HugTheHag
HugTheHag
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@premiumRICE said:
Playing with calm spirit against doc, he was so bamboozled for not making me scream he just stopped for a solid half minute
Damn, that's hilarious ! It's like that meme with the equations floating around, the guy must have been so confused.
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I think it's surprising the surge is so important considering the Thana buff was so small. Legions and Plagues use it a lot right now, but it was already very strong on them before. (Legion synergizes well with Nurses perks in general, in my opinion)
I think it's salt in the would because gens are already being done slower now and Thana is usually coupled with other slowdown perks, but to be fair, Thana in itself is fine. If it hadn't been buffed, we would have been 2% less frustrated (I'm saying 'we' as I've mostly played survivor since the update).
If there was to be a nerf, I'd rather it be on how many slowdown a killer can bring, and not on Thana particularly (or on any other slowdown perk particularly).
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I've definitely looked at the list of games I have on steam and have never played, started a couple these past few days, haha.
I still play survivor when my friend wants to, but not as much right now.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3101496#Comment_3101496
Yes because a killer than can slow you down to the point of having an easy down by chucking random bottles of crap everywhere with no skill, thought or planning definitely was a prime candidate for a speed boost.
Next up for it: Blight.
While I agree that Clown does nod need this buff, it does take skill to aim with these bottles. I haven't played him, but most people I see playing him unfrequently struggle with the bottles dynamics and collisions.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3101657#Comment_3101657
With your suggestion I see this issue: The killer would know that a survivor is approaching the hook by looking at the hook timer. Not sure about the impact of this, maybe it is completely fine. That's why my suggestion was based on chase condition.
Even if they would camp one foot out of the radius it would at least prevent total face camping.
You're right, your suggestion is smarter.
And yes, it would already really help.
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I mean, it shouldn't be hard to program it so that if there is a survivor in the same perimeter, the timer starts back up. That would solve the issue.
Even though knowing camping killers, they would step one foot out of the radius and still camp.
Would still be a step in the right direction, as some of them would probably not calc it well.
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I think the difference is that camping and tunneling can be done with any build on any map with any killer and still give you an advantage while ruining the other player's fun, whereas what you described as tactics survivors can abuse requires for them to bring secific builds, specific items and add-ons, to be downed at specific places, good communication with possibly solo q players, etc.
Flip-Flop and Power Struggle won't work if the person is not downed at a pallet, which happens, or if no one is nearby and you pick up immediately.
Flashlight saves can be avoided, or can justify slugging a bit to scare off the flashlight player. (Plus a lot of survivors won't even learn to use flashlights for fear of being tunneled for it)
Most unhookable spots are not known to a majority of players, and require a sabotage, which, I mean, it is the point of sabotaging hooks that the downed survivor can escape without the killer just going to another hook.
So all of those things are planned strategies, that you won't encounter often because they require to actually have that combination of map + item + perks (+ good teammates).
Plus they're not bad manners, unless in the hands of toxic players. But it comes back to this : player's behaviours, not the build.
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It IS surprising how little stats we get from BHVR. Most statistics I find are from people doing experiments in their own mmr. The last official stat I found was from 3 years ago.
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Favourite killers to play : Legion and Hag
But most well-designed ? Hm...
Probably Doctor. I love going against him, I haven't actually played him, but he sounds fun, and games with him are always interesting. He also has really cool add-ons that make him very unpredictable. Not to forget that Impossible Skillcheck potential.
I just think he's neat.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3100581#Comment_3100581
Hatch is only good when no one try hard or toxic enough to abuse it, which can't really happen in this game.
Basically hatches aren't really appropriate for game like this.
But the problem is not the hatch, it's that toxic behaviours are unchecked and even rewarded (on the killer's side, at least).
Some people are being toxic with flashlights, but we should not remove flashlights from the game just because a couple of survivors are being d*cks with them. Same with the crouch button.
Hatches are fine.
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If I'm slugged and camped, I do hope the other survivor is good at hide and seek. I'll spin around, take the killer on a walk to random places where my teammate isn't, or tab out and watch a video until I'm bled out. If the killer resorts to this, I do hope my teammate will find hatch.
Any anger I have is on the killer, because they're the one enforcing this. Not the teammate who knows coming to raise me is suicide.
And when I play killer, I actually love giving hatch. Hatch is a good mechanic, not because it makes survivors feel accomplished, but because it's also a way to show respect and appreciation for the people you play with. Just like opening the door as killer is rarely a strategic thing, yet I do it pretty often when cute survivors made the game friendly.
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I'd be down for a "immediately bleed out" button too. Killers taking the game hostage this way happens way too often and only breeds frustrations and toxic behaviours.
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There is no war in Ba Sing Se.
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@Biscuits said:
What we were promised: Baseline game changes to reduce camping and tunneling.
What we got: Play in a group or die.
Groups are dying as well, unless maybe skilled 4-men swfs. It's more "have 5k+ hours on the game and a group, or die."
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Honestly, a lot of them are quite likeable, so that would be between B, D and E for me. Would maybe join F but Ash sounds annoying.
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@JakeCannon said:
I'm pissed, cause I just got DESTROYED 3 matches in a row against randoms(extremely good randoms who know every map and the best spots to loop , boons etc) on one of the best pallet & window maps in the entire game.also since the update my hag has had horrible response time when transporting, the aim dressing and it'll throw the camera way off target when I tp if they're doing anything other than just standing there. Any tips for the response time ? I'll be spamming my controller and it'll do this weird half stop thing most of the time once I finish the tp.
Killer is undeniably easier now, but you're still playing Hag. The nerf to Ruin might have hit you harder than most, since it was such a useful perk to buy some time to set up traps. Some killers actually need a bit of slowdown to be efficient.
I haven't played Hag since the update, so I don't know if what you are experiencing with your teleportation is common or not. I'll keep you updated if I play a few games as her soon. (Also, I play on pc/keyboard, so I don't know if the response times are better that way)
In the meantime, what build are you using ? I usually play with her three default perks (now I'll switch out Ruin for Overcharge probably) and either Spies from the Shadows to get sneaky survivors or Mad Grit to prevent swarming. I hear Make Your Choice is a good addition too, if you have it unlocked.
If you have left it out and have a free perk spot, consider using Hex : Third Seal. It makes the game very confusing for the survivors, and makes it especially hard to coordinate for solos and swfs who aren't used to the map you're on. It can make the game more manageable since a lot of the time they'll be running around trying to find the hooked person.
I hope your next games are a bit more fun, and that your teleportation issues get fixed soon!
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If the point of 6.1. was making survivor experience unfun and discouraging, it's done a pretty good job so far.
Last I checked, the game had optional content for survivors to do : totems, chests, glyphs. Now, anything else than doing gens ensures a loss.
In their crusade against genrushing, they sacrificed the other aspects of the game and made the experience overall unpleasant for a lot of people.
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I wouldn't say killers get free wins, but devs definitely took a stance in the wrong direction in matters of fairness, in my opinion.
I don't think 2K should be considered a "loss" or insufficient for killers. 2K is a tie.
Enforcing a mandatory "anything less than 3K is a loss" is hurtful for survivors' fun, and for killer's self esteem.
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@Nun_So_Vile said:
Why don't survivors get nearly as many fun bugs as killers? istg every killer bug ends up being one that gives them a decent advantage with that killer in trial. Almost never happens on survivor side. Last good one was Midwich.
Survivors get fun bugs ! But not very game breaking, sure.
Since the update, I've seen many survivor spawn 2m from the ground, which always cracks me up.
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@[Deleted User] said:
Isn't there reports of issue with Legion too? At this rate we'll have most of the killers on killswitch.
Oh, I was not aware of any problem with Legion ? I usually play as them, but I haven't played killer a lot these past few days.
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I feel like the new DH sounds pretty cool, I never used old DH because my games as killer (tw : low mmr) showed me a lot of people using it wrong and being downed literally 3 seconds after using it, so I always thought it was not worth it.
I do feel like the endurance could be a few fractions of second longer, and I've heard people are having trouble getting it to activate as soon as they hit the key.
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Pretty much the same down here in low mmr, except we get more variety in who tunnels us out of the game.
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It gave me a lot of perks from the characters I prestiged before the update, and I do like the new system, but there are a few problems that make it hard(er?) to grind still.
- The forced prestige thing means you have to consistently go through 30 levels of bloodweb before you get interesting add-ons, items and perks, which is still a chore and for some people, amounts to more grinding than when they could buy from level 50 all the time.
- Grinding as survivor is abysmal at the moment, especially in lower mmr where casuals get consistently destroyed by tunneling killers (and by legitimately good ones), and gain very little bloodpoints.
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Survivor just got quite boring and discouraging, with no way to get even 2 (or often 1, with how much killers love slugging right now) escapes if anyone has made a single side-step to do anything else than gens (like totems or chests).
Add that to rampant dirty plays from killers, stacked slowdowns even though the gen speed has already been nerfed, janky mmr, and lack of coordination, and you get a pretty "just give up" cake.
Props to you for playing Legion, though, they're my killer of choice as well. They do synergize well with Nurse's perks, I personally prefer nurse's calling atm, since I'm low mmr and lots of survivors still heal against Legion.
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Killer just got very beginner-friendly, and survivor very beginner-hostile (more than it already was).
I barely escape one in ten games, but I can get consistent 3Ks and 4Ks even though I don't play killer that much ? Not even to touch on how much easier to grind it is as killer than survivor (which was already the case before, but now it's almost a joke).
6.1. may have balanced high mmr, but low mmr is very unbalanced right now.
I do think some of the changes needed to be done, and I'm glad that a lot of people are enjoying it. But it cannot be said that 6.1. balanced the game uniformingly.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3097485#Comment_3097485
Nah, all games balance around people who know how to play. DBD vets have all learned thing the hard way. Guy who plays one day a week shouldn’t be able to compete with people who play a lot. In fact, I would argue that any game that lets moderate players compete with experienced players isn’t a game worth my time.
I do know that games are balanced around people who know how to play. And I do agree that people who play really casually shouldn't have to face peolpe who play a lot (yet, I barely have 100h, and I see killers with 2.2k hours be put against me).
Still, there is a difference between a game where the balancing is made around people with 2k+ hours and a game where you can get reasonably good in 100 hours.
A lot of the nerfs on survivors are coming from the idea that "SWF is op", which in itself is not true unless you look at, again, SWFs with 1k+ hours of game, who are more cocky. Is it worth it making the game less playable for the majority of survivors, just to balance the top ?
If a game does not care a minimum for the casual players, it will soon only have the several-thousands-hours players, and that is a much more narrow playerbase.
Low mmr is ridiculous since the changes. I can barely escape one in ten games, but I can get consistent 3Ks and 4Ks as killer ? That does not feel balanced, is all I'm saying.
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I feel like grind was reduced, if only because I could prestige a bunch of characters pre update and unlock all their perks when 6.1. hit and made them P3.
But at the same time, it's a bit harder for me to get points as survivor (newer players will be newer players, and die a lot more now). It doesn't help that it feels like any time someone brings a cake or flan in a game, the bonus I could have is instantly negated by the killer tunneling all game.
So yeah, grinding as killer is viable and more efficient than pre patch. As survivor, a bit less so, at least in my experience.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3098258#Comment_3098258
I mean, I have seen a few survivors running Lithe +Balanced Landing, and I can understand that you might want to have the option, especially with BL not giving value in each chase, BUTVis it technically possible to get usage of Lithe without setting off Sprint Burst, first? :P
Balanced Landing and Lithe I can understand, because you indeed don't know which situation will come up first. But yeah, Sprint Burst's automatc activation would completely negate Lithe xD
It might be technically possible to use Lithe if you walk up to a window and make a rushed action? But by then you would have made more distance with SB.
This is a complete mystery !
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@EternalSinOfCain said:
https://forum.deadbydaylight.com/en/discussion/comment/3097680#Comment_3097680
Sorta, but not really. He won't require a bounce, plus his super speed is very short, like 2 meters if that. It'll primarily be used for misdirection at loops and run off a token system. Best I can describe is, Nurse with 2 meter blinks but has collision. Unlike Blight Or Nurse, it won't stun him and have a cooldown after it's use. Overall less powerful than Nurse or Blight. Or if you know X-men, Nightcralwer (or Azael if you prefer), teleport but super short limited range.
Oh, I do like Nightcrawler !
I see, I understand better.
It would be extremely funny if there was an animation for the "dash" and it was like. Dead Heard's exact animation. Think of the chaos. The meme potential would be infinite.
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Playing survivors has become less fun for a lot of players, for a lot of reasons. A lot of casuals are taking a break from the game until mmr gets less crazy, survivors stop DCing and the tunnel craze gets quelled. A lot of others have switched to playing killer, which is arguably easier than survivor on some levels of mmr, and which rewards more points regardless of how the game goes.
So yeah, there would probably be a bit more survivors playing if the incentives were still up, but there are other issues that are causing survivors to not play as much.
Killer has just become more attractive, and there aren't enough survivors for all the killers, though it varies on different levels of mmr.
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Here :
Kleine Info zu nem bug den man kennen sollte. danke auch an OoTrust für das motivierte treten des Generators. :)Call of Brine + Overcharge
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I think I've seen a video going around that Overcharge is bugged when pair with another perk I forgot. They recreated it in custom and it seemed like a legit bug.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/3098243#Comment_3098243
You get 500 points per hook. So if you camp the hook and get a 4k, you're walking away with 2k sacrifice points. If you get a 12 hook game, you're walking away with 6k sacrifice points (Plus stuff like the Caught! score event, Entity summoned stuff like that, but we're talking specifically in terms of hooking).
Alright ! Might want to use that perk a bit less then. Thanks !
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3098271#Comment_3098271
https://forum.deadbydaylight.com/en/discussion/comment/3098282#Comment_3098282
You're missing my point.
Most people aren't as good as these chaps, but they are also not facing the same level of opponent as these chaps are facing.
Of course they're not going to be as skilled, but they don't need to be.
My point is that people need to adapt, stop pouting and declaring that the sky is falling, and just focus on playing safer and using the new tools they have. The goal of the patch was to up kill rates, which BHVR wanted higher. Thus, you will escape a bit less.
This is fine. You can still win.
I'm not mad that killrates have gone up. I'm frustrated that the game became even less beginner friendly overnight, and that the rampant tunneling and camping cannot be managed if you're not already decent at the game. (If I can't manage a chase for more than 15 seconds, I can't buy enough time for my teammates to do gens, and I'll need to be rescued again)
Also, pre patch, I was seeing a lot of killers saying "Survivors shouldn't just bum rush gens, they are missing the point, they are also supposed to search chests, and cleanse totems, make the game more interesting" when argumenting against "genrushing". But now, taking the time to do any of these things instead of gens is lethal for the team. And the same people are saying "Of course you should only do gens, now you actually have to play the game instead of gallivanting around the map".
So yeah, I do see your point, and I think you're right in that some people have all the tools they need to adapt and have games that feel just as exciting and fun as they were used to. But it doesn't change my frustrations over the game getting less fun for casual survivors, especially beginner ones like myself (who right now, pretty much only escape on the killer's mercy or against a first time killer).
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The idea some people have that casual survivors can adapt just as well as DbD streamers, is just as ludicrous as casual survivors thinking they can put on a streamer's build and magically become god loopers.
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Unrelated to the patch, but I had a Feng teammate running Sprint Burst and Lithe yesterday.
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@jayoshi said:
I use to play equally before the update. I now play killer a lot more. I'll do survivor if my friends are playing. Right now doing survivor tomes are such a chore.
Survivor tomes are so terrible.
I'm supposed to cleanse totems, but looking for one and actually cleansing it is pretty much damning the team because then gens aren't being done fast enough.
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I hadn't thought about it before, but do killers gain more points by hooking a survivor twice or is it pretty much the same as letting the survivor go from first to second hook ?
I often run Hex : Third Seal and a lot of survivors go on second hook from their teammates having forgotten where the hook is. (People talk a lot about Devour Hope and (old) Ruin as Hag's best perks, but Third Seal is utter chaos)
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As someone who runs Hex : Third Seal frequently, bubble is useful to make sure survivors at least get an idea of where the hooked person is even if they're blinded.
But as someone who also runs Kindred and is still surprised when killer comes at me, yeah. Fix the bubble.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/3097214#Comment_3097214
*user named "no mither enjoyer"
Alternatively : user named "d*e mad about it" or a variation of it. Usually comes with a flashlight as well.
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It's true that the games are in a sorry state in my experience on low mmr.
But I don't necessarily think different modes will help. First, what stops a killer who just wants to stomp from going in the chill mode ?
And what about chill swf ? I'm playing in a 2-man swf most times, but we're both new to the game and don't play well. I don't doubt there are even beginner 4-men swf. All swfs are not competitive. A lot play just for fun, and a lot are not that good.
I think seperating swfs from solo might do more harm than good.
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@VcatoV86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3097999#Comment_3097999
That's good to hear. I didn't notice it last week, but I have certainly seen it all too frequently this week. You are correct, though. The soft surrender is much more rampant. As others have said on this forum, if you don't want to play, then don't! I get when a match is bad or when you are up against your 10th slowdown legion in a row. You might feel like giving up. At the very least, though, try to help out your teammates and see if you can let them escape.
Except for a couple of suicides on hook, but really not that many, I'm lucky to mostly have teammates who give a shot at the game. It's maybe also because I'm at a pretty low mmr right now (started playing recently), so we get a lot of killer variety and I actually haven't seen a single Legion in 30 games, when before patch I saw a lot. I had never faced a Hillbilly/Spirit/Onryo/Artist before the update, maybe now some killers feel a bit less chained to their comfort zone and try new things. (I still haven't seen Twins though!)
Most times when someone on my team surrenders, it's when they're the last or next to last survivor, and if the killer spares, he spares them both. When the killer doesn't accept the surrender, surprisingly they often give a headstart to resume a chase, and the game keeps on like normal.
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3097965#Comment_3097965
You would be surprised by how many points you can get in a regular match. I was actually tracking my scores the other night and a lot of my matches I was escaping with over 30k bloodpoints, and this was without me running Prove thyself.
Once you are able to get a certain amount of skill at survivor, maxing out certain categories isn't too difficult to do on a regular basis.
They also upped the amount of bp you get from escaping. Instead of 5k you get 7k now, so that's kind of a huge difference. Just my opinion though.
You aren't supposed to be getting 40k points each match, you weren't getting 32k games before usually either. But now I'm usually getting at least an extra 2k bp that I would be missing out on before. That's the point of augmenting the categories, to get more points in the category you're forced to do.
Oh, I'm definitely not anticipating getting an easy 40k bps, or even 30k bps a match.
I started playing only a couple of months ago, so I'm still very green, and rarely get more than 13k if I die. Post-update, with all the tunneling and the fact that I'm almost always the weakest link and first to die, I'm lucky if I get 8k bloodpoints. I can't do totems for points anymore without dragging the team down either, so that's a loss as well.
Grinding as a survivor is an utter pain for me right now, and even though I know I won't get better without playing, it's very unrewarding (and frankly a bit discouraging) at the moment.
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@VcatoV86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3097957#Comment_3097957
Thank you for saying this.
You know, I kind of feel bad. I only provided an example as just that...an example. I wanted to generate a discussion focused upon survivor behavior since the patch. Because there are other threads about hook suiciding, running up to the killer/giving up, and DCing, my hope was to bring up a conversation about another thing that I have noticed frequently since the patch: survivors helping killers.
I personally haven't seen more survivors actively helping killers since the patch, but I've seen more people soft-surrendering and living on the killer's mercy. (Which, I mean. If the killer is okay sparing me I accept that and keep doing gens.)
Killers who have mercy or give hatch are much rarer since the update, in my experience, but should be appreciated for caring for the fun / rewards all players.
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True. Augmenting the totals is nice but if it's impossible to get to it, it's ultimately pointless.
Survivors especially can't get max points since the points are shared among all survivors that do certain actions (not every survivor can heal every survivor, chase the whole match, do all gens etc.)
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@Carth said:
What if she didn't feel he was camping and saw her teammate abandoning her to work on a gen until she bled out for hatch? Proxy camping has such a loose definition, is it crazy to think she thought you could have saved her?
Whether she realised he was camping or not (which, I mean, if killer downed her, he had literally no reason to f off to another part of the map), that doesn't excuse the bad manners afterwards, she still sold her teammate to the killer in spite even though she'd been rescued once.
Her anger should have been at the killer, not at the survivor who had already tried once to rescue her.
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As a beginner, I use it to get a sense of where I should run toward if I'm chased. Otherwise I just run around like a headless chicken, and that is not working very well haha !
I do agree that seeing breakable walls is annoying.
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The only time survivors and killers working together is fine is if the game is friendly. No grief to anyone.
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Urgh, denying the 4rth survivor a chance at hatch is really a d*ck move in itself in the first place, but that Meg was an a-hole to do that.
I've had a similar experience last week, a Mikaela kept crawling towards me with the killer in tow. She clearly got tired of the game, not that I blame her for being frustrated.
These killers are so entitled to their 4rth kill, the other day the same situation happened except my friend was the slugged survivor, and he just wasted the killers time crawling in random directions. We had agreed that he would bleed out and I would try to find hatch. I did, and in the postgame chat the killer was insulting me like crazy, so furious that I didn't come to die at their feet.