InsatiableMop
InsatiableMop
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- InsatiableMop
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Comments
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@Apescape22 said:
https://forum.deadbydaylight.com/en/discussion/comment/2423959#Comment_2423959
no it should show up in lobbies so killers can finally quit and play a game without tryhards
Except I promise you bury more swfs than you realize...
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Didn't say it was kind or fair or fun for han.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2423920#Comment_2423920
Why did he target a solo player and let a 3men swf go then?
I mean I don't know how much of a fight Mr solo put up but I mean if he stalled long enough the killer mighta been entirely too far behind to catch up. Which I why I said I get why he would go for the solo at first he figured they might be less inclined to help him.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2423884#Comment_2423884
I disagree, I think there are probably less SWF (at least 4 man SWF) than people think, so you'd get less people crying about SWF whenever they lose, and more people actually realising that they got bested by a Solo Q or partial SWF and just could have played better
I think people would actually be surprised how many swfs they destroy
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I get why he tried it, doesn't make it any better for you I guess.
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Keys are the only item that the killer community associates automatically with toxicity. Honestly 4 flashlights who cares probably means they are going to end up throwing.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2423773#Comment_2423773
If it was done for just keys, people would be up in arms until it was implemented for everything.
Any fixes of this nature should be down in an all or nothing sweep.
People are indecisive on items, shouldn't cuck everybody. Plus solo queue you don't know what your team is going to bring so if you see some toolboxes you might wanna throw on a medkit instead or something. Where people that wanna bring a key probably made that choice before every queuing up.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2423697#Comment_2423697
Survivor just needs to be locked in at the 15s mark when it's too late for anyone to leave.
Alternatively, locking in survivor choice and loadout before even hitting the lobby would also work.
Either way, it would severely lessen the stereotypes associated with keys, flashlight/box squads, and clone squads.
This is just my own perspective, but if I go into a random lobby and everyone switches to X item or the same survivor at the last second, I'm not going to play nice, as there's a preconceived vibe of toxicity/tryharding.
If I went into a lobby and there were 4 Bunny Feng Min with flashlights and I knew they were locked into that or would be past a certain timer point (either or), I'd be way more inclined to play and probably have a laugh with the "Bunny Flash Mob."
Lock it at 15 they will just do it at 15. Not enough time to fix your load out to prep ya know. I also don't think it should apply to every item. Personally don't care about survivors bringing keys but they seem to trigger people.
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Saying gg ez after the game increases rating by 100
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2423644#Comment_2423644
Last second switching is something that should be addressed and would do a lot to lessen the toxic stigma unfairly associated with keys.
I dont think an unfair adjustment to keys would be they must be equipped before entering matchmaking. Then just make it so you can't switch to character with keys equipped or it just doesn't let you bring it in or something. Then people still can get their hatch achievements.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2423628#Comment_2423628
They can but they are also an enormous gamble and rely on the survivors being cocky most of the time.
Now to kinda play into this what if survivors had to have the key equipped before readying up for a game, then no last minute key switching to cuck an endgame build and you'd have time to adjust
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@ShakeyGames said:
https://forum.deadbydaylight.com/en/discussion/comment/2423621#Comment_2423621
Killers losing all the gens but ending up winning the game is extremely common, you know. Endgame perks such as NOED, Blood warden, etc... they can really turn a match around.
They can but they are also an enormous gamble and rely on the survivors being cocky most of the time.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2423525#Comment_2423525
No, because that still makes it so that more than one person can use a key to escape hatch.
But they did 5 gens, games practically over at that point anyway
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@FreezeFrogel said:
https://forum.deadbydaylight.com/en/discussion/comment/2423542#Comment_2423542
yup they all had 2 hook stage though and the wraith had noed so he had a chance to kill 1 or more but instead they all knew were the hatch was.
I mean 1 pity kill by most killers standards is still a loss. Likely why he didn't care much for killing you and just memed it out.
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@FreezeFrogel said:
3 survivors jumped into a hatch because two of them had a skeleton key. Me as a survivor, I didn't bother to go in and I stood there and pointed to the hook so he can get a kill but instead he hit me, grabbed me and carried me to the hatch. Refused, of course, I crawled to the basement and the wraith shaked his head saying "no". After a minute, he closed the hatch and we stood in the basement dancing while he was banging his bell like Alistar from league of legends. After the timer ran out, it was time to say goodbye.
Whoever you were, Wraith, you were a legend and I'll never forget you.
######### the survivors, PARTY HARD!
So from this you guys did 5 gens?
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As he throws his throw rate increases. Used to be 25% faster than initial, its now 30% faster than initial
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@UncleStabby said:
There's only two ways to fix keys. Remove them from the game completely, or make it so hatch no longer spawns until only one survivor is left, no exceptions.
How about all 5 gens or one survivor left
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You realize a lot of your matches you easily stomp likely include 2 people as a swf in them right?
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2423177#Comment_2423177
You want them to make a feature that not only will bring 100 new bugs to die faster while slugged but also ban the killer for slugging, title of your post right there.
https://forum.deadbydaylight.com/en/discussion/comment/2423178#Comment_2423178
Understandable there but 1 hit won't give you (most of the time) enough to pip, maybe altruism but doubt that it will be enough.
Heals plus distraction plus protection can add up
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Never noticed it with hits but I think his terror radius can lag behind him sometimes if he's done a lot of rushing. Noticed it with that blight serum stuff I swore killers must have had monitor or something because I could be next to a killer after they used that and it would take a sec for their terror radius to show up.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2423166#Comment_2423166
Ok so why waste the killer's time? That should be banable as well according to the OP since the egc takes a while.
Also, I never said that taking a hit or whatever, I meant after all 4 are there just taunting.
Another thing, instead of waiting you can go into the next match and do more points if that is what you want.
Might need it for a pip some people care about that stuff.
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I'm here for the princess bride reference and that is all
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@OldHunterLight said:
Because you still die after 4 minutes, that is nowhere near as taking the game hostage or anything.
Same reason as to why don't you leave after all 4 survivors are alive but just want the killer to see them at the door.
I dont think tbagging and stuff at the gate is nice but you get extra points for altruistic actions after the gates are open so healing/taking a hit in the way out is a good way to get some points in that department if you maybe only got 1 unhook or something.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/2423059#Comment_2423059
"LEON! HEEEEEEEEEEELP!"
Exactly!
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If the server sees the pallet 50% down before it sees the hit it will cancel the hit and count the pallet stun.
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I dont think you can punish a forced protection hit because even if they try to run they can still get hit and count as a protection hit and then it wouldn't work. What if they just made it a perk you put for yourself. Instead of unhooking people giving it to them, when you get unhooked you give it to yourself. I feel killers would like it because then one bt can't cuck them in a game.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2423000#Comment_2423000
Kinda cringe mate. Its still toxic to bring a key just to make another player mad, green key doesn't change much since you're still bringing it with the intention of making the killer feel stressed they'll lose at a whim.
If they choose to throw by tunneling one person leaving the rest to pound out gens that's on them. Call it a pregame mindgame. There's also a significant portion on here that like to just face camp and smack survivors with keys to waste their time which is actual toxicity...
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Because people don't like going back in queue, losing ranks, and getting no blood points after wasting 2-4 minutes of not doing anything because they were simply unlucky enough to be the first one found. Not that it's the killers responsibility for their fun just doesn't make it any less sucky.
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RE 4 all the way. I want an Ashley skin for Jill to go with Leon. Fitting for a leon chasing a killer carrying her away.
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@Aneurysm said:
If I worked there I would've done the same thing because there's probably only a certain amount of times you can say:
"We're using a system not based on ranks"
And getting the response:
"But it doesn't work because the ranks are different"
Without wanting to pull your hair out
But if the people ranked as such perform as expected for someone of their rank then just how different could the mmr possibly be. Their issues aren't necessarily the people's rank it's the skill level commonly associated with their rank. If they played well then their better ranked teammates wouldn't be complaining about it.
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Hey not a bad idea. I have a few characters like this.
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I put Bubba only because trappers aren't usually great. Definitely a good time to play against a good trapper though. I just like the panic feeling of frantically looking for a window with Bubba on your butt. Don't care much for insidious basement Bubba though.
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I did this with green keys all night last night and the killer threw the game trying to spite me every time.
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@Jacoby2041 said:
It's so people aren't like "OH MY GOD THIS MMR SYSTEM IS ######### THE RANKS ARE SO FAR APART" when it's a different system from the one the ranks are tied to, therefore ranks don't represent what it's using for matchmaking so there's no point in showing them
The old ranking system does have some merit though. There are plenty of people in the game stuck at the ranks they are because that's where they belong, so when you're playing survivor and your team is all lasting 15s in a chase, hiding in corners and self caring your problem is with the way they played...a playstyle which is far more common in the green/yellow rank. A forum post complaining they are constantly getting paired with a rainbow is easier to make than a forum post saying I keep getting paired with potatoes. I doubt they are complaining about the people's ranks when they played well, its just validating when someone plays like trash to see that their rank matches how they played.
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When you play a game and feel your teammates are potatoes and get to the lobby and see a rainbow and then complain your teammates were rainbows you aren't complaining specifically about the rainbow. You're complaining because they played like potatoes then you see the rank and it makes sense that they play like potatoes and you question how you're in the same bracket.
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Rank 10 you got a good bit of room to improve you'll figure out mindgames and loops the more you play, as well as giving the rest of the team a reason to not be on gens. The better you are at chases the more prone the other survivors are to healing instead of being on gens. First pointer I can give is to funnel them during your chases in a direction you know pallets are already broken/they have to run past you to get to the next safe place, and then when you down them either hook them far from where there team is working or deep into your 3 gen so they either need to waste a ton of time to go unhook and heal or lose all progress on gens and very much risk getting hooked themselves.
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@TWiXT said:
Nemesis is not nor has been what can be considered a "competitive" killer since his release, and for the most part I'm fine with that, as not all killers need to be on the same level as Spirit, Nurse, Blight, or Freddy in order to be fun, but I feel that all killers at least need the allowance of playstyles and add-on/perk combinations to give them a "chance" to try and reach Competitive tiers (at least in a more balanced sense). That being said, Nemesis has a lot of that potential in his current state, and most of his add-ons/base kit mechanics reflect this, but there are a few aspects that I feel need at least a "little" adjustment to keep him from being mid-trash tier and ultimately restrict him from being able to try for the competitive side of DbD:
- The Zombies: Speed and detection are their greatest weaknesses. In an indoor map, this is slightly compensated for due to their ability to block off tight spaces and loops, but even then their overall default movement speed of 1 meter per Second or m/s, makes this aspect stupidly easy to evade, even in the majority of situations wherein they should've otherwise shut down a loop or avenue of escape, and they are otherwise practically useless in wide open outdoor maps because of these restrictions. On top of that, there is the fact that their detection range by default is abysmal at best. They're said to respond to survivor noises, but even an injured and crying survivor can approach them from behind, and literally poke them in the back with the point emote without them responding... this wouldn't be so bad except it even happens when Nemesis is using the both detection add-ons, and that's just unacceptable in my book. Overall, the zombies currently have some "very situational" merits, but the opportunities for said merits are few and far between, and they are easily the worst part of Nemesis's base kit. Lets face it, anyone getting contaminated/injured/downed by one of the zombies is literally due to more "luck" than anything else, because their ability to pose any semblance of a real threat is practically rendered moot due to the fact that they can't chase well, and can't detect survivors who are literally right behind them, even if they are making all the noises the zombies "should" hear and respond to.
- Mutation Tier 3: There is Literally no difference between Mutation T2 and T3 other than the animation changes. It still takes the same 2.5 seconds to cooldown from a tentacle strike regardless of any tier you are in! Upgrading from T1 to T2 means something because at T2 you can also destroy pallets with the strike, but unlike Billy, LF or Demo who can shorten how fast they destroy the pallets by charging up before the pallet is dropped, Nemesis will ALWAYS take 2.5 seconds to do so. After that, There's Absolutely NO improvement to his power between T2 and T3, and that... Just doesn't make Tiering up to T3 seem worthwhile.
Possible "simple" Solutions to these 2 issues:
- Zombies Move .25 m/s Faster Upon Detecting a survivor, Zombies "Survivor noises" detection increases within 4 or meters of them or 1 meters if simply breathing, and of course instantly attack if the survivor is touching them, the Detection add-ons should add another .25 m/s per add-on, and finally Zombies detect Contaminated survivors from +4 meters further at an increased 20 degree range. Simply put this means that zombies will keep moving at their base speed of 1 m/s, but as soon as they detect a survivor they will move at 1.25 m/s, and with 1 detection add-on go from 1 m/s to 1.5 m/s, and finally with both detection add-ons will go from 1 m/s to 1.75 m/s under the stipulation that they detect a survivor. The Zombie movement speed add-ons benefit from this as well of course, but this still results in the fastest a zombie can move being 2.5 m/s using the iridescent zombie movement speed add-on and a detection range add-on, which is only slightly more than half the speed a running survivor moves. After all, the Zombies in the Resident Evil games all moved faster upon detecting you, so why not implement that aspect as part of their base kit? The inherent 4 meter "survivor noise" detection range is to keep survivors from being able to come up behind a zombie while running/walking especially while injured and poking it without consequences. However if you are a survivor with Iron Will, and crouching up to said zombie, feel free to tempt fate and sneak passed them, but don't expect poking them to end well for you. Add all of this to the base-kit increased detection range for infected survivors, and now we have an additional incentive for Nemesis to spend, what would otherwise be a damaging strike, to infect survivors... how is this not a good idea?
- While Decreasing the 2.5 second cooldown to 2 seconds would make this feel more worthwhile, I'm honestly going to suggest taking this in ANOTHER direction: Instead of Decreasing the Cooldown; add a .5 second Shout, followed by a 1 second cooldown, to call any zombies within your TR at a "moderately" increased movement speed, to your current location. The premise is simple, You bring out the tentacle, press the Activate Ability button (which Nemesis currently doesn't use), and pause in place to Shout with half the activation and recovery time of launching a tentacle attack, rewarding you with the fact that any zombie within your Terror Radius immediately starts moving towards your location at a base kit 1.5 m/s for 10 seconds! If any Summoned Zombies Detect a survivor within their path while coming towards you, they will pursue that survivor at their buffed speed+.25 m/s until the time runs out, and continue to do so at the normal speed until they lose the survivor. This change will definitely aid Nemesis in those Long Loop situations as it will mind game/encourage survivors to leave said loops in order to avoid getting pinned between him and a Zombie, possibly shake off any flashlight bearing survivors waiting for a chance to make a flashlight save, allow Nemesis more control over the Zombie side of his base kit, and Make achieving T3 Mutation much more Rewarding.
While I know this post will likely go unnoticed, and get ignored/moved to the "Suggestions that are never viewed by the general public, much less the Devs" bin where all suggestions go to die... I'm posting it here because, Overall I feel these changes are definitely do-able, won't make Nemesis OP, and will Help this licensed killer become a more balanced addition to the game.
Any feedback or creative criticisms for this idea are welcome, but I urge you to hurry... chances are this post will be moved within an hour or less to where nobody but the few of us who regularly view the suggestion posts will see it.
T3 increases the range and feels really nice...
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A good MMR in a game like this one is like chasing a purple dragon, every game is so wildly different and in each you can take on an entirely different role and to just expect and trust the devs to account for this in every scenario I think is a pipe dream. I would be interested in hearing exactly what their factors are because I think an activity based factor would be very solid. % of the game actively doing some sort of objective, be that in chase, totems, gens. And killer %of the game pressuring the survivors.
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The issue is there are so many facets of what makes a good survivor and it's hard to judge that because things change game to game, maybe they were never the one nearest the hook so they never get the unhook points so their mmr drops and it seems to swing a bit wildly right now. You can have a game where the other survivors are decent and if you lose then suddenly next game everyone is potato. Was similar on killer, win a game even by the hair of your teeth, next game exponentially harder, lose that one, get put against potatoes.
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Lemme know if that was too long winded i wanted to explain it instead of just saying he throws slower and knives fall off faster
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original trickster top throw speed was 33% increase throw rate, held 60 knives, took 20s for laceration to decay, 8 knives to damage.
The general consensus for best addons were fizz spin + melodious which gave you max throw rate immediately and made it 6 knives to down. With this he felt pretty darn good.
currently his max throw rate is 30% (recently increased but still slower than originally), hold 44 knives, and 15s for laceration decay(recently increased from 10 which was awful) 6 knives to injure by default. Also noteworthy his very strong double purple addon combo was nerfed.
with his green addon he already was downing at 6 knives but could carry 60 total and they took longer to fall off which meant missing knives was far less punishing. since melodious was reworked there really isn't an equivalent combo to the old combo since his movement speed addons increase by totally negligible amounts. So for the sake of trying to be at least as strong as originally we will pair bloody loa with fizz spin which adds 8 knives. comparatively he throws 3% slower, laceration decays 5s faster, can carry 8 fewer knives even with the addon for more knives, and downs in the same number of knives. This isn't counting main event which had its window increased but the time you would use it to really punish the survivors never changed.
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hes objectively worse than at his release
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I should also not this is with bond on so i could see them all literally standing around crouched behind stuff not once on or leaving a gen.
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What about, the game felt like I had rainbow ranks in my lobby because not a single gen popped during 5 laps with the killer up my behind around midwich solo queue?
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I also dont think MMR will work because just from a points perspective you can be the mvp of a game but get 14k bps as a survivor so what amount of skill points will that net you.
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I just think MMR should be visibloe, and i want to know how it will handle swfs with drastically different skill levels
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Am I the only one that doesn't think it was a hit from the killers perspective?
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2418603#Comment_2418603
You realize that people can provide end results of 4ks when they tunneled a survivor out against keys as well.
2/3 gens left means you killed a survivor before the last gen was completed, which according to your tactic means... they can get the hatch earlier! What are you doing... you realize that it showcases nothing at that point, because even if you killed the key user in such a scenario the hatch would not have spawned!
Read my initial reply that provides you with exactly the reasons why tunneling out the key user can be effective. Leaving 4 survivors alive till the end game usually is already a liability, which is even worse if they have a key.
As it stands getting rid of one survivor early on is one of the most effective ways to win. Letting survivors with keys stay longer in the game makes it more risky as their efficiency is higher and they have a key for when ever you killed someone to move their goal closer!
The best option is to slug away, but that isn't what you are stating... just play the game casually against a key is more likely to make you lose!
You would be a fool with a survivor on hook in 2nd stage in your house and the key holder on the ground to not go for the throat...which is what i said in the text of the post you referenced. And there were that many gens left because i was able to apply pressure to everyone no tunneling one out. And yes i very much said slugging is the way to go? Just not the whole time because that doesn't make for a fun game. and a SS of endgame with 32k points means i certainly didnt tunnel anybody so sure it does, but like i said to the other guy ill record games till i get one against a key.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2418624#Comment_2418624
Well, the ones who don't can exploit the OPness of the Key better, then. :P
on the hunt for a key game
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2418615#Comment_2418615
Results screen pics don't say much of anything because they don't demonstrate the relative skill of the players involved. And I didn't say that games against keys were unwinnable. It's possible to win against blatantly OP things if the people using them lack skill.
I would argue that 99% of survivors suck but sure.