IWasLrft2Die
IWasLrft2Die
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I've done this before (although typically fewer gens) and I've done it mostly when I m playing a group of survivors that are playing very altruistically and flashlight blinding over and over. Tmit does make a bit more sense to slug out a team of survivors who aren't doing gens and are throwing everything at you to not hook well (flashlights, bodyblock, and sabotage hooks to name some fo the main ways). I won't let them bleed out though. Typically I'll even let one survivor struggle free to start saving their friends who are all hooked and that makes things a bit better (and discourages them from being as altruistic)
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I'd say it's definitely not killer someday with 4 player fairly good swf with communication. That's a whole other level not much less killers can overcome. I do think in solo play there is a slight edge to killer (I'd guess 2-3 kill average in solo play).
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Yeah its tough. I've had a teammate outright refuse to heal me immediately after I healed them. Situations like this give me no reason to want to help you anymore.
And for the record, it wasn't like a 5 second delay but it was a couple minutes of trying to get them to heal me
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Yeah I feel mixed on this tbh.
I do get messaged as a camper every now and then but most of the time it's in a situation like I had yesterday
Found 2 survivors in shack, I kicked the gen that was likely around 90%, downed a survivor and hooked in basement, tried to leave and ran into the other survivor from the gen where they ran me around the shack. I hooked them and get called a camper. Like...what am I supposed to do? Just actively let you do a gen and unhook a survivor with me pretending I don't see you? I get pretty irritated by it.
Tunneling is often similar. Normally the person I find after an unhook is the person who just got freed. So I'm expected to pretend I don't see them and aimlessly run around? If you run into me and I don't see your friends I'm going to go after you. I'll get messaged being a camper but it just makes sense to go after whoever is in front of me. Oftentimes there is a reason that person was hooked in the first place (they were too much in the open and not good at looping). Sorry I don't just intentionally play poorly.
Outside of situations like those I mentioned I can understand being irritated more. Just standing in basement waiting for someone to die on first hook is very different and I get irritated by. I'll often message the killer asking "well...was that fun for you?" Since they just got me and never hit another survivor before they lost. Those games are frustrating along with being very intentionally tunneled where the killer ignores other survivors (even if you are out of sight) just to kill you.
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Well... at least they have given dredge more consideration in map design and reworks than Trapper. I haven't bothered learning Trapper since there are so few of spots to hide his traps well
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@TheycallmeLix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396864#Comment_3396864
This! I played RE5 recently and ngl I’m really disappointed he looks nothing like that version 😔
Yeah Chris looks terrible. Looks like a bad cosplay of him, especially when you see models like Carlos that look pretty spot on
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396918#Comment_3396918
Ah so it's lore accurate then!
Lol unfortunately yes
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I'd love for another re chapter (although I doubt it will happen).
(I know this won't happen)
Luis and Ashley characters
Leon skin
Ada skin
Wesker skin, krauser legendary skin for wesker
Re4 village map
Dr Salvador legendary skin for hillbilly
Verdugo killer (would also somewhat fulfill the desire for Alien to be in the game for many)
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396886#Comment_3396886
What's weird is that he looks so different in all the promotional stuff. It's like they couldn't decide if they wanted young or older Chris and ended up deciding on a dopey combination of both.
These are all DbD related pictures apparentely.
Chris has always had a different face in every single game he appears in (which is also why I hate him and I love re). His personality also changes every game lol
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I will ladmot, I'm willing to die if a teammate royaly screws me. For example, a teammate hid behind a pallet , refused to move even though I was the one being chased. I got hit because they were in the way. I managed to throw down the pallet eventually but I couldn't move forward because I was blocked in so I tried to vault back but got hit my the killer anyways. First 1 minute of the game in RPD by the front desk. I pretty quickly tried to die. Stuff like that gives me very little desire to stick around
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@Cassiopeiae said:
WGLF and BBQ BP's need to come back :(
Yeah i really hate having those go away.
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Swf is pretty awful most of the time. Sometimes getting the 4k just doesn't even feel like a victory against toxic swf players. I do wish the game was balanced more around 4 player swf teams than solo play or at least gave killer a slight buff (not entirely sure what that would be tbh) against connected players. It's not just about winning or losing against those players for me, but do I still have fun against them and is it not blatantly obvious they have voicechat with each other.
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I do think some hexs would be broken if you could reuse them of course (like noed) but some would actually be used if you could reuse them since they are pretty terrible as is. Could some of the more terrible hexs be allowed to be relit somewhere else without it being game breaking?
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To preface, I agree that very coordinated SWF can be pretty unbeatable (and beatable being getting a 3k at least).
Here are some things that have helped though and can even help with some very good teams you can pull out a win.
-fake a pick up. If it's swf you can often tell a survivor is going to try to flashlight you or drop. A pallet on you after pick up. If you pay attention you can hear where a fellow survivor is waiting to get you. Stand over the downed player and position yourself like you will pick up, wait a second, then turn and swipe then chase. You can get a lot more downs this way.
-slugging can be good if they are all just running around each other. You don't need to be toxic about it but if you have players refusing to do gens and constantly pick each other up you can get several downs and injuries to players. After a bit you can start hooking them even if a couple get away.
-more of a general basic killer tip, but hide your red stain when possible in loops. This includes turning away because survivors often won't look behind them in such a tight chase that you can surprise them around a corner.
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I tend to try to play in a way that doesn't make people hate the game completely. How I approach it varies some from either role.
In general:
-Typically say GG after a game if possible whether I got destroyed or won.
As a killer:
-Don't dunk on the weakest player if they are clearly much less experienced. It's easy to tell who is the weakest player. The more experienced players can more easily take getting killed earlier.
-don't camp a hook just to camp a hook. It's just not fun for anyone involved. I get camping a hook if you see survivors coming to try to unhook and such, but this isnt encouraging players to keep playing
-sometimes actively allow unhooks. I've intentionally let players escape a hold partially to allow the game to continue for fun sake and for our scores. Getting a 4k at 5 gens can be exciting but it's not fun to get it done in 5 hooks for you or the survivors (nor are your points that good).
-slugging everyone just because is also not great. There are situations slugging is the wise thing to do but slugging everyone just to have them bleed out isn't any fun for anyone.
-Tunneling a player out is rarely necessary. Actively ignoring players who are in front of you just to tunnel a player js not fun for anyone.
Survivor
-teabagging, and emoting is often unnecessary. It's meant to irritate the killer and have them chase you. I get trying to encourage the killer to chase you but it's often not needed and it doesn't encourage killers to actually want to play the game.
-similar to the prior, but more so don't troll the killer via doing gens in their face, healing in their face, purposefully vault poorly in front of killer, etc. It's just outright toxic. The killer can tell you are better. No need to rub it in their face. It's kinda like someone taking granny shots in a basketball game and destroying you. Its just not fun and outright disrespectful to the killer.
-just leave at end. No real reason to stick around after gates are open is everyone is clearly safe. Typically this is just meant to tick the killer off. Just leave.
-try to save other survivors. It's easy to be self centered but even when all hope is lost you night as well actually try to save them unless killer has noed or is aggressively camping.
-don't just wait for the other player to die at the end. I had a game the other day where it was just me and another player left with 1 more gen to do. I spent the time sneaking doing 2 gens about 50% each and looping a nurse as she would inevitably find me. The other player hid in a locker the entire time not doing gens. I got hooked (I unhooked and healed that player earlier) but they still hid in the locker. Never touched a final gen. Don't be that guy.
-be thoughtful about when you will alert the killer. Don't just sabotage hooks, throw down pallets, fast vault, etc for no reason. It doesn't help your team
-value your solo players at least almost as much as your swf players. It's easy to just let randoms die out and take no interest in helping them. You might as well help them because that will ultimately help you win too.
-be willing to take the fall for another player. If you have 0 hooks and a player has 2 and is likely going down soon, get involved in the chase. There's a good chance you can get the killer to go for you if you do it right. You might as well do it because having another player around is good for you and you can spare a hook while they can't.
For the record I play both sides about evenly. As killer I do get more frustrated but I attribute that primarily to games I know are SWF due to the reasons above as well.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393969#Comment_3393969
I guess I just found the wording to be misleading is all.
8 second altruistic heals in a CoH doesn't sound neat to me though.
Yeah it sounds like a minor inconvenience than anything. 8 seconds without additional items and perks is too fast (and if you thrownin extra stuff it might as well be an instant heal)
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New pain resonance- on paper it sounds nice but in application it's going to be weaker since you will eat a token and get no value out of it when no gens have significant progress
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Tbh, pain resonance is more of a nerf than a buff. You get 4 chances max to use it on specific hooks and you could consume a token when survivors finish a gen while you hook someone so you essentially lose a token for nothing. It CAN be better if situations play out right but most of the time it won't line up that perfectly. You could theoretically have games where the hook doesn't remove any progress in an entire game game. I'm skeptical very many people will get the maximum value of 100% gen progress loss in a game (my guess is 60% at most combined from 4 hooks). It's just not good.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393801#Comment_3393801
If that happened and you are genuinely forced to DC over a cheater, you'd have no way to report them in-game if it closed immediately before you could even get to the tally screen (and in-game report is required).
I do think the current DC penalties are too low though. 1 minute for first DC is not a deterrent at all.
I could be wrong but I think it's lower than a minute for 1st dc
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Yeah pr is worthless now
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I'd like it. Tbh I'd prefer another re chapter
Krauser his own killer
Village as map
Luis and Ashley as survivors
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Yeah I agree that would be a good idea
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I see it as a lateral move. It's less good in solo play but stronger in swf. No self healing is a nerf but the altruistic heal speed is pretty nuts.
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Man I remember when Billy was fun to play as
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@[Deleted User] said:
It's still good. Its increased value per hook is equivalent to about 6 Pain Res hooks at its current value. Pair it with Grim Embrace to synergize the tokens and you have more than enough slowdown to win.
This is also assuming your one hook is at a time that you can get maximum value for it. If you use your 1 hook on a survivor when gens aren't touched or aren't touched beyond 25% you get a much lower return.
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I do feel like quitting has gotten much more lately. I feel like just about every game has a player DC or intentionally die on hook right away regardless of which side I play on.
I had a game yesterday where 3 players DCed after one was about to get a second hook.
Please punish DCing more
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I super dislike the change. It's far too situational now. Now you have to hook specific survivors at specific hooks during specific times in order to get value. You could hook a survivor with no gens being touched (or barely progressed) and you are just SOL with eating one of your hook chances.
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Pain resonance is now worthless. Sure you get 10% more progress per hook but now it's only 4 uses at most with it also having more conditions for it and you might hook someone on scourge hook when it will not do anything but you lose the hook benefit. Such a terrible change.
COH is a lateral change. A nerf to solo play and buff to SWF which is the exact opposite direction I'd address this. Healing should have slowed across the board some (altruistic slower but not 24, maybe 18 or 20 seconds). The medkit addons seem like net buffs for the most part although some nerfs. Glad solo healing is slower and no longer given in CoH, but the additional buff to speed of heals was not needed.
DH is a technical nerf but minimally. I don't think I've had a game with someone successfully DH on me more than twice in a long time. I could potentially see this change more encouraging camping hooks than discouraging.
Bill changes are nice.
Overall dislike this patch though
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DH is technically weaker but I don't think it will necessarily decrease its usage or effectiveness much. I don't think I've had someone successfully DH me more than twice in a game in a long time. I could see this somewhat encouraging camping now though.
Billy change is nice
Medkits being weaker for self heal is nice but I think even altruistic could have used a slight nerf. Make healing, say 20 seconds instead of 16 or 24. The addons for medkits seem like primarily buffs with a few outliers. I always hated them removing BP bonus options. Those were always a nice touch to me (such as BBQ).
Circle of healing feels like a lateral move rather than a nerf. Yes it prevents self healing which is good but having 8 second healing without any other buffs is too fast even without additional buffs. Seems like a nerf to solo play and a buff to SWF which is the exact opposite of what I'd want as far as survivor balancing to go. Really dislike this change.
Pain resonance change makes the perk essentially dead. It already had limiting conditions for it that now its even more limited (hook each survivor one time on specific hooks and you want to time when you get your one hook). Such a bad change. You could get a scourge hook and it trigger with it functionally doing nothing for you if gens are barely progressed. Hate this change
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Yeah that's true. I think going that route would be more productive for sureModernFable said:There are about 20 or so horrendously bad perks.
Then about 40 more perks that aren’t good enough to justify using over the current meta perks.
Forget nerfing top tier perks right now, there are so many perks that need adjustments first. -
Yeah i feel torn about DS. It's super annoying but not the primary issue to me
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I really don't understand how surveillance became a thing.... I honestly would almost prefer a rework and tune up to various things than a new killer chapter
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Yeah i could see that being reasonable
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I strongly agree that it is a need. Things are already super survivor heavy. This could help even things outToxicity23 said:Should we all add back the "Close the hatch" mechanic? Or should we leave it out? I feel as though we NEED it tbh.
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Finger wagging with shaking head could be cool for killers. It would also be kind of chilling
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I mean this as regress progress, like generators do. Remember me is nice thoughLarcz said:
Remember me perk?IWasLrft2Die said:Also allowing killer the chance to decrease progress on exit gate would be fair and I think makes sense -
Also allowing killer the chance to decrease progress on exit gate would be fair and I think makes sense
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I think adding an additional required objective aside from gens would be good. (such as needing to retrieve fuel?) this gives variety to survivors while still lengthening the game
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Already mentioned in a seperate post, but still worth mentioning is to lengthen the game somehow either by lengthening the generator repairs or with adding additional objectives that must be completed.
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Some buffs for characters
1. Look into buffing a few survivors whole perk set. Some characters don't really seem worth advancing because all of, or hardly any, of their perks are worth getting. Ace is a prime example of a survivor that doesn't seem worth using because his best perk is mediocre, where as the other two seem like a waste of time. Look into making more variable options for builds instead of making standard builds for survivors (and similarly for killers but there is a little more variety in killers).
2. Freddy--make him actually a threat and make sleep state much harder to get out of and even makes it more of a negative for survivors to stay in it beyond finally allowing Freddy to hit them
3. Wraith- buff. There are a few options here. Shorten the bell time, make the bell give off an effect of some sort, decrease slowing speed after uncloaking. The wraith loses so much momentum going out of clock that it makes cloaking is almost worthless and it's just better off to regular chase. He just feels like a bad stealth killer when he almost feels like he ought to be super good.
4. Pig buff- slight buff. Make the traps more meaningful. I think these should in general be required to take off before escaping since logically running away with a trap ought to still kill you.. .plus the traps right now feel ineffective and a pointless mini game. I've only seen 4 kills with traps in the dozens of pig games I've played.
5.legion- alright there are a number of things people complain about but my primary issues are the 110 movement, especially for a killer whose power is to sprint seems illogical. Remove the instant lose feral frenzy meter with multiple hits, maybe even allow it to drain a portion of meter but not the rest. Also, remove no scratch marks in feral frenzy. This just makes the power a detriment at times which should t be the case for a power. Even just a few of these changes would be great
6. Clown - this I don't feel as strongly about but I think the clown would do well to have a faster throw trajectory, even if thus required 5% reduction in speed.