thing! Enjoy!"
Exactly.
It's just not the same :(
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3200713#Comment_3200713
Just seems like it's going to take away a lot of play/counter play to various scenarios from what I'm reading.
Both changes, I mean.
I don't think I'm a fan of either, but maybe it will play better in the actual game.
I actually love that now people will have to think twice before teabagging at the gate, but that's about it with the mori update.
It's going to be harder to give hatch (which makes me sad).
Also, I thought the principle was to earn your final mori by killing the other players, but apparently if you're in for a fat loss you get automatic mori if you down someone at the gate, even though they should have been pushed out / would have had time to crawl out while you're on m1 cooldown.
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The devs needed the emotional comfort of holding the hands of both their children.
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Those are plausible scenarios and areas of concern, from my understanding of the developer's note as well.
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In my experience killer finds hatch 3/4 of the time.
(Whether I am playing survivor or killer)
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3200517#Comment_3200517
But how is it fair that this will now punish a killer that made a good play because the other survivors aren’t picking the slug up?
I'm sorry I'm a bit confused. What's the configuration you're talking about ? Slugging a survivor and waiting for someone to pick them up ? Camping the slug ?
Because if it's the case then survivors with any way of coordination wouldn't pick up any way ?
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3200585#Comment_3200585
Well, with prices in blood web we have now, I think +20k per match is ok. Fact that you have to 4k is bad, since hatch is random.
Yeah that's what I mean. 20k is awesome but getting a 4k is already tricky sometimes and you might have the last survivor get hatch. The other for Cypress and Ivory feel pretty good to me. It's just this one that is both hard and with an rng element.
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The dying state bleedout timer serves as a safety measure to prevent hostage taking. Without it, killer could keep a survivor on the ground by smacking them down repeatedly when they get up, and never trigger the EGC.
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@blue4zion said:
its so wack
those perks allowed moris mid match, but because we get a SINGLE END GAME BASE MORI
they had to go
l o g i c
In an update about seeing more moris in the game, you're forgetting :'D
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They are. At least the Ebony one is.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3200517#Comment_3200517
Certain maps are really good for this. On Badham if the basement is at shack survivors can go down in the middle of the school basement and the killer can have a hard time getting to a hook or have to break a wall they don't want broken.
Boil Over can make this problem much worse as well.
Oh I imagine it can be like that on Midwich as well.
I once had a game there with terrible hook spawns and had people wiggling out like crazy.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3200392#Comment_3200392
Not about balance, I just want to carry Yui to hatch
I want to lovingly carry a Leon/Dwight on my shoulder and look for hatch together for 3+ minutes because we're both dumbasses.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3200420#Comment_3200420
This is beyond reductive. If survivors put themselves in a situation where being slugged is the best play for the killer because survivors mispositioned, why the hell should they be rewarded?
I apologize, I struggle to see this kind of situations since I don't experience them often on either side. It might be more common than my own experience.
I do still think that a killer shouldn't be able to prevent someone from playing for potentially 4 minutes just because survivors misplayed and the killer wants their kill that bad.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3200372#Comment_3200372
Current Devour : Down = Kill
Its the same with new Mori system the difference is its death by Hook instead of death by animation.
survivor might already be on death hook so no value
Same as current DH, if you down someone at 5 marks and is on death hook you barely get any value as he would be dead anyway, Mori or no Mori.
bodyblocks
The exposed status on DH at 3 tokens still exists, you bodybock and get instadowned then MAYBE the guy gets to wiggle out but the guy who got downed is killed instead.
hook can be sabotaged
Same as bodyblock, everyone is still exposed, drop the Survivor and down the saboteur, you get 2 downs by the price of one.
The others you are right but they are compensated by the fact you get rid of one person by using a hook and it activates hook perks like PGTW or Pain and the 10 seconds may be on the Killer advantage or disadvantage, if the Hook is closer than 10 seconds you save time, if its further away you lose it.
That being said, I dont care if they leave the Mori on Devour and let the perk stay the exact same, on the grand design nothing will change, the times the Totem gets cleansed on your way to the hook are going to be close to zero and the amount of times a team manages to wiggle someone out under Exposed are going to be minimal too, the only difference is sometimes you may save or lose some time.
I don't agree with all of your arguments.
Current DH, if you mori someone who's already on death hook, at least you have the satisfaction of an instant cool animation. Now you have to walk and risk wiggling out or deadzones or such just for a regular sacrifice.
And if I'm on 5-stacks of Devour, survivors generally have other problems than my Scourge Hooks.
I meant bodyblocks with Endurance, like survivor-DH can do, but also Mettle of Man (I'll grant you that one wouldn't happen often), or Off the Record.
It actually already happened quite often in my games that my totem would have a ######### spot and be cleansed while I'm mori-ing or soon after, so this is why I'm thinking that it would be more frustrating after the DH change.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3200401#Comment_3200401
Then what is the bleedout timer there for? It's a threat to the survivors, that applies pressure to the team to go to their aid and get them up.
If you can't handle being slugged for 2 minutes, then they should implement a suicide option instead, not an invincibility feature. A dying survivor is no longer a dying survivor.
I mean, I was not expecting basekit Unbreakable, and I've been of the opinion before that an instant bleedout option for the survivor would solve more problems than it would create.
If that had been implemented today, instead of basekit UB, I would have been quite satisfied as well.
Also, UB is not invincibility. You don't have Endurance when you get up, you can be smacked down again.
As for the bleedout timer, it's the same as the EGC. Something to prevent hostage taking. If there was no bleedout timer, killer could just smack everyone down and force them to DC.
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@TheMidnightRidr said:
https://forum.deadbydaylight.com/en/discussion/comment/3200274#Comment_3200274
How’s that any different than now? If the killer camped and somehow downs the fourth survivor, they’re dead anyways. I don’t see a difference.
One actively incentives camping and the other don't (at least in my opinion).
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3200401#Comment_3200401
But should a survivor be able to pick themselves up 5 times a game without help before they can bleed out?
I mean, if they do it means the killer either has major memory problems and forgets to hook them (which happens to me when playing Hag and I always feel awful because I use Third Seal), or they kind of have it coming for insisting to go for slugs.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3200388#Comment_3200388
But it is still better than slugging for 4k.
It being better does not mean it is good. But yeah, at least people can't be bled out for 4 minutes anymore, which is a major win.
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The fact that it counts people being on the hook is terrible in my opinion. All killer will have to do is proxy the 3rd survivor to get a 4k most of the time.
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I think 45s is good.
You shouldn't prevent someone from playing the game by leaving them on the ground for longer periods in my opinion.
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I second that assesssment.
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Slugging for the 4K is getting replaced with camping for the 4K.
When 3rd survivor is on the hook, the 4rth is Mori-able.
Killer just has to proxy the hook to get a mori on the 4rth if they come for the save.
If they don't, then killer gets a mori maybe 2/3 times anyway since survivor tends not to find hatch as quickly as killer.
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@HectorBrando said:
They didnt exactly remove the Mori from Devour, if you hook someone at 5 tokens they get sacrificed instantly which has pretty much the same effect as using a Mori (getting rid of someone bypassing hook states).
It is absolutely not the same, which saddens me greatly as I am very fond of the perk.
Current Devour : Down = Kill
Future Devour : Survivor can wiggle out, hook can be sabotaged, survivor might already be on death hook so no value, decisive strike, bodyblocks, totem cleansed on your way to the hook (10 seconds more to cleanse than killing as they're downed) + permanently breaks a hook
This is absolutely not the same effect :/
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The fact that it takes into account hooked survivors is abysmally bad. Now the killer only has to camp the 3rd survivor on hook to either catch the last survivor on the way to the rescue, or wait for them to die and find the last survivor / mori them.
We're heading towards a situation where killer is explicitly incentived to camp the 3rd survivor, and I hate it.
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I am curious how this is going to be reworked because it's already such a meme perk !
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@LittleBigSunset said:
https://forum.deadbydaylight.com/en/discussion/comment/3199972#Comment_3199972
When I heard we were getting another Resident Evil chapter I thought for a moment we could get something along the lines of this from Village. The design is absolutely terrifying. Anything like this would have made hiding in lockers again like I did when I first started out as a baby survivor.
https://us.v-cdn.net/6030815/uploads/3KOO10KL18Z7/original-0136e1ab35ea25ccf054dee4b2ffbe88.jpg
https://us.v-cdn.net/6030815/uploads/EAFA38UX77VJ/varcolac.png
I would love that. That creature looks cool !!
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That looks pretty impressive... Situation is pretty damn bad if that's the 4rth time in a day.
What was the killer's reaction ?
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Scenario 1 : I don't know... If a survivor is griefing, I think other survivors are mostly expected to just stay out of their way and let the killer decide what to do with them. I personally wouldn't report a survivor for sandbagging an established griefer, but some others might. I personally just stay out of their way. I'd say killer generally notices and deals with it in their own way.
Scenario 2 : Not bannable. Working with killer to drive out (blatant) hackers is okay. I have before, along with the 2 other non-hacking survivors.
Scenario 3 : Not bannable. Farming is completely fine as long as every participant consents to it. For example, slugging a player to farm them or prevent them from leaving while you're farming with others, is bannable (refusing to participate in the game normally + griefing). Leaving the survivor who doesn't want to farm to do their own thing while you're playing around with the others is okay : you're not preventing them from progressing the game and leaving if they don't want to stay.
Scenario 4 : I have no idea !
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Werewolf ! Werewolf ! Werewolf !
That's it for me. :)
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I don't think they can know the difference purely from stats they collect, no.
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@Reddy said:
https://forum.deadbydaylight.com/en/discussion/comment/3199740#Comment_3199740
Yes, I played a lot last month, I was having so much fun :) However, this month, it's awful, as I said, every single game, new killers or experienced, me or my friend always experience being camped... sure I can start a gen before he dies, or go get grabbed to the hook... but where is fun in that? I am so annoyed :/ Then you just keep trading until the end of the game without any progress on gens...
So the way matchmaking works, it doesn't put the same ranks together? I just randomly grabs 4 people from all over the place?
Matchmaking used to use ranks to put people together, but since as you saw, you can get to rank one through just playing a lot and while still being very new, the old matchmaking system sometimes put together extremely sweaty player chained to meta... with newer players who weren't prepared to face that
(It still does it now, mind you, but in theory when the ratio of players is 4:1, the matchmaking is more fair)
How it works is like this :
When you're playing survivor, if you escape through the gate, your mmr increases. If you die, it decreases. If you're the last person to die, or if people DC'd earlier in the match, it decreases a bit less because the game knows it would have been hard to make a comeback and you had less chances to win. If you escape through the hatch, your mmr does not change.
When you're playing killer, for every survivor you kill, your mmr goes up, for every survivor that escapes through gate, your mmr goes down. Similarly, hatch is neutral.
When you're queueing up, the games looks at people who have on average similar mmr : if you don't escape often, you'll be put with people who don't escape often, and a killer who doesn't kill often.
Right now, the situation is a bit screwed since there are so many killer players that to make sure they don't wait too much, the game is a bit less strict on what "similar mmr" is. And sometimes, that means very new survivors go against very good killers.
So it's not random, but the current imbalance in the ratio makes it feel that way more often than not...
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Oh matchmaking definitely is screwed, especially when the ratio of players for each role necessary for the game balance (4 : 1 survivors to killers) is not achieved, which is the case currently as a lot of people jumped ship on survivor and only play killer now.
Since there just aren't enough survivors, and killer queues take sometimes longer, especially the higher in mmr they go, the game just... gives them newbies. As a treat. To fill the needed spots to complete a lobby.
The game sees it as more important for queues to be fast rather than for the match-ups to be actually fair.
As for your first issue, another thing to know is that mmr has nothing to do with ranks. You can get to red rank through playing a lot, not necessarily through being thorough or extremely skilled in your games. (Though achieving it fast is a mark of dedication for sure.)
The game has its own way of judging who to pair you with, and it depends on how much you escape as survivor, or how much you kill as killer. So you might be red rank and still in a low-to-middle mmr if you don't escape a lot.
As for camping and tunneling, yeah. They're endemic to the game right now, and sure are not fun when you're on the receiving end. That's probably not a debate you want to get into here though.
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Some killers are easier than others to communicate friendliness with... With Legion I just spam vault something until the survivor gets the idea that I'm just messing around.
Similarly, it's sometimes hard to explain stuff to killers. When Wesker came out, and a few times since them, my friend and I were spared by friendly Weskers, and we tried so many times to explain that we wanted to be yeeted at each other to see how it works... None of them understood or wanted to do it, even if we were in a perfect line ready for bowling :(
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I'm pretty sure it could be a glitch ?
I play at pretty low skill level (started playing circa 6th anniversary) and on one of my killer games the survivor on the top of the leaderboard had their prestige level disappear (from something like 2-3 to no symbol). Nothing particularly suspicious during the game, I was typing in endgame chat and the sudden void instead of their prestige level caught my attention.
I thought I must have been seeing things but if you've experienced something similar then maybe it's a glitch ?
(Not saying what happened during your game was not suspicious or what)
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I don't think it's bannable. You know it doesn't normally work, you're doing it purely as a psychological thing. If one day you encounter a bug and benefit from it ? Cool for you, you'll be the first one to be able to report it.
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@e1ix said:
https://forum.deadbydaylight.com/en/discussion/comment/3198547#Comment_3198547
Yeah, maybe I should have made a category for niche perks too but that would have too many options I think.
Yeah, and also those perks are so varied it wouldn't really make sense to make a category comparing them. The categories you set are good as they are : all those perks are comparable because they have similar purposes and effects. Having a "various" category just wouldn't make sense haha.
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@My_Aespa said:
https://forum.deadbydaylight.com/en/discussion/comment/3198843#Comment_3198843
The killers I go against, if the survivor tries to snitch... it works <_<
:(
I'm sorry that's the case. When I was playing survivor last week I got loaded into a game with two Clowns (last survivor, who I saved and healed, repayed that by selling me out and teabagging next to my hook), so I understand the feeling :/
The other day as killer I had the most infuriating lazy Claudette who had found a pink key and was refusing to do gens (unlike the last survivor, Jake, who was still trying to do them despite there being 5 gens to do and only 2 of them after 2 DCs, and him being unaware that I became friendly). I had already decided to let them go because of the DCs, and generally in these cases I show the survivors that they can do the gens and leave. She just didn't want to, putting the key on the ground in front of me, nodding, taking it back and running towards the Jake.
The Jake ended up doing all the gens on his own and the Claudette died. I also gave him all the pallet stuns he wanted because there were bloody party favors involved. But I was just so flabbergasted by that Claudette. She just had no shame. How selfish must you be that when you see the killer has no intention to kill anyone, you still want to sell your teammate out just to get value from an item ?
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3198827#Comment_3198827
It feels dreadful and bleak, atleast the Red Forest Rains and what not with a cool temple or something
To each their own :)
I do like the temple. I mostly just don't like Mother's Dwelling.
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I've seen survivors try to do that before as killer.
Most likely, the other survivor gave up and the killer found them cute enough to spare.
In these kind of situations, I let both survivors go, because I don't want the 4rth to feel betrayed by their teammate. If they're trying to snitch though they get the hook.
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I love those maps. They're creative in terms of elevation, very unique. I like the swamp mood more than Red Forest for example. It feels more... alive to me.
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This is horrifying. What a beautiful day to not have eyes.
It reminds me of this guy on Youtube.
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True. As killer, I don't always have fun when I win. Whether that be because the game was stressfully tight, or because I stomped a group of newbies. And games where I have most fun are sometimes games where I barely get a kill (or willingly let people go after having fun together).
As survivor, I'm not escaping that much anyway so I can't really speak for getting wins, but I sometimes have fun just messing around with random perks without actually trying to win or pip up.
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You don't want to use Zenshin tactics because you don't want to waste a perk slot. Consider that survivors who run WoO are wasting a perk slot for it. Like, literally, the perk exists in both survivors and killers. It's anything but unfair. It's just about willingness to use a perk slot for it.
Plus as others have said, Blindness is not such a rare status effect to go by.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3198296#Comment_3198296
Uhm. Aren’t you forgetting the burnt skin, the knife-fingers and the fact he is a dream demon who found a way to come back from hell to kill people in their sleep? Character-design isn’t the problem here.
like.. it would be nice for him to get some cosmetics for sure but this is his iconic look (though sadly the reboot version of it). He is lacking in actual interesting gameplay-design at this point.
Oh I don't forget about those. But when you see Freddy in game, you see him somewhat from afar, and you don't have time to appreciate the details of the skin texture or even his hand. He's just not very impressive. His lore is much cooler than his actual appearance within a DbD trial.
I actually like his mori because for once we see his weapon up close (and I think knife-glove is actually extremely col, but it's not heavily featured when you see him from the survivor perspective).
And I understand that it's his iconic look. I just think this look works best in the media it was from : a movie, where shots are carefully crafted to keep the tension up. In the context of DbD, I take a quick look before running, and the recognizable elements in him are not his knifes. He doesn't have the impressive stature of Oni, the creepy appearance of Pig or Ghostface, the heavily featured weapon of Bubba or Doctor... He's just... Very plain ?
And it works in movies, it's scary in movies, because he's an incarnation of nightmares yet he looks uncannily human. Just... distorted. But I don't think it really works in DbD. I think he'd deserve a cosmetic that makes him a bit more unique.
That's only my opinion though, and I don't know much about his movies or his lore in the fog. I get that other people might find him oppressive as he is now, a shape in the mist of the dream world. I can see it :)
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@e1ix said:
https://forum.deadbydaylight.com/en/discussion/comment/3198289#Comment_3198289
Thanks, chase perks on killer?
Yeah, I generally use a lot of aura reading and one slowdown. And/or one of those weird niche perks like Mad Grit or Hex : Third Seal that don't really have a category.
I rarely actually have a chase perk, unless I dedicate my whole build to chase with something like Enduring/Brutal Strength/Spirit Fury.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3198271#Comment_3198271
Thank you, it's hard to remember that I'm allowed to be angry even at a video game. You'd think I'd be used to it, especially coming from League of Legends. But no, any game with a hint of competitiveness is enough to bring out the trollish and at worst, toxic behaviours in people.
Like I said, I'm just a sucker for the Crazy Artist trope. Not to mention the voice work on Ji-Woon is top-notch, like most killers vocal effects, especially laughs I find grating, Clowns especially (sorry Clown mains but the "laugh cough laugh" is really irritating xO). But I Ji-Woon's voice lines and laughs are pretty entertaining, even infectious at times.
Thanks for the recommendation, I'll have to try Legion when I get the chance. He looks so fun and the ability to vaulyt pallets too is pretty useful. Might wait until my rank resets, before trying him out but will see. Since my MMR seems to be in a really weird spot, in where in one match I'll be against a team of baby survivors and I feel like I'm bullying, the next they'll be competent and have reasonable outplay and no side is stronger than the other. Then I'll have games like the one that prompted me to start this thread, in which I'll be abused for no reason other than "flashlight go buuuuuurrrrrrrrr". Or I can loop you like no tomorrow, while my friends who are in discord do gens, because they know exactly what you're doing Mr Killer-man (or woman if you're playing a female killer lol).
I'm not worried about people DC-ing, I've had people outright suicide on some maps. Like I was on the Doctors Map last week with a three-man SWF. The SWF went out of their way to find me or at least waited for me by a gen, pointed at me then the hooks. So I obliged and hooked them and they suicided immediately. Like I don't know what was going on with them, maybe they hated the map, maybe they hated Trickster or maybe they had some urgent situation IRL to deal with. But I and the final player were just scratching our heads in the endgame lobby, we were all so confused I've also had people DC on death hook too. Which is kind of funny, because they're just that salty about dying.
Your mmr should be different for each of your killers, and it doesn't reset with rank reset (ranks no longer affect mmr), so feel free to try out any killer at any time !
Trickster's voice actor did a DbD stream last month, he hadn't really played the game before, but I'm not sure if he'll keep streaming or not. (Of course, I wouldn't understand anything, but his voice is nice!)
And yeah, people have been giving up a lot lately. It's just even more frequent on most disliked killers like Nurse, Blight and Legion haha.
Anyway. Best of luck in your next trials, I'll see you in the fog !
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Nice !!!!