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HugTheHag

HugTheHag

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HugTheHag
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  • It took me about 1.3 million bloodpoints for a low prestige level (to prestige 1 a character) when I went for rare add-ons rather than quick prestige. So if anyone has 650k bloodpoints and a fresh character to prestige, one could see how far that would take them.

  • That name though, haha.

  • If it makes you feel better, the game sucks for these inexperienced players just as much as it sucks for you. They're not having a better time than you getting caught in 15 seconds and dying almost all their matches.

  • I've never experienced this situation as survivor (nor as killer).

    What I see mostly are people who aren't running Bond and who just don't know their teammate are working in the direction they're being chased into.

    Or survivors giving up in the end (not running from killer, intent on dying on hook to give hatch to the last teammate) and killer deciding to let them live/go for the other instead. It happens sometimes to me, if there's just 2 of us left, on death hook, and 3 gens to go, I just know it's a hiding game and that's boring for everyone involved. In these cases I either walk up to the killer to end the match, or not run if killer comes at my gen. Some killers hook me, some don't, but no snitching.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143327#Comment_3143327

    This. Depips are not necessary since grades are no longer used for matchmaking. If it just shows time played like devs have said then remove negative pips, only have safety and +1&2 pips. Getting negative pips when I finally have a good match makes me want to play less not more.

    Or, alternatively, depip because a teammate gave up on the first down, resulting in a miserable game... Not suggesting that from experience, of course... :(

  • Both are really annoying, to be honest.

    I think generally I don't mind waiting a bit as killer because that either gives me a couple more hits as I force them out of the gate, or, if I really don't want to see them, gives me time to go break some pallets.

    BUT !

    The wait as killer is definitely the most annoying thing if the survivors are fast vaulting for attention near the gate. No question.

  • I'm pretty sure this is considered hostage taking on the killer's part, regardless of if the other survivors (you) were alive and did gens. This Feng was still prevented from engaging in the game, so the blame would still be on the killer for all of the time she was kept bodyblocked.


    Mandy hostage survivors.PNG

    "It's immaterial that there are other survivors alive in the game, the killer is preventing [this survivor] from taking part in the game in anyway and they can do nothing about those circumstances."

  • It would be nice having an option to activate or not the "fast vs relevant" matchmaking, the same way you can choose not to have crossplay activated.

    I wouldn't mind waiting a few seconds / a minute more to get a killer that doesn't have 4k hours more than I do. I feel like such an option would be healthy for newer players, as they wouldn't be served as death fodder to experienced opponents.

  • Yeah, I know exactly what video that team watched beforehand. The same is possible in Badham Preschool if basement is at shack.

    I don't think the problem lies with boons though. This kind of situation can only be achieved by using a specific combination of several builds and 3 particular offerings, on a particular map under certain conditions.

  • Had a Demo DC'ing in Lery the other day. The problem ? Balanced Landing.

    "All survivors have the same ###### builds now, 9 games in a row with these stupid perks, I regret the old DH at least that was ###### easy to counter, you really never know what you have until you lose it"

  • I don't know on which mmr you are, but on lower-mid people don't tend to bring a lot of items, at most brown or yellow medkits to secure one self-heal if the team is not altruistic, or a medium quality toolboxe to get challenges done.

  • I know you're only facing unkind killers right now, or some even quite sh*tty, and no doubt some potato teammates as well.

    But there is still mercy in this game. This afternoon only, I had two nurses give me hatch / door after a teammate DC'd on first down. I've had a couple of killers going out of their way not to tunnel. Some killers still give hatch, some killers still look the other way when you go for an unhook to make the game a bit longer and give more people second chances. It's just hard to see as a survivor because of the pressure.

    There are also still very wholesome postgame chats.

    I hope you're next game(s) will be more fun for you !

  • I've been on the receiving end of Dragon's Grip quite a lot recently, and can confirm the wave of dread hahaha.

  • I actually really like going against Doctor, I think his add-ons bring a good variety to his gameplay and make the games with him interesting.

    (I am especially fond of the permanent red stain add-ons, which I think are really cool)

  • I mean, some people like maps regardless of their potential for one side or the other.

    As a survivor, I like Dead Dawg even though it's killer sided. I'll put offerings to go there sometimes. I don't like The Game and Garden of Joy, even though they're survivor-sided, so I don't even buy the offerings.

    As a Killer, I like Coldwind, even though it's the map with the most survivor escapes.

    There doesn't have to be a mean intent with map offerings, even those for infamous maps. Some people just enjoy the maps.

  • I've had the same but with Nemesis (I guess because Project W is coming out soon) and weirdly enough, Twins ?? I hadn't seen one in 2 months since I started playing but I got 4 in 3 days ?

  • Zombies are not that useless. They give information as to where survivors are, and can exercise some amount of gen pressure. I don't play as Nemesis, but in the past week I've seen a lot of them, and I was often forced off a gen by a zombie walking towards me. Or if two survivors are on a gen, one will have to get off it to lead the zombie somewhere else.


    On another note, I'd love being able to become a zombie when sacrificed or moried by Nemesis. Creeping up towards my friends hehe

  • Generally yes, unless I get my 5-stack-Devour Hope in which case I'm probably mori-ing them !

    The vast majority of survivors I encounter play fairly, and BMs are quite rare in my games. I guess if a survivor is mean to me they won't get hatch, but they'll generally already be dead by the time it's 1v1, and I'm not punishing a survivor that did nothing to me just because their teammate was toxic.

  • Haddonfield didnt shock me, but yeah, Garden of Joy house is so dark it's really hard to move.

  • Might not always 2-hook everyone before a guy ends up killed, because I don't always remember which one I hooked twice and which one only once (especially if the same character). Or sometimes there is a god looper among the survivor so I leave them for last so they don't waste my time.

    But as I mostly play survivor, when I go killer I tend to be more mindful that the game feels rewarding to them as well. Especially if there are cakes, flans or party streamers involved, you bet I'm eating pallets like never before to give them those juicy stun points.

  • None of the piggies I encounter want boops :(

    Will always sacrifice a health state to try though !

  • Yeah it felt that way for one of my games, a bit confusing.

  • I thought this was going to be about how most killers I see put on their tunneling pants as soon as they smell a cake in the offerings, but yeah, base bloodpoints could use a boost, especially considering how expensive (sometimes useless) items, add ons and offerings are.

  • @Nirgendwohin said:

    https://forum.deadbydaylight.com/en/discussion/341695/if-i-could-sum-up-the-current-state-of-dbd-in-one-picture

    the funny thing is, even if the whole team brought cake, you get tunneled and facecamped.

    Exactly. I'm usually happy to see cakes among the offerings, but right now it's just a red flag that the killer is going to be scummy as heck.

    Makes me happy that the only flans I have left are on killers, where I can actually control how the game goes and make sure no one gets out with 5k bloodpoints.

  • Do I care about losing ? No. Do I care about how I lose ? Yes.

    If I lose as survivor to a guy who just prevents me from playing by tunneling me out of the game, yeah, I'll be pissed. If I lose to a person who actually plays the game, and lets me play it as well, I don't care. They did well, they deserve the kill and I'll do better another time.

    As killer, I really don't care. I'm quite friendly so I sometimes make my own "losses" because I had fun with the survivors and let them go. The games I have the most fun and that make me the happiest are the ones where I play games with the survivors and everyone has fun, not the ones where I stomp.

  • I only play survivior with friend.s so that's an excuse to spend time with them.

    And I don't generally have a bad time when playing killer, so I still do sometimes.

  • If you unhook just after TR fades away, killer comes back and punishes you.

    If you unhook after a while, killer comes back to camp the second stage.

    There is a sweet spot between these two... somewhere

  • If killer could open the door at any point during the game, killer could start EGC.

    These situations with 2 remaining survivors are, in my experience, almost always two separate survivors knowing there is no way to do the remaining gens and hoping the other gets caught first, so that they may have hatch. It's not with the intention of trolling or griefing.

    When this happens in my games, I generally end up as the one who does the grown-up thing and goes to find killer so that they can kill me and end the game. It's ######### and tanks mmy mmr, but otherwise the game could last any amount of time. Despite that, I do respect the right of people not to want to get caught in a desperate situation.

    If killer could start EGC, it would spare everyone some time.

  • It might be, if only to prevent it from being used after the gates are powered, which I'm more than fine with.

    As for the "abuse potential", I'd much rather have an option for the hooked survivor to refuse the reassurance than for the cooldown to be longer or anything.

  • Doctor is one of my favourite killers to go against, and in the past few days I have literally seen more Twins than Doctors.

  • I said rank as a manner of speech. And I know grades don't affect mmr, but what I mean is that if I can pip enough to get there in two days playing, then I'm supposedly out of the beginner pool, and should be facing people who actually play the game. I've been led to believe such behaviour is mostly common with new killers.

    Unless the problem lies with mmr not taking into account whether you actually did well carrying the team and died, or did nothing but escaped. In which case, yeah, I can't say my escape rate is stellar since the update.

  • Right now, weirdly enough :

    Deathslinger

    Nemesis

    Ghostface

    None of which I am particularly happy about, but that might have more to do with the fact that all I'm seeing is camping and tunneling.

    Also, you know you're in a weird place when you see more Twins than Doctors. Where has my man Herman gone ?

  • Deathslinger, Bubba, Plague

  • I really like We'll Make It for fast unhooks/heals.

  • I really don't understand why it got patched. It's not like people were actually taking advantage of it. Even most survivors thought it was fun.

  • I mean, in this particular case, them trying to wait out the infection seems legit to me, however deluded it is of them. If you were playing any other killer and they did the same, that would be more problematic in my opinion.

    That being said, the hiding game can get extremely boring for all parties involved. When a game is already lost (3 gens remaining and 2 people left who aren't god loopers, for instance), there can be a battle of wills where both remaining survivors want to survive, and hide hoping not to be the first caught. I mostly see this happen with newer players urban evasion-ing on the edges of the map or locker-hopping.

    When I see my remaining teammate doing that, I generally go find the killer to put both killer and I out of our misery.

  • Plaything annoys me a fair bit, but I don't see it often.

  • How did it go in the end ? Who broke first ?

  • I personally don't. I like to give survivors a second chance, especially if I can tell that they're not a great team or if they got hooked without really having an occasion to play at all. I'm gonna get another hook pretty soon anyway.

    Same if the survivor I'm chasing goes for the unsafest unhook under my nose, I'll often stand still while they unhook and keep chasing afterwards. Give them a bit of a fighting chance.

  • One of The Legion's add-ons makes the lunge a bit longer, so it might be that ?

  • Self killing can be a legit strategy to give hatch to the last player, so the act in itself should not be bannable.

    There are things to be done about the self killing in the beginning of the match, and the DCs, but the act of intentionally missing skillcheck in struggle phase should not be bannable or put you in timeout.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134721#Comment_3134721

    MMR exists but doesn't even work correctly, if at all. If good swfs played against equally good killers, there wouldn't be so many complaints.

    MMR merely attempts to find you a balanced match. If it fails to do so, you just get whoever's online at the time.

    True. Plus, killer in low mmr is more powerful than survivor and casual swfs, since they got the buffs that were made to even the playing field on high mmr, while low mmr survivors inherited the nerfs directed at high tier swfs.

  • Concept is interesting, but does that mean that the killer is also stuck for a minute into the Rubik world ? Because if that's the case, killer can't really drop a chase if the chased survivor is really good.

    And if not, then it's easily abusable : chase someone until they're on timeout for 1 min, chase another person, put them on timeout as well, etc.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133772#Comment_3133772

    I had a game where we lost because one teammate dced on first hook, and the other solo queue teammate just urban evaded around the map the entire match. They had 900 hours 😭

    That's terrible !

    On one match yesterday, I had a baby Jake crouch walking around the map the whole game. He did maybe a quarter of a gen with my friend, but would hop into lockers at the faintest TR, and eventually just stuck to the edges of the map. Later, when it was just the two of us left and I was on second hook with two gen remaining, I found him again hiding behind shack in a corner.

    We stayed for a couple minutes there with me trying to assess what to do from now, and him following me like a little duckling.

    I eventually ran at the killer to get hooked, because I knew if I went stealthy the Jake would just locker hop and the game would last for another 20 minutes and I did not wish that on the killer or on myself.

    Jake got the hatch, of course.

  • @Hito420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134823#Comment_3134823

    true, though considering all the aura reading perks that are being run these days, most of the time it doesnt take 3-5 for people to know what the killer is, i would agree completely except 3-5 is a broad amount of time game wise, since most games usually last 15-20 (if the killer or survivors dont just steamroll the otherside) that being the case, even 5 would be 1/3 or 1/4 of the game overall, hence why i stuck with 1-2 minutes, i just want the game to be fun again, it use to be, but with the dc's, killing themselves on the hook after first hook, and tunneling/camping (i get its part of the game, but at this point i feel some killers feel their hand is forced that they have to play that way, even though i get 4ks myself most times without tunneling nor camping, and hey if you dont, you also get the added bonus of almost never having to deal with ds nor bt (things most killer mains complained about, at least on the steam forums)

    Yeah I said 3 to 5 thinking about the survivors who DC when they get downed from their first chase or who DC after being tunneled at 5 gens. These situations are an almost garanteed 4K for the killers unless hatch rng blesses the last surivor. This is a bit too broad though, you're right. 1-2 might be better.

    I too never need tunneling or camping to get 3Ks and 4Ks since the update. Pity to see so many killers doing it from the start of the game, when they could get more points chasing multiple people and, if needed, tunneling later at 2 gens if they want to secure kills.

  • I do think too that early survivor DCs (first 3 to 5 minutes maybe?) should put an end to the match the same way killer DCs do, and give back offerings and items. I can't tell how frustrating it is to lose items and offerings because someone doesn't like the killer and DCs. It's an easy match for the killer, as the game is not made to be a 3 v 1, and a terrible time for the survivors.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133800#Comment_3133800

    -"I do not think there is a problem with 90% of SWFs. I do not think they are, as a whole, overpowered, or that the game is deeply balanced around not having information."

    DBD is most definitely balanced around not having voice coms. Why would you take one of about 20 perks that gives you information when you can get a "virtual" copy of that perk at no cost when you have voice coms?

    I would take them to have the information easily accessible without having to lose time trying to communicate in a foreign language with my teammates. I would take them because I don't know the maps and placement of the tiles perfectly, so there's still a lot of "Where are you ?" "Uh... near main building" "Okay which side?" "I don't know, what's the front and what's the back?" and it takes time to really get where someone is.

    I play on comms (duos and trios) and still use Windows so that I don't have to calculate which pallet was dropped 5 minutes before that I definitely forgot about.

    I still run Kindred to know where people are and estimate if I'm the best person to go for the unhook or if my friend really is closer.

    I still run Alert to know exactly how far the chase is from my position, so I can adapt and not disturb my friend's concentration.

    Before the rework, I still used Dark Sense to know where the killer was, rather than ask and get a "I don't know how to describe where he is but it's somewhere near a tree". Post patch, I still use Dark Sense to counter early mindgames or to hide from the killer safely.

    I still use Small Game because I don't know most of the totem spots, and neither do my friends. Again, if we really tried to communicate to positions, it would go something like this : "Oh I saw a totem" "Where?" "In a jungle gym" "... okay?"

    I still use Deja Vu because I can't find gens on darker maps like Autohaven or on convoluted maps like RPD.

    I don't run Object of Obsession, but I see it mostly used to get attention from the killer and draw aggro, not to know where killer is.

    I still use Plunderer's Instinct when I have a chest tome challenge. It's easier to walk around looking for pink auras than to wait for a friend to maybe happen upon a chest and depend on them to actually describe where it is.


    A lot of the other perks described in the original post are DLC perks that I don't have, so I can't say I run them or know all of their effects. But I can guarantee you that most SWFs, those who play casually and not on a competitive level, still use a lot of these aura perks.

    Because it's still easier than depending on someone's ability to relay any and all information at all times, especially when they could be under pressure and should be focused on their situation rather than lose concentration to try to describe what's happening to others. Especially if english is not their mother tongue and they have to translate mid chase.

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