Hyd
Hyd
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1783752#Comment_1783752
People mainly complained about the Dream Transition period, which meant you had to wait 7 seconds before you could hit them (by default). However, you wouldn't be visible for the entire time, so good Freddy players would use this to mindgame the survivor by feeding them fake information when visible and going a different way when invisible.
Freddy had quite a different playstyle to the rest of the other killers, if you tried to play him like any other killer, his disadvantages were very obvious. However, good Freddy players that played to his strengths made him very capable.
Ah yes, I did notice this style of play in the videos I'd seen. The Freddy player was constantly laughing about how "they have no idea where I am right now" as he's right ontop of them and then eventually slashes them. It definitely sounds way more interesting to play that way.
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@ReverseVelocity said:
I think we should just add Old Freddy back.
New player here, mostly a Freddy main, and I've seen some old videos of Freddy gameplay and I like the method of having to pull a survivor into the dream with you compared to passive map-wide sleeping. Why was he changed exactly?
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I just started on PH so, only have 2 perk slots atm I think, but in my early games with him, it has definitely been tough so far. I know people say every killer is tough to play/learn early on but some are definitely tougher than others.
Hell, according to what I've read here, the consensus on who's toughest to play seems to land pretty squarely on Nurse, but that was the first Killer I committed to and I felt I got the hang of it really quickly and was ending games just as fast. It actually made me bored, it felt too easy, so I switched to Freddy, who I'd say is even easier than Nurse due to a great passive power which can keep survivors distracted and busy, plus traps. I haven't mastered him yet, far from it I think, but I enjoy his gameplay the most.
With my limited playtime on PH so far, it's not been easy. I've made a few clutch plays but overall he feels pretty sloppy, especially against higher 1-4 rank survivors (which I get a lot now it seems, despite being rank 14). I'm sure it'll improve once I get all my perk slots, so, I reserve judgement until then but the early game hasn't been enjoyable.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1783204#Comment_1783204
"i have no clue on any games that are on an xbox one or series x."
Then you really shouldn't comment on something you don't even understand. You clearly don't know the technicalities either so stop pretending you do. I never said I did, all I said was...
DBD is the only game where crossplay is required just to play the game.
Period end of story. The devs have all the power in the world to change that, and if they deny it they are just lying straight up because no other game does crossplay like this. BHVR is planning to force everyone into crossplay eventually, the writing is on the wall.
"I was polite, I was accepting and talked about how things seem to be with my knowledge on how platforms are determined and your only defense is dismissive and condesending so I decided to be that right back at you! enjoy your ignorance"
LOL what? No it wasn't. You posted a wall of text talking about something you no nothing about and I'm sitting here telling you what the devs said about why they did it is bull ######### because no other game does this. If the new COD can allow Xbox One and Xbox Series X to play together WITHOUT crossplay, DBD can too. They CHOOSE not to do it.
Gotta love how when I point out how someone is wrong I'm "dismissive and condescending". Wow. Some mental gymnastics there to avoid admitting you are wrong.
I'm convinced Freki simply has misread and/or does not understand what exactly you're talking about lol. I'd just write them off as a lost cause man, everyone else here seems to understand your points and what's actually being discussed just fine but, like BHVR, he's on another planet without a clue. 😅
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@ineedsleep said:
I have only been playing this game since august. I’ve managed to reach purple rank as a killer and green ranks as a survivor, so I play both equally. I’ve noticed as of recent my matches have been slowing becoming less fun.
If I decide I’m going to play killer, all I’ll get is toxic swf. 4 toolboxes, key, 4 flashlights, you know the deal. I want to get better as clown with my bottle throws, but these tryhards just have to make that impossible. If I bring NOED, I just get called a baby and to “git gud”. If I bring non meta perks and play fair, I just get genrushed, making it harder for me to pip. Don’t forget they ALL HAVE TO BE RANK 1 IF I DIDN’T MENTION THE BUSTED MATCHMAKING.
Now let’s say I want to play survivor. My luck doesn’t change one bit. I get rank 1 nurses who sweat more than usain bolt in a race, or I just get babies who tunnel and camp me because they can’t understand how to play the game yet. Don’t get me started on the stupid teammates I have to deal with too. I was playing with my brother against a plague on lery’s, and this red rank Steve cleansed EVERY. TIME. I was just done with that match, and started considering if I should just give up on this game as a whole. It’s a lose-lose situation no matter what side I play on. Any tips on how I can deal with this awful luck? Much appreciated.
It's a mindset thing, and it's easier said than done, but you just have to find a way to not care as much lol. Play the game and accept that whatever happens isn't truly that big of a deal and queue up for the next match.
Granted, I've only been playing a month so I'm not as high rank as you but, you know, because of the matchmaking, I've still had a overly unfair share of games against much higher ranks and had my ass handed to me. Last night in fact I played a high rank Nurse and I think it must have been a world record how quickly that game ended. It could not have been more than like, 3 minutes lol. It was so embarrassing, I wish I'd recorded it, but even then, with such an easy stomp on my team, it was still somehow hilarious to me. I hopped on Freddy and tormented some survivors for a bit and felt better.
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@kaeru said:
I'm a killer main but I play survivor for challenges. As killer I don't care about anything survivors can have against me. SWF, OoO, keys, Teabags and Clicks, any sort of BM. It's never make me mad. As survivor I don't care about camping, tunneling, slugging, incompitent or selfish teammates. It's not nice but it never makes me mad either. I understand and accept all of this things.
But one thing make me hate killer player personaly is a mori after first hook. This is ridiculously scummy. It feels so unfair. Why devs allow this to be in game? Keys doesn't feel so unfair because survivor only can escape when they amost lose or when game almost ended. But first hook mori ends the game right from beginning. How do I suppose to have fun when I lose at the game start? What should I learn from game like this? Don't get downed twice? Be a god tier looper? Hook stages is a valuable resource for whole team. Get rid of one player at 4 gens left and it's unwinnable for survivors, unless killer is potato.
Never thought I will make a rant post because there is no such things in this game that make me feel this helpless. Most killers don't use mori because they want to play a normal match without survivors disconnect or suicide on first hook. And it's not realy healthy for the game to have such things.
Good on you, truly, for having the mindset that you do because it seems pretty rare around here for people to be able to set aside their emotions when it comes to tunneling, camping, etc. People absolutely lose their minds over it.
Personally, I only do a Mori if there's a challenge for it, otherwise I play normally but, are mori's really that common in your experience? I've been playing a month now and I don't think it's ever happened to me yet. I've only done it once (as mentioned, for a challenge with Nurse).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1783309#Comment_1783309
Yeah, this is probably a healthier way to look at it.
I mean, if they killed one person already, even if their logic is to get you to farm or avoid being steamrolled I mean....you can choose to be steamrolled? I would be quite happy if he let 3 people farm, it just would suck if I was the one he killed. It's not that much different then when I am playing as dwelf, quite often it gets me tunneled but sometimes a killer will kill all 3 of my friends, and then let me farm some points and let me go JUST because they like my costume.
My three friends don't throw a fit because he let me go but killed them, they usually just laugh it off.
I think the big problem is less to do with pips or such imo, but rather if you kill one person in a SWF and try and farm with the rest; it's more likely to make it HARDER to farm not easier, because your buddies are going to be like "This takes too long and we wanna get back in game with our friend" and just kinda rush to die on hook or something.
In general though, it's not different from a normal game, and you are given a choice to farm or play normal so no one is being held hostage. I don't agree with that behaviour myself; but tbh I've also never had a killer do that and then try and farm before, so it's not even that common of a thing; I've only heard about this strategy before I've never actually had it happen in game even once yet.
Yeah I can understand it sucks if you're in a team and end up being the 1 person killed having to sit out the rest of the game, but, as you mention, this happens in normal games too. Sometimes you just find the weakest link, sacrifice them and then legitimately have trouble with the remaining 3, which could end up looking like farming. Even if it is farming, 3 people can finish the game pretty quickly when left to do as they please, so the one dead person can be reunited more quickly this way I'd think, or, they can give themselves up to the Killer. I've had this happen to me, where I downed and hooked 1 person, trapped the sh** out of the hook and so they never attempted a save. That 1 died and then the rest just rushed me, circling me like sharks lol. Since I'm still pretty new to the game, it came across as very strange gameplay and I didn't understand it but 1 by 1 they all wanted to die and re-queue for a new game. So, I think if you want to get out quickly, it's not too difficult to signal the Killer to just end things.
Personally, I don't farm ever. I play for the fun of it, not the points, the points are just a bonus. If I'm gonna be nice, it's usually when there is 1 or 2 gens left and 1 survivor left where I'll decide to let them go or not (depending on the gameplay of course - if they were cocky and teabagged and such, then there's no mercy). I have this opportunity fairly frequently though and most of the time, even when I intend to allow a friendly escape, the remaining survivor is an ass that's just waiting by the hatch for me to come by so they can get one last teabag in before jumping in. -_- Oh well.
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To be appealing I think it'd have to involve a little more than just 2 Killers slashing at each other but I'm with you in that I feel the game could use a new kind of mode to spice things up a bit. Only problem is the dwindling player base would not support even 1 other mode at this point as it splits the pool of available players and drives up already semi-slow queue times.
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@DwightFairfield said:
Survivor main here, I've noticed in most of my games the most common way my team loses a game is because they all rush the hook at once, allowing the killer to slug each survivor one after another.
If it was for the points it's understandable but no one seems to have a plan going in, "no one brought BT and the killer is 10 meters away, so it's safe to unhook, just pray they have decisive I guess."
Bad plays like this tend to lead to toxicity. The end game chats are filled with claims of camping or tunneling and whatnot, but what was the killer supposed to do? Watch everyone run away and give them a head start?
You can't make a stupid play and then be mad when it doesn't work out, and you especially can't blame the killer for taking advantage of your play, because their job is to literally take advantage of your plays.
Can we just stop doing this? Wait at least until the killer leaves?
What is the thought process?
"The end game chats are filled with claims of camping or tunneling and whatnot, but what was the killer supposed to do? Watch everyone run away and give them a head start?
You can't make a stupid play and then be mad when it doesn't work out, and you especially can't blame the killer for taking advantage of your play, because their job is to literally take advantage of your plays."
Oh. My. God. Are you a real person right now? You better take your common sense and logic and GIT! That's not welcome round here!
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@Ryan51090 said:
https://forum.deadbydaylight.com/en/discussion/comment/1775854#Comment_1775854
I don't really buy the challenge aspect of it. If the killer has a challenge to kill a survivor, then play a normal match. If there challenge is like you said and they need to damage x amount of generators and they want to farm to get it then farm the entire match. There's no need to play normal then halfway through decide to farm.
I mean...is this really that big of a deal? There are so many reasons the Killer might have for playing the way they did, and everyone on these forums, Survivor mains or Killer mains already has to suffer the many unofficial "rules" that everyone wants everyone else but them to abide by in a game - "don't tunnel!" "Well then don't gen rush!" "Don't slug!" "Well then don't swarm me when I'm about to down and carry someone!" and now "Don't play normal for some time and farm the rest?"
I've only been in this game a month and amount of whining and complaining about how people play is astounding but maybe that's just because this game is a few years old and the majority of the player base consists of veterans with years-worth of built up salt.
Let people play how they're gonna play, and instead focus on changing your mindset about it, and the game in general. I get camped, I get tunneled, I get teabagged, and none of it bothers me a bit. It is what it is. Learn to accept it and move on.
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@Healthore77992 said:
If you had to guess, who would it be?
For the Doctor Who fans out there, I recently posted this concept for a Weeping Angel killer:
@Hyd said:
https://us.v-cdn.net/6030815/uploads/319BUP7ULA3H/a-weeping-angel-in-blink-e1366230985838.jpg
Background:
I'll just give a brief overview as it will relate to DBD, but full details on this character as it's known in the show can be found here: https://en.wikipedia.org/wiki/Weeping_Angel
The Angel takes the form of an angelic stone statue covering their eyes while observed by someone (as if crying/weeping) and appears frightening like a vampire when attacking someone (see above pic). Weeping Angels can't move when being observed by someone but as soon as they are not being observed, they can move incredibly fast, almost as if teleporting. If they are allowed to touch/attack someone, they can send them back in time. They do this because they require a special energy to sustain themselves, and this energy is left behind by someone who gets sent back in time. Absorbing this Temporal Energy powers additional abilities outlined below. Angels don't merely exist in their physical form - because they are quantum beings, any visual representation of them can be manipulated to their advantage (i.e. a picture, a video, and even a mental image in someone's mind can come to life as a fully-powered Angel). Angels can also manipulate electronics to an extent, such as turning off lights in a room so a victim can't see them.
Movement Mechanics:
When the angel is being observed, they turn to stone and cannot move, but when unobserved, they appear normally (i.e. they lose the stone look) and can nearly teleport around at great speed, at all times covering their eyes, appearing as a very fast moving blur. This will be a completely new mechanic for the game so, how will it work? What does it mean to be "observed?" And how fast of movement are we talking here?
- Observed and Unobserved states: The Angel is considered to be Observed if any survivor is within physical line-of-sight of The Angel, AND, The Angel is within the survivor's camera view. The Angel is considered Unobserved if either of those qualifications is not met (additionally, the Survivor cannot being reparing/cleansing/healing/etc, as one cannot focus on doing those actions and also simultaneously keep an eye on The Angel). There is a distance limit as well, but it is quite generous. So, for example, if a Survivor is hiding behind something and using the camera to look around a corner or over some obstacle, The Angel will not be frozen because the Survivor doesn't have a physical line-of-sight on them.
Note: If this sounds like it can easily be exploited by just designating a Survivor to stare at The Angel and do nothing else the entire game, The Angel will have additional passive abilities to discourage this (see "Passive Abilities" section further down).
- Movement: While Unobserved, The Angel will have an impressive 10 m/s movement speed, greater than The Blight while rushing, and appears as a flickering, distorted blur. While Observed, The Angel turns to stone and cannot move at all.
Passive Abilities (some of these may end up better as perks, but for now...):
As this is not a typical Killer, The Angel will require some special passive abilities to level the playing field and bolster what would appear to be her primary weakness.
- Stone Sight: The aura of any Survivor currently observing The Angel is revealed to The Angel for the duration and continues for 1.5 seconds after they stop observing.
- In Your Mind's Eye: Staring at The Angel for too long begins to form a powerful mental image of The Angel in the Survivor's mind, which gradually manifests as a physical Angel clone within 5m nearby ALL Survivors that are observing The Angel. The Angel clone takes 6 seconds of observing by a Survivor to fully form, and when complete, The Angel can choose to instantly inhabit and take control of any clone, leaving a husk of itself as a clone where it stood. Any clones not controlled by the The Angel will notify The Angel when a Survivor looks at them, and reveal their aura for as long as they look. If not controlled by The Angel, clones will crumble to dust after 45 seconds. Alternately, The Angel can choose NOT to control a clone, and instead let out a bellowing shreak that emanates from the clones as well, causing any observing Survivor to look down in fear, giving The Angel a chance to escape.
Note: The 6-second observe time to form a clone does not need to be uninterrupted observation. If a Survivor looks away for a period of 4 seconds, the observe time will reset to 0, but if they look again before 4 seconds have passed, the observe time will continue to accumulate. This should hopefully counter any Survivor exploit intended to hold The Angel in-place without making any clones, either solo or with a coordinated team. As an additional defense against exploitation from Survivors who think they can escape by looking away and then looking again over and over very quickly, so as not to build up the observe time too quickly but still hold The Angel in-place, each action of looking away and then looking instantly adds 1 second to the observe time, so it becomes better to just keep looking and let the clone form or just run away.
- Stone Cold: The Angel does not have a heartbeat, and thus has a very small Terror Radius but can be heard moving about from a decent distance (sounds like a bunch of stones and pebbles being ground against each other) .
- Lights Out: Downed Survivors are terrified with fear and cannot bear to look at The Angel in order to stop her from picking them up or carrying them. They may still wiggle free though.
Power:
The core power of The Angel (and Weeping Angel in Dr. Who) is sending people back in time, so I'd somehow like to come up with a version of this that works in-game - how to implement such a power?
- Touched by an Angel: A 3-tier power which enables The Angel to send someone back in time with a successful Power Attack hit. Each tier is achieved by building up your Temporal Energy, which is done by successfully hitting players with the Basic Attack. The Angel begins in Tier 0, the default state with no accumulation of Temporal Energy, and a Power Attack here has no special properties, but it only requires 1 hit's worth of energy to get to Tier 1 and start sending people back in time. Upon being Power attacked, the Survivor is sent back in time by 5/10/15 seconds. Once Tier 3 is achieved, there will be a 60 second regression on the power before resetting to Tier 0.
Power Details (what does it mean to be "sent back in time?"):
There is some give and take here with this power in that it can benefit the Survivor in some cases, and benefit The Angel in others. Being sent back in time will do several things, including:
- An instant physical re-position of the Survivor to where they were X seconds ago
- A restoration of any status effects the Survivor had X seconds ago
- A reset of progress made on repairs, healing, etc to wherever it was X seconds ago (including completed generators and totems)
- A reset of any breakables if they were not broken X seconds ago
Some example scenarios:
- (Assume Tier 1) The Angel comes upon a Survivor repairing a generator and whacks them immediately, the generator was at 50%. Since the Survivor was repairing the gen 5 seconds ago, they aren't physically re-located, but the generator reverts back to whatever progress had been made at that point.
- (Assume Tier 2) The Angel uses a Basic Attack on a full health Survivor, injuring them, then follows up with a Power Attack. The Survivor is physically re-located to where they were 10 seconds ago, AND, since they weren't injured then, they are back at full health status.
- (Assume Tier 3) (This is one of the more interesting scenarios imo) A hooked Survivor is pulled off the hook by a team mate. After a brief chase (less than 15 seconds), The Angel catches up and whacks them with a Power Attack, sending them back (you guessed it) on the hook, with the hook progress being whatever it was at the time. (keep in mind that because this is Tier 3, The Angel only has this Tier for 60 seconds, so, pulling this off should be pretty hard considering everything else The Angel would have to deal with).
Perks:
- Blind Obsession: Survivors that enjoy looking at The Angel a little too much will eventually become blinded by the sight of one. After 5/4/3 Angel clones are created by a given Survivor, the next time that Survivor sets eyes on The Angel, an Angel clone will take only 2 seconds to manifest, and if The Angel takes control of it, the Survivor is completely blinded for 2 seconds and cannot freeze The Angel. The clone count for that Survivor resets after The Angel utilizes this perk.
- Voices of the Dead: The consciousness and image of any Survivor that is sacrificed (or killed by other means) becomes available to The Angel as an apparition to use for their own purpose. 1/2/3 apparitions (for each dead Survivor) can be placed around the map like traps that will scream when another Survivor comes too close to them, revealing the aura of the Survivor. Apparitions can be destroyed without alerting them if a Survivor crouches over to disable them.
- Temporal Shift: While The Angel is frozen in-place by a Survivor with Tier 3-worth of Temporal Energy, complete 4/3/2 Great Skill Checks immediately one-after-another in order to send the observing Survivor(s) back in time by 4/6/8 seconds. Succeeding all Skill Checks consumes 1.5/1/0.5 Tier's-worth of Temporal Energy. Failing a skill check will consume 2.5/2/1.5 Tier's-worth of Temporal Energy.
Mori Offering:
- Kiss of Death: The Angel stands over the Survivor who is face down, grabbing the back of their head with one hand, and violently gouging out their eyes with the other hand. The Angel then flips them over for a kiss, completely absorbing their Temporal Energy, turning them to stone and then bursting them into dust with a crushing stomp.
One final thing...
Quantum Realm: The Angel's own "timey-wimey-wibbly-wobbly" realm (similar to Spirit, Freddy, etc)
This could probably be utilized for a number of things, and initially I didn't think it'd be necessary until I got to the very end of this post and thought to myself, "Wait, if Survivors can freeze The Angel, how will the act of carrying a Survivor over to a hook work if other Survivors are watching?" My only way out of that predicament was to include a Quantum Realm for this Killer where The Angel can be safe from being frozen while carrying a Survivor. There may be better alternatives than this (for example, we could implement something similar to Pyramid Head's cage mechanic) but this is what I've come up with so far hehe.
Conclusion:
Obviously, any of what I've come up with - the abilities themselves, any of the numbers I've set for things, etc - is all just a starting point and up for alteration for whatever reason (i.e. too OP, not powerful enough, etc). It's really hard to know just how something will play and how fair or unfair it might be just simply listing these things out as text, so, I tried my best!
I think this Killer would be pretty frickin cool and different from anything else. Actually, there are lots of characters from Dr. Who that would make great and interesting Killers in DBD ("The Silence" comes to mind...).
Any feedback is appreciated!
Doctor Who actually has many great characters that would be perfect as Killers here but this one in particular brings an opportunity to really shake up the typical gameplay strategies.
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@C3Tooth said:
Jump scare = surprised by something happens so suddenly.
- Killers emits 32m terror radius makes survivors know them coming from long distance. Except for stealth killers
- While survivors can hide then suddenly drop pallets
This game survivors jump scare killers more than vice versa
You're the fun one at parties obviously 🙄
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1775613#Comment_1775613
I'm still relatively new myself. To put this in context, there are Players (and Posters) here that have been around since 2016. I've been around perhaps a little over three months. I ran into the same things you are now, but I can promise you things get better. The game has a steep learning curve. But once you get a few things down (and you will) many of the things sucking the fun out of it for you will vanish.
You might decide this game isn't right for you, and that is ok too. I'm just saying not to get tilted or discouraged. Some things are ridiculously hard. Otz has a great video on how not to let this game get to you. I do suggest finding it on Youtube, but in summary he says that the best way not to get tilted in a match is to be working towards long term goals. Don't set any expectations for the match you are in; just play your best and laugh off the adversity. Take pride in the little victories. They will become more and more frequent.
The ridiculous, silly goal I set for myself was to only play Myers as my Killer from zero to hero. I would not play any other Killer until I got him to Rank-1. With that as a long term goal, I took each curb-stomping I experienced in stride and learned what I could from them. I also played a lot of Survivor (although I haven't set a goal like that for my Survivors yet). Playing both sides gave me a lot of perspective and probably helped me get better as a Killer. I am not exaggerating one bit when I say that I felt exactly the same way you do for the first couple of weeks. It shall pass.
Very good advice. I'm approaching the 1 month mark for me so, pretty new but am enjoying both sides of this game.
To the OP:
Pretty much anything anyone suggests here is going to be an "easier said than done" sort of thing for you.
Example:
How to not get tilted? Well, learn to relax and stop caring so much!
Easier said than done, right? I know, but life in general is just way easier and nearly stress-free if you can train yourself to just not care so much, or more generally, not take anything too seriously. This doesn't mean never taking anything seriously, it just means knowing when it's appropriate and beneficial to take things seriously, and when it's not appropriate or beneficial. If something is stressing you out, it's not beneficial and you need to make a change of some sort. Stress is a literal killer, it ages you.
As far as the game is concerned, my very basic suggestion is to try and enjoy the little successes. Try not to apply so much importance on "winning" with a complete 4 person escape and learn to be content with simply making the game harder for the Killer - repair some gens, cleanse some totems, be ready to swoop in for a sweet save pulling your buddies off hooks, etc.
This won't be an overnight change in mindset but with practice, you'll get there. Also, if you don't play Killers much already, swapping back and forth really helps to even out the emotions a bit, and, will give you insight into various Killer strategies which you can then know how to counter later as a Survivor.
Hope this helps :)
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@Zaytex said:
I don't know why but I'm seeing them more and more recently, just had a P3 Nurse tunnel me off hook till I was dead and even with DS, there was nothing I could do.
Dead in 2 minutes, what a fun match.
What's the point of this game again? For Killers to try and kill, and for Survivors to try and survive, right? How that happens shouldn't matter. Killers have lots of tools/strategies to make life sh*tty for Survivors, and Survivors have lots of tools/strategies to make life sh*tty for Killers - it goes both ways.
If you're getting tunneled then you failed one of your primary goals in the game - avoiding detection, and if detected, winning the chase. You failed. It doesn't matter what the reason is - oh you didn't bring the right perks, or your team sucked and gave you away, or the Killer you faced is OP, etc - the list goes on and on, and Killers have to deal with it too when things don't go their way. It doesn't matter. Do better next time.
You don't like if a Killer kills you too quickly? You'd rather they spread the hurt around to everyone? Well Killers probably don't like it when you finish a gen super quick rather than everyone going their separate ways to spread out the repairs. You can come up with dumb rules all day and there will always be a counter to it, and always people who will STILL complain even if everyone played by those rules, because there is always something to complain about.
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@TwistedJoke65 said:
Does anyone else think that the killers are a bit loud on the killer end. Like don't get me wrong, I don't mind some Michael Myers ASMR breathing, or demos hulking feet, but when I'm looking for a survivor they get a bit annoying.
I get it being loud on the survivors end cause of the scarieness and such but can we turn em down a bit for the killer players
Haven't played as Demo yet but watched some videos and yeah, that guy is definitely too loud. I'm a fan of options so I think giving the option to adjust the Killer sounds would be great. It is possible though that the Devs could see these sounds as part of the balance for a given killer though...like they made Demo or certain others louder than usual on purpose, as a way to make it harder for the Killer to hear around them as a form of balance.
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@Jay_Whyask said:
I'm going to try to be as polite as possible when I say all of this. Unbind your crouch button, if you're not being chased you should be repairing gens, if the killer is glaring at you hard enough so see the whites of your eyes running is better than hiding, you don't need to unhook somebody 3 seconds into their first hook each phase of the sacrificial process is 60 seconds long, if the killer is camping doing gens is better than immediately trading hooks, stop wasting your DS, stop complaining when the killer does even moderately well, if you're being camped trying to unhook yourself is literally the worst thing to do in that situation, if you get farmed yell at your teammate not the killer, if you're solo queuing use bond or kindred you need to know where your teammates are.
Mere words cannot describe how frustrating it is seeing rank 1 survivors play the game like they just installed it.
Can't believe no one has said it yet but, if this is such a problem then you should try and make some friends to play with so you don't get stuck with baddies. You're just playing russian roulette with the matchmaking right now and there's no way you're going to force some randoms to play the way you want them to. They could be a boss red rank just wanting to play casually for a night, or maybe they took a break for a while and came back rusty, or they're starting fresh on a new character, etc, etc - whatever their situation or reasons, you can't control or influence their gameplay so, either chill and accept it or make some friends.
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Still pretty new to the game so am far from knowing what's best or even what all is available to me either as Killer or Survivor.
As Killer though, I've found myself preferring perks which notify me where people are (so, the Crows one, trap enhancement perks, etc). Some perks I am totally against are any perks that are geared towards giving me any help once the gates are opened. I figure if survivors have gotten that far, they deserve it and I'll clean up whatever I can on my own from there. I don't care for any end of game advantage like blocking exits or seeing all auras, so I prioritize my perks to support me in hopefully ending them before they ever get that far and if I can't, then, they played well!
As Survivor, I'm playing Dwight currently so I prioritize any team support perks and add-ons. I don't have as much experience on Survivor though so haven't acquired any top tier stuff yet.
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@Heartbound said:
Normally I'd go to feedback and suggestions for this but I'm lazy.
You know what I wanna see? A killer that gains strength and moves (much) faster the more you look at him/her/it. Including when you see its aura.
They haven't done that yet and I think it would be a neat way to turn things on its head.
Know what this makes me think of? The Silence, from Dr. Who.
https://www.doctorwho.tv/explore/the-silence/
Not an exact comparison to what you suggested, but it's close in that it's an entity you can't make eye contact with.
Alternately, also in Dr. Who, there are the Weeping Angels which you HAVE to keep within your sights.
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@Heartbound said:
Normally I'd go to feedback and suggestions for this but I'm lazy.
You know what I wanna see? A killer that gains strength and moves (much) faster the more you look at him/her/it. Including when you see its aura.
They haven't done that yet and I think it would be a neat way to turn things on its head.
Know what this makes me think of? The Silence, from Dr. Who.
https://www.doctorwho.tv/explore/the-silence/
Not an exact comparison to what you suggested, but it's close in that it's an entity you can't make eye contact with.
Alternately, also in Dr. Who, there are the Weeping Angels which you HAVE to keep within your sights.
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The two things I see more people whining about than anything else are, tunneling and camping, so, even though I don't personally care about it, the devs should probably address it in some minor way, and 100% don't mind if they do. My thoughts in general on this are that tunneling and camping only happens when you have 1) a griefer, or 2) an inexperienced new player that doesn't know any better, so, there's only so much that can be done.
Personally, I don't think there is much that can be done to stop a griefer as they won't care about any penalties for whatever they're doing (unless the penalty outright makes the killer unplayable while doing it), so, that's a tough player to counter. New players will eventually grow out of the tunneling the camping strategy. As they gain more experience, they'll eventually learn tunneling and camping is not in their best interest as it wastes a lot of time, and in addition to wasting time, camping is also super boring after a while. I've been in their shoes (new player of almost a month now), and with a lack of experience, perks, not knowing the maps, strategies, plethora of perks and add-ons, etc, this game was pretty overwhelming for a few days and at times I felt forced to camp as it was the only way to get a kill, but, I pretty quickly grew bored of it.
So, what can be done?
For tunneling, I think an obvious deterrent might be a passive debuff called "Tunnel Vision!" It's all in the name basically. This will be a debuff that gradually reduces the Killer's FOV the longer a chase goes on. So, basically, the Killer is going to have to call off the chase because they're not going to be able to see very well at all. Now, the devs would have to somehow be able to distinguish between actual tunneling happening and the killer simply being within range of survivors for a long time - you wouldn't want to punish the Killer for legit being near survivors and just not being able to find them, or, for doing other things like kicking gens, laying traps, etc. So, I'm not sure how exactly they'd regulate this debuff to account for all of those situations, but I'm sure they could come up with something.
For camping, lets come up with another passive buff/debuff, this time in relation to the hook and call it "Dead Focus" - the Entity requires peace and quiet to focus on sacrificing the hooked survivor, and thus while the Killer is within a certain radius of the hooked survivor, the hook progress is greatly slowed, and when outside that radius, the progress is sped up slightly. In addition to this, if the Killer remains, the Entity begins to force them away with another debuff, we'll call it "Obsessive Devotion," which results in visible and audible distress on the Killer, who suffers bloodshot eyes (pulsing red haziness and veiny vision on-screen) along with an increasingly loud heartbeat, basically making it difficult to see or hear around you until you leave the radius.
These aren't perfect of course, but just starting points that I think could be workable. I think to solve the tunneling and camping, you have to implement something that will make those strategies unplayable (this helps against griefers), and, makes it obvious why it's happening (so that newer inexperienced players aren't confused when it happens and can learn how to play).
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I've only been playing a month and I really like the game overall so far. I haven't had enough time here yet to have built up such strong dislike of or frustration with various aspects of the game but, no matter, the devs will need to make some drastic changes to maintain the playerbase here once Back 4 Blood comes out...
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@TransverseCaster said:
There are like five perks that support anti-tunneling right now. Come on.
The problem is some people feel they shouldn't have to run anti-whatever perks to counter whatever they don't like. They apparently want a one-size-fits-all perk loadout for themselves that is at all times better than whatever the Killer's loadout and strategy is.
The tunneling and camping whiners seem to ignore the simple fact that there are NUMEROUS perks/strategies that a killer can use to frustrate and annoy survivors, and also, that survivors can do the same thing to killers!
Your job as a survivor is to evade and get away, and the killer's job is to find and kill you. If you're getting tunneled, then it's because you failed to evade the killer, and that killer feels they have a chance at getting you. Some survivors apparently don't like it when killers chase them too long? C'mon... This game is ABOUT the chase. Get over it. You don't think Killer's get annoyed when being outskilled at a loop? Or spinning themselves like crazy with a mouse to avoid hits? I've not even been playing a month yet and I've experienced it all.
I'm not against penalizing tunneling or camping either. Go ahead and do it because I doubt it'll change anything. The only people really doing it are 1) griefers, and 2) inexperienced players because they don't know any better.
Penalizing these strategies won't affect griefers because they're not in it for the points anyway. Inexperienced players will only do it for a short time until they eventually learn they end up wasting a lot of time doing it, and so they'll try other strategies.
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Honestly kind of lame that the community is so used to being deprived of special events in this game that we resort to begging for a simple winter themed menu.
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I don't think this alone would make a difference with this particular issue but it, along with other changes, I think could eventually work out.
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@DaKnight said:
Leatherface usually fills me with dread when I see one because I know my team is going to be absolutely slaughtered if they are not good at looping. I guess that's the same with Nurse / Spirit but they are slower and can be easy to hide from; and the level of demolition done to a bad team isn't as fast or dramatic usually.
Hag traps give me a big jumpscare in the early game before I know it's a Hag.
Micheal Myers has the best jumpscares for sure, just because he is so huge. A ghostface M1 doesn't really jumpscare me, turning around to see Myers stalking me from a few feet away usually does.
The prize goes to Pyramid Head though. His terror radius music is scary. Stepping across random trails when there are only 1-2 survivors left is always terrifying to me, especially if there is a mist offering or something to go along with it and you immediately hear the music approaching.
First game I had against ol' Mikey Myers, he totally scared the crap out of me while I was on a gen. I was trying to be watchful with my camera and a skill check came up, so I stopped the camera to do that, and when I swung it around behind me again he was standing nearly ontop of me, just...watching... 0_0 Then another skill check came up, which I biffed, and started running lol.
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@cosmicvolts said:
Would anyone else like to see a feature where you’re able to buy the choices that are at the outer web of the bloodweb as long as you have the bloodpoints. You just go to the last choice and automatically buy the choice(s) that lead to that item instead of having to buy each one individually. I think this would make leveling with the bloodweb and getting items a lot quicker. I know in the instances where there are multiple pathways to that item you could just slide your mouse or joystick in the direction of the pathway you want to purchase if that makes sense.
I don't know about specifically allowing that, but, considering the age of the game, the Bloodweb probably does need an update to allow for faster progression so that newer players (or just in general anyone on a new character) can get up to speed more quickly. It'd be no different than long-lived MMOs which help new players speed through (or skip completely) old content so they can get to the newer content and endgame faster, which is where the majority of the waning playerbase resides. Same concept here.
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LOL, yes, 100% yes, that's great. I mean, even the sounds alone would be great if the animation side of that would be too much work.
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The Killers in my matches are honestly pretty well varied overall. I'm a new player though so, that says something, but in my month of playing, I've only faced Freddy once and that game made me want to play as him lol. Spirit, once. Mikey, once (and he scared the crap out of me stalking me while I was on a gen lol, props to that guy).
I think the most I've seen is Huntress, Doctor and Trapper.
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@DwightFairfield said:
They're things that a killer can do, but they shouldn't be viable nor should they be promoted as playstyles to such an extent that perks need to be designed to counter them. It's aggravating and practically uncounterable because eventually you are going to die and you can not do anything about it. I'm not saying they should be bannable offenses but they should at least be frowned upon enough for Behaviour to do something, anything really, to fix the issue.
A Killer's goal...is to kill, and your goal...is to get away. That's it.
If you're getting tunneled, then no matter the killer's intent (whether they're a griefer or just inexperienced and don't know when to pull off you) you're failing at getting away. If you're being camped, then you failed at getting away, and even as crappy as a strategy like camping is, it only takes a second for a survivor to swing by and pull you off. Compared to the much larger time investment the killer had to make with chasing, downing, and carrying you to a hook.
In my first few days as a Killer, my lack of perks and general inexperience with the game made me feel forced to fall back on camping for some of my kills. Even then, there were plenty of moments where people pulled off saves, sometimes solo, and other times as a group with some impressive flashlight work and other strategies. It IS counterable, if you have the right team, and the right perks/add-ons/etc. Part of the problem is, even if you see a certain Killer strat being used, or you realize what their perks are, you can only change your strategy to counter them, not your own perk/add-on setup. So, you're stuck with what you have for that game, but, that applies to Killers too, so it goes both ways.
Even with all of that said, I wouldn't be opposed to implementing certain penalties for tunneling or camping. I don't think it'll change much though because, if you're tunneling or camping, you're either a griefer or inexperienced - penalties won't alter a griefer's behavior in this case and inexperienced players should grow out of those strategies anyway. I did. Camping is boring, and tunneling (along with camping) wastes time you don't have against better survivors.
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@bubbabrotha said:
Say your controversial opinions about game balance. No sugar coating. Ill start.
I use moris because they are fun. I know they aren't balanced, and I don't care.
I don't use keys because they aren't fun for me. Unless the killer is right there, and its a narrow hatch escape, keys aren't rewarding.
I play the two killers that are (imo), probably the top two easiest to play that are also deadly all the way from their low tier to high tier perks - Nurse and Freddy.
I started with Nurse, which the majority here seem to think requires some godly amount of skill and investment of time to learn but, after a few games of whiffing blinks here and there, I eventually got her down pretty well. Whiling learning her, I was also still new to everything else - I didn't know the maps, the strategies survivors use, I knew jack-sh** about perks and add-ons and offerings...yet still was wildly successful with her. I think that speaks to her deadliness, even in the hands of a noob. I got all purple perks on her now, not even a single one of them being what those here would consider to be her top tier meta perks, and even so, I was winning too much with her and it became boring, so...I moved on to Freddy!
Freddy in particular I just like as a character, but as a survivor, I played against him one time and that game made me want to try him out. I particularly like his passive ability of putting everyone to sleep and causing them to have to deal with that aspect while also repairing gens. Ontop of that, placing traps on the go? Really helps shutdown the looping. I'm still stuck with green perks on him but, in my experience, compared to Nurse, I've been doing a lot better with Freddy early on than I did with her. Possibly just because I'm overall more experienced by the time I started with Freddy but could also speak to his deadliness at low level.
My playstyle for Nurse: Obviously, shut down the loops by blinking through whatever is between me and the survivor. I love playing the juke back and forth game with survivors for a few seconds, getting them into a rhythm before I teleport over and slash them. I've had so many cocky little survivors taunt me as Nurse and then get downed with a crisp blink and slash - it's very satisfying.
With Freddy: Traps-galore! I place them everywhere - on the generators, around hooked survivors, obviously in loops once I'm in a chase with someone. I've gotten numerous hate mail while playing him from people accusing me of camping when really, even when I'm out hunting, his traps combined with the perks I run just allow me to be extra aware and informed about where survivors are and what they're doing. So yeah, I run back to the hook where a survivor attempting a save is screaming their head off running through my traps, and I clean up. Just good defense is all. :)
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1763567#Comment_1763567
That will definitely add to their rapport with the players. Blatantly lying. Isn't this transparency what we want?
And people like OP can avoid the game all they want during these tests, but if it actually contributes to the game functioning better, I don't want to see them in the winners circle at the end.
What rapport is there to ruin if the public doesn't know about it? If you think this doesn't actually happen in games (or really any software), you're mistaken. Patch notes notes are intentionally left vague for a variety of reasons. Companies wanting to test new features (or a removal of features in this case) that they know the public might b*tch and moan about merely end up as "Patch x.y.z - bug fixes and stability improvements" - uh huh.
Besides, the goal here is to improve the game, and to do that, they'll need accurate data, which, by telling the public, they've guaranteed will not be as valuable. It's only a few days, and would have gone unnoticed by most anyway imo. There are much worse things to lie about (see: Bungie w/Destiny)
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@redsopine00 said:
I’ve legit just looped a single killer with noes around Macmillan on the ironworks of misery building for 5 gens and made it out the gate easily should I feel proud of it or not
Sounds like a really boring game for both of you. And I'm not knocking you for it either, just a generally statement really. As a survivor though, I would not have kept that up for that long, and as a Killer, well, obviously they were inexperienced, but holy cow were they committed lol.
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Lets just take away all abilities and perks and features of the game. Ditch the fancy maps with all their details and put everyone on an empty, flat plane, no fog, no plants of any kind, nothing but the bright shining sun above, with all generators and players clearly visible and just make it a chase game with nothing interesting.
This "skill x is a crutch because y" comparison can be done with literally anything in the game. Everything can be a "crutch" in some form so, it's really not worth complaining about.
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Pretty much anything anyone suggests here is going to be an "easier said than done" sort of thing for you.
Example:
How to not get tilted? Well, learn to relax and stop caring so much!
Easier said than done, right? I know, but life in general is just way easier and nearly stress-free if you can train yourself to just not care so much, or more generally, not take anything too seriously. This doesn't mean never taking anything seriously, it just means knowing when it's appropriate and beneficial to take things seriously, and when it's not appropriate or beneficial. If something is stressing you out, it's not beneficial and you need to make a change of some sort. Stress is a literal killer, it ages you.
As far as the game is concerned, my very basic suggestion is to try and enjoy the little successes. Try not to apply so much importance on "winning" with a complete 4k team wipe and learn to be content with simply making the gamer harder for them - damage generators, getting hits on everyone, getting a few hooks in and laughing as they scream, etc.
This won't be an overnight change in mindset but with practice, you'll get there. Hope this helps :)
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Sometimes what looks like toxicity isn't actually that.
I mean, teabagging is the obvious one, but from time to time, there may be certain challenges or achievements survivors are wanting to complete, so you'll come across some seemingly odd behavior. I've had games where all the survivors basically swarmed me and never left me alone. I'm a pretty new player (less than a month) so I was confused about what was going on, I was slashing and downing left and right as they just kept coming at me. I later figured out they were trying to complete some "Get chased for x seconds" challenge.
There are plenty of other instances like this too where they're either doing that, or wanting to farm BP. Waiting at the gate? I've done that simply because we had a survivor still out there and, obviously, we wanna bring them home safe so, I wait to make sure they don't get caught on the way to us, and if they do, I'm still there to attempt a save if it seems doable. Others wait because they want to be downed and then crawl to safety for an achievement, etc, etc, the list goes on.
Just something to consider. ;)
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They should have just disabled Bloodlust and not said anything about it. Call it a bug Sunday morning and have it "fixed" by monday after they've collected their data. Announcing it is just going to result in a dramatic change in the player base and play styles where they probably won't be able to determine all that much accurately.
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So much drama about Bloodlust. In my opinion, any killer with at least a week of experience under their belt isn't going to notice the change (nor would they need the help), and any killer that's new to the game won't know it existed anyway. The beginning killers except for Nurse basically all have enough base speed to catch their prey anyway so, perks and abilities aside, like any normal chase, killers are gonna have to outmaneuver and cut corners better than the survivor, along with all the other routine stuff necessary to catch up.
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I've only been playing a short time (less than a month) and I've gotten decently good pretty quickly but even when I'm getting stomped in some fashion, either as survivor or killer, I am totally content with just having little successes (i.e. as a survivor: getting a few good chases, unhooking some pals, healing them, fixing a gen or two. And as a killer: making everyone bleed in some form lol). I don't have to win to have fun but, as with everything in the world, some people simply take things way too seriously.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/1760833#Comment_1760833
https://forum.deadbydaylight.com/en/discussion/comment/1760923#Comment_1760923
But.... what's the point?
She requires hundreds of hours of investment just to be competent with her, but why suffer through that when there are other killers who can get the same results with much less effort?
Sorry, I'm just finding it hard to continue even trying to learn her when the road is so demotivating, I find myself wondering what its even worth.
Been playing less than a month and Nurse was the first killer I committed to. I'm certainly no professional, but, in my opinion, claiming Nurse requires hundreds of hours is a bit of an overstatement. In my time with Nurse, yeah, I spent a brief amount of time whiffing my blink strikes, but it didn't take that long to improve and get the hang of things. Now, I have all my preferred purple perks (which aren't even any of the so-called meta Nurse build perks discussed on the forums) and it's not even fun to play her anymore. Granted, this is all dependent on the kinds of survivors I'm playing too, I get that.
It's just, in my mind, when I hear people refer to "god tier" skill for Nurse, I think of it as mastering that last 10% of whatever skill ladder you want to use to measure mastery with - THAT'S what takes hundreds of hours - but getting to 90% mastery? That's doable in 10% of the time (imo), at least, in my experience, it certainly felt that way enough to make me bored and move on to another killer.
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@HotKhoco said:
https://forum.deadbydaylight.com/en/discussion/comment/1760974#Comment_1760974
I also don't care about winning. But it's them who care so much about winning that tilts me. Also the ranking system is hot garbage. At rank 18 I went against 4 rank 6 - 1's thanks for the help tho
Aye, the ranking/matching does need work. The player population could possibly be a bit of a limitation to what can be done though. Devs are likely stuck between choosing to improve that system to make it more fair with a smaller population pool (creating longer queue times in the process) or leaving it as-is, less fair, with a greater population pool to choose from (with still sometimes long, but generally shorter queue times).
It's a predicament for sure...
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I mean, toxic anything is "the worst" in any game. I'm a newer player so, probably haven't played nearly as many upper tier groups as you have but I have played some and the toxicity definitely goes both ways. It's been a long time since I've been legitimately wrecked by survivors or killers, that was mostly on day 1 and 2 of playing when I knew next to nothing about how to really play the game, but when it was happening, I'd resort to crappy tactics like camping the hook to secure a kill because it felt like my only option. Despite the extreme hate for camping as seen in the forums here, even halfway decent groups can counter it - it only takes a second to speed by and unhook someone after my much longer investment of time to chase, down, carry and hook that player.
Try not to place so much importance on the hate mail you're getting. Just ignore it, and play how you want to play, use the perks you want to use, and screw what people think about it. If they're crying (even when they escaped), it's because you outplayed them in some way, and even if they're gloating, it's because they're immature and have low self-esteem. Either way, you're on top. Don't let it bother you.
I've been playing less than a month and have gotten plenty of hate mail already. Given the age of the game, it makes sense to me because there are probably many more cocky veterans playing these days compared to noobies so, everyone has an ego. In my short time though, I've come to not really care about "winning" the game, and I'm more content with just making everyone bleed. Just me though.
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Why do [some] people camp?
As a new player (less than a month in the game), I did it early on because, without any perks, knowledge of the maps, and total lack of experience in survivor strategies and aspects of the game in general, I felt it was my only option in order to secure a kill. I grew frustrated with committing the time to chase someone, down them, carry them over to a hook and hooking them only to have a survivor speed by and spend 1 second unhooking them, forcing me into an annoying loop chase all over again.
Now, after playing survivors, different killers, and gaining more experience in general, I don't camp as I'm confident enough in my ability but also because it's plain boring.
I will say, I still get plenty of hate mail from people accusing me of camping when really, I'm just being aware and alert. For instance, I hook someone and know a survivor is in the area waiting to attempt a save, so I fake like I'm leaving to go hunting, and turn around when I see or hear the save occurring and happen to quickly down someone again. Camping? I mean...I guess it sort of is, but, am I just supposed to let survivors get away with the save? No, of course not.
That's just me though. Personally, I don't see why people complain about camping. It's a crappy strategy but certainly not an instant-win one, and easily counterable.
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I've camped (as a new player, less than a month in this game) because it felt like my only option when I didn't understand the game, the maps, strategies, etc, very well at all. I grew frustrated with hooking players only to have a survivor speed by and unhook them, leading me on another annoying loop chase. So yeah, I'd stick around until they died.
Now after more time in the game, more perks, and more experience in general, I'm happy to roam. Camping got boring pretty quickly, so I moved on from it. Since then, as a survivor, I've can only count 1 game I had someone actual facecamp me on a hook, and it was also a new player. So, I wonder, is facecamping really that much of a common occurrence? Or just something new players feel forced to do because they have no perks, ability or know-how to counter survivors?
If it's really a common thing, then yeah I'm not against some sort of penalty - pausing or slowing the sacrifice timer sounds like a reasonable idea to me - but if it's just something new players feel forced into doing, then the devs need to work on something to help new players out instead and push them towards learning how to play differently.
At the end of the day, I don't really care. Camping is a crappy strategy but, I feel it is pretty easily countered by survivors.
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I started playing this game less than a month ago and Nurse is what kept me from uninstalling lol. This is mainly because, obviously, as a new player, I didn't know ######### I was doing, didn't know maps, had no clue about perks and add-ons and what any of it really did. I was getting stomped as a survivor and run in circles as a killer.
I quickly grew tired of the typical games survivors play, and tried out the Nurse, which negates most of the core survivor strategies, and I began winning and ranking up pretty quickly. I have so many hilarious saved clips of survivors pulling their bs tactics, teabagging thinking they're cool just before I blink over to them and down them. It's very satisfying. I have all purple perks on her now but am still lacking what people here consider the "meta" perks, yet it's still pretty easy to play at this stage and I've since moved on from her as the blinking gets old and her play strategy in general just isn't that interesting or fun.
You're right though, if it's an indoor map, or just any map with lots of obstructions you can't see over or around, the difficulty is definitely higher. You REALLY need to know the map, AND the paths a survivor is likely to take, otherwise you risk easily losing the chase by blinking yourself into a spot that's nowhere near where the survivor went.
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A casual playlist of some kind is a good idea, or, to go one step further (because we all know the casual playlist will likely get abused), implement a prestige system so that players can reset their rank. It'd probably be a good idea to reset perks as well but maybe not to the point of having to re-acquire them at random in the Bloodweb, maybe just make them gradually available for purchase at certain Bloodweb levels. I'm sure the devs could think of a decent system for that but, honestly given the game's age, it's probably too late to do something like this. Prestige resets probably has a better chance of being possible as the current playerbase and numbers would not support an additional playlist that'll end up splitting up the players and causing even longer queue times than we already have. Plus, with Prestige resets, you can also implement more rewards to give the dedicated players even more stuff to strive for.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1759333#Comment_1759333
Yes, strikes mean nothing. However this game is terrible for new players. Even if good killers stick around they will run out of things to do. Eventually they will unlock everything or they will just get bored. They won't be around forever and with no new players coming in, que times will only get worse........Let me rephrase that part. New players are coming in but they are quickly leaving when they find out what this game is really like. The devs know the game is in a tough spot and instead of actually fixing it, they are cranking out DLCs to try to lure more meat in the grinder. The only reason DBD has lasted this long is every other game like it has flopped. If there was a genuine competitor there would be a mass exodus to that other game.
The next Left 4 Dead...or whatever they're gonna call it.
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I'm a new player, and I will admit I've camped hooks because I simply didn't know any better - didn't know the maps, the strats, had no perks, etc. It was frustrating getting a hook and having survivors simply run by and unhook them, forcing yet another ring-around-the-rosie chase, so yeah, 1-by-1, I camped until they were dead.
With that said, even when I did camp, it still only takes a second for a survivor to speed by and unhook them, and some teams managed to do it very well against me (though again, I was low level with no good perks), and escape, and win. Camping isn't a definitive winning strategy as a killer, and, it's boring standing there.
I've become more experienced with the game now and have more perks so, no need to camp and I can roam more but I still get plenty of hate mail accusing me of camping when really I'm just being watchful and alert.
For example - I know a survivor is nearby and going to attempt a save so I fake like I'm leaving and then turn around to arrive right after they've unhooked. Or, I place traps and get an alert after I've legitimately left to go hunting, so I turn around. Am I camping? I guess, but am I just supposed to let them get away with it? Of course not.
My opinion as a newbie here is, you can debate the ins and outs of various play styles and the context of a variety of different situations (like the 1 example I just gave), and at the end of the day, I think it's a draw on whether you want to call camping an actual strategy or not.
If someone is hardcore just standing there slashing the hooked survivor until they die...yeah, it's #########, but it's not a instant-win strategy.
As others have said, let people play how they want to play, don't worry about them, just worry about you, and how you and/or you team are going to counter it.
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How about an AI powered training ground?
It's probably a big ask of the developers but, as a new player myself (less than a month) who stuck it out through immense frustration being stomped by killers and given the literal run-around by survivors, i think something like an AI training ground would be perfect for allowing new players to learn some of the maps and general strategies.
Besides getting stomped, the number of perks, add-ons and offerings were pretty intimidating to me, and that's not even getting into the descriptions of what they do, filled with all sorts of keywords for various statuses, effects, etc, all without explanation. I felt like I needed to read a book first before jumping into a game.
If I wasn't desperate for a time-killer game while waiting for D2's expansion to release at the time, I likely would have uninstalled. There's still a ton I don't understand but after a brief time suffering, I've now come to enjoy the game.