IrishRedCap
IrishRedCap
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- IrishRedCap
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@eiredrake said:
https://us.v-cdn.net/6030815/uploads/CXV766BOI30C/20201117154112-1.jpg
same damn place.
and no if I go around the other side he'll just run. The problem is you can't hit him there. So he can stand there all day and not suffer any consequences.
This guy realized it too because eventually he realized I wasn't going to just let it go so he got down, took his hit and was done with it. Heck I would have let him go after that but he hookicided.
You can reach that location. Swing with m1 while falling off the ramp or go backwards and you land on the haystack as well. If he attempts to go back and vault over again the angle doesn't allow for fast vaulting so its a 100% hit. The only solution they have at that point is to run off and continue the chase.
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Simple fix because both sides of the debate here are right and wrong.
It's the parents responsibility to not allow their children to see offensive things. Undoubtedly.
There are a lot of kids who play that purposefully use edgy names to get a rise out of people like this and sorry but its the internet its going to happen. If they have any social media or access to a phone I can 100% assure you they've seen worse.
Simple solution: BHVR add an option to remove user names in settings. Appease everyone and this pointless argument ends.
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@gatsby said:
What if the stacks of Huntress Lullaby remained when the totem was cleansed?
The Hex Totem would be what allowed the Killer to gain stacks and once it was cleansed the stacks wouldn't be able to increase anymore. Lullaby isn't one of the crazy strong hex perks and this would finally give the perk a niche to be used over things like Ruin and Devour. I think it could be pretty balanced because the Survivors have lots of advance notice with Lullaby and it needs 5 hooks to reach full power.
Only issue i see with this and its glaringly blunt when you consider BHVrs spaghetti code of this game.
How would this work with undying? If undying isn't cleansed first Lullaby resets it stacks and moves to a new totem like devour hope.
I do like the idea and think Lullaby needs a look at as being an underrated perk, (personally I think the more stacks you get the lower your terror radius becomes down to 5 stacks making every survivor suffer undetectable), but with the current code I dont see this as feasible.
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@PulmonaryRex said:
I'm a noob so I don't understand the ranking system but as a level 20 survivor I run i to level 20 killers with all 4 ultra rare perks. Really makes it tough to play. I don't know how people who have clearly hit a higher skill level are allowed to play with completely new players but it happened 4 matches in a row. Fully kitted killer vs 4 newb survivors. Just had to stop playing as much as I would like to. Beyond frustrating.
I do feel a bit bad and the ranking system is pretty trashy in DbD. I have over 2k hours in the game but for the last 2 months I log in maybe once every few days to get dailies done then log off. This puts my killer rank hovering around 6-10 on average and the game places me with lower level survivors.
Usually if I can do my dailies without killing them I try to let people practice loops depending on my mood but I can definitely feel their frustration.
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@Yords said:
Agreed, maybe something does happen when we report a player. However, we have no way of knowing so. If you are reported or you report someone, you are given no feedback other than the "we are looking into your problem" which is kind of frustrating. Not going off on BHVR, just saying it would be more beneficial to have direct feedback with the reporting system.
I'll admit this. I had a few bad nights of playing about 2 months ago. Pretty toxic after-game chat as both survivor and killer and it was all on me just being a salty gamer. Ended up getting a 3 day ban for chat abuse.
Just saying the report does work but there are a lot of fake/false reporting and BHVR staff is limited so it takes time to hand out a justified ban.
I do want them to give us a way to record the games as an in-game concept. Letting us go back and watch the previous game we played if we stayed logged in. This would help remove some of the hackers that have cropped up again.
Anecdotal but while playing killer I had a Feng Min that was blatantly hacking. She was fast vaulting from a complete stand still as well as swapping lockers next to each other without exiting. When game ended I realized my capture card faulted out and didn't record the game despite the obvious visuals. All I could do was report and not much else which means they will go on to hack again until someone manages to get vid evidence.
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@Onyx_Blue said:
Don't hold your breath about this becoming a mechanic in the game. They have plaster fixed the issue with The Blight's perk in the new chapter...once again.
My issue with the Blight perk is it is pretty plaster but not a fix to the inherent problem. Adding expose status doesn't do much if survivor is injured alrdy or has DS. Even with becoming exposed stopping the gen regression eats up a killers time exponentially. Not only do they still have to hook downed survivor but then run back and kick gen again, or vice versa. The problem is still there with no real fix.
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I... agree and disagree... 3 second is way to long to stop regression from a survivors point of view. Tapping is also a problem with killers unless BHVR wants to increase regression speed.
Personally I would like to see a built in overcharge. After 1 second of repairing a regressing generator you are guaranteed a skill check. If missed generator continues to regress. If successful generator stops regressing until kicked again. This would stop gen tapping mid chaze but also not cripple survivors beyond playable.
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Don't forget PC gets Bill for free while consoles don't even have the option to purchase him for DLC.
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DS is strong and you're a moron if you think it isn't. It should NEVER be base kit regardless.
Survivors whine about Moris being able to kill off first hook but lets look at what survivors can do with DS that is completely outside of its intended purpose.
1) Paired with UB you are literally invulnerable and can't be left alone. This encourages killers to slug AND camp you on the ground leading to a massive waste of time for both killer and survivor.
2) 60 seconds means if you get hooked next to a generator that hasn't been touched you can walk over to it and do 75% of the generator solo. Killer has 2 options here. Grab you and take the stun to spare the gen or play in a way that slugs you then effectively camp a single gen or risk of UB or another survivor now knowing the location of a gen and can heal. What incentive does a killer have to not wait it out? Lose more gens. catch 22.
3) You just got unhooked, got DS and see a teammate being chased. Time to body block! Forces killwr to hit you. Or you can do the truly annoying thing and jump spam lockers to distract a killer (cause just an FYI survivor mains killers rely on sound a lot more than you think). Killer grabs you from locker? Haha stun.
4) All gens done. You can use DS to sit at a door and fully open it at no risk. Top levels will 99% the door and just wait it out to avoid DW. Oh other survivor got hooked. Let me go save them. They can now unhook AND force killer to just watch as they run to the door open it and proceed to teabag.
5) My personal survivor build since i mainly plat survivor solo. Since I main killer but play both sides consistently. You can literally go true immortal end game. Deliverance/DS/UB/Tenacity. If at any point in the game I've saved a teammate I dont fear killer at all. DS is the crux of the build and most killers dont expect UB when i start crawling.
DS needs tweaks to disable when YOU interact, this means working a gen or door or healing another survivor but not while being healed, with anything but vaults and pallets including opening chest or doing event stuff. ATM it is beyond strong and it encourages toxic survivor play and toxic killer play.
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@TheEvilKit said:
I hate to be that guy but confirmation bias much? I, a PC player who has regularly played with other PC players before crossplay and a healthy dose of console players during crossplay regularly have a ping of 80. Ping has nothing to do with whether a player is PC or Console and is entirely reliant on their stable their ISP is and how close/far they are to the server they've connected to.
I would love to be able to play with 40-52 ping so it feels like a weird flex to complain about it.
No real flex on my ping. If anything my ISP loves sucker punching my bank account each month so I can enjoy playing games.
With crossplay the servers have objectively become burdened. Its apparent with the game crashes and as stated above the roller coaster pings.
This post was also initially a rant on seeing pings vary wildly when I see console players. I dont blame them and don't necessarily blame BHVR. Just a rant filled feedback to divert more funding to stabilize the servers and make the game an overall more enjoyable experience for everyone.
As a quick note, the hit verification is a good step in that direction. Getting rid of pallet swings and window hits that clearly didn't hit by improving server response.
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So... You're a survivor main. I see your points and they are valid but your conclusions are only half the picture.
Killer goes against 4 survivors and has to control the entire map alone. Does it feel bad that you got downed and put on a hook? Yeah. Depending on the state of the game when you get hooked proxy camping is a completely legitimate strategy.
Here's a perfect example. Say I choose to play trapper. Map is... McMillan or Autohaven. Open map, good loops, wide berths. My instinct is to set up a 3 gen using my traps and watch as the game dips down to 4 gens done while soft covering my pre-set 3 gen. I down you. Im going to hook you in clear sight of at least 2 of the generators. If I see a single crow fly away or grass rustle near you I am bee lining it back. Now the question is why would I do that?
Because as a killer I am forced to. If I let you unhook safely 100% of the time then getting a 1k would be amazing results or you and your team would have to be potatoes running at me.
You mentioned 2nd chance perks if your reply. What you didn't mention is the objective point of camping in a sense. As the killer I am slowing the game down (just a little bit [<3 monto]) by keeping pressure not only on you but anyone who comes to save you. The longer they take and the more risk they take the less likely they are crouched at a gen holding M1.
Its frustrating but I suggest playing more killer so you can understand why camping is a legit tactic. And no I'm not defending the salty killers that face camp spamming hits and/or their power.
If you want an example of what your asking for from a killer mains perspective. Then I suggest generators have a max of 2 people on them. No more 3-4 spot gens anymore. It lets survivors who put the effort to find others in finish generators faster than any non-dash killer can traverse a map from wall-wall. Restrict generators to 2 survivors max by using tiles and terrain and also increase the radius at which you can hear them working on it unless they run the perk Technician.
Do you see how unreasonable that sounds?
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As a killer main who does play a fair share of Oni I actually agree here. No mither is a bad slap to survivors rate of living. With the amount of killers available then I could see this working.
It needs 1 caveat though, rank 3 no mither should disable rank 3 iron will. Both lower grunt sounds but in regards to a 4 man SWF no mither team if they all ran no mither + iron will its a massive downside.
The only reason I think this is acceptable is that survivors can't see the killer they are facing so its always going to be a crap shoot.
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@DirtNastyC said:
Lots of helpful stuff so far, I definitely focus on escaping chases rather than looping, I will work on that more, not for lack of trying I definitely have tried looping I just always seem to get hit really quick especially sliding over a pallet or jumping through a window the killer just hits me right through obstacles. I have no idea when you guys say “SWF” what that is, so I’ll try and google what that means.
I'm a killer main and ill give you a tip in looping friend.
If you drop a pallet against a killer early there is nothing wrong with that. Use it to set yourself up to be the one controlling the chase. Watch how the killer reacts and choose accordingly. Example: You drop a pallet early in a loop/chase. Killer decides to break it. The moment they start the pallet kick high tail it to another pallet to reset yourself on your terms.
While running a pallet loop dont look back at the killer to often. Focus on hugging the terrain as tightly as possible without getting stuck. You will naturally see the killers location as you make the circles.
Be AWARE of bloodlust. If you've been looping for a decent amount of time drop the pallet after loop 3/4 if killer isn't mind gaming. Breaking the pallet resets their bloodlust timer and if they don't then your loop just became huge and they will struggle to catch you.
Don't hover on bad pallets. When I say bad pallets there are different types. unsafe, safe, and God pallets. Unsafe pallets are ones that have small terrain around them. The killer can get to either side quickly and if you attempt to slide over constantly you will get hit.
Last, learn when you should take a hit and spare a pallet. If the killer is on your butt. Thdy are within lunge range and see you going for a pallet, many high killers will wait to swing to get the hit + wasted pallet. If you feel the killer will assuredly hit you even if you throw the pallet down take the hit. Use your speed boost from the hit to move to a new location and set yourself up to loop. This spares your team a pallet and will frustrate the killer as they didnt get the wasted resource.
All in all it just takes some practice.
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Here is my opinion. NOED and DS both need to be looked at regarding a rework but complaining about one and not the other is fallacy.
Why they need to be looked at. From a killer perspective (my main) if I run no obsession perk and see an obsession in the game there is now a chance for four DS, minimum one, in the game. I have to change my entire play style around that single perk and respect it for all players even if only one is in the game. It opens up multitudes of plays for survivors using locker plays, head on, body blocks, BT saves, gen rushes, etc. There is no counter. It is either force the perk use by tunneling (which survivors bemoan in endgame) or respect EVERY down.
NOED, needs a rework to actually buff it. Most totems spawn near generators. No skill checks required to break and takes 15s to break. Survivors don't HAVE to play around NOED. Its a crutch perk designed to give you an advantage for survivor misplay. It can be shut down entirely before ever activating and usually by first hit/down with NOED the survivors left either escape or find the totem quickly and cleanse it. It should have a 60s activation upon last totem cleansed or last gen completed.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1534217#Comment_1534217
Because it's Whispers built into his power for injured survivors. It would be way to easy to locate vulnerable people without any effort or perks required. That's why it is a hand-hold idea.
He has an add-on for tracking injured people if you want stuff to do with lore :)
Whispers range is larger. It is also easier to notice activation with the entity growl and the perk lighting up. A single, directionless audio cue wouldn't give any info except "check this area". Which could be helpful or detrimental. The survivor could heal, could run outside of terror radius, could position themselves to hide better or close in on the Demo and not allow the passive to activate again until Deml leaves the area.
Its the reason I made sure to include the word "enters". That way demo can't just continuously hunt a single area and troll an injured survivor.
If you're not injured then the passive skill wouldn't work. It gives incentive to heal and it also would give Demo a reason to drop a chase.
That addon btw is trash. It lets you see injured survivors while only in the upside down. Where your camera is locked and your travel path is pre-determined. Its one of the reasons I never run it and don't understand why BHVR thought that it needed to be a pink addon.
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@Onyx_Blue said:
No, this is would be hand-holding at its finest. All Demo needs is add-on alterations. And no, @AhoyWolf, Demo should never be given Rat Liver at base-kit. That add-on hard carries people as it is. People spam that add-on (with) STBFL and think they're great Demo players, nope, those people are just boosted and delusional.
I'm lost on how it would be hand holding. I'm not suggesting something grandiose like a failed skilled check notification or killer instinct notification. Just a auditory notification like his inherent clicking audio or a ping.
The reasoning behind this is more Canon lore. Demo is attracted by blood so having a passive to know someone is injured nearby is reasonable.
For the other replies. M&A is a entirely situational, it is also is the reason for the 15 second delay in sequential activation.
The portal undetectable is one reason I feel he should have something like this added. The map wide alert sends people fleeing gens or hiding when Deml actively uses portals (not just feigning). Being undetectable with his loud footsteps and most commonly people hiding until it runs out gives me a nice reward of, you utilized your power, someone didn't want to burn time healing but just hid at audio cue. You now know they are somewhere nearby.
It could definitely be tweaked to make it more synergistic was mainly just a rough idea.
going to edit this in as I saw I never explained. the audio alert would not and should not be directional leading Demo directly to a survivor just a indication they are somewhere inside your radius.
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My Opinion on what would make trapper a more.... Well rounded killer. Give him a secondary ability to trap a single generator with one of his traps. The first survivor to attempt to repair that generator is injured (if healthy), and reveals their location. They then must struggle to get out of the trap like usual.
It gives the trapper more options (and turns his inherent 3 gen into a more deadly combination) without overburdening or reworking his entire kit.
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As a killer main you just need to learn to deal with it. Unfortunately. The toxicity continues throughout the community regardless of skill and it just warps to other phrases like "camping" or "tunneling" even when you earn 29-30k BP for the game.
Don't let it discourage you from the game, it's fun and while it can be a bit stressful don't let it bother you to much and just remember. It's a game in the end. Good luck hunting in the fog friend~!
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@silverwolf4455 said:
The EGC is not something to help you win. It is just to keep the games from going on forever like they used to be able to be. If you have lost then go afk for the 2minutes. If they won't open the doors them go open one and get 500 points.
I posit the question to you. If the gates are opened (by killer or survivor). Why as the killer should I be forced to wait on people to leave and AFK? If you are full health and sitting in the exit gates you've won the game. At that point you are being a troll but the report system in DbD has and always will be a joke for situations like that.
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@SleepyWillo said:
I don't think you're understanding the point of EGC. It's not to give you kills or help you out. It's to make the game endso people don't hide for 30mins to troll. If it's reduced it would mean that survivors wouldn't be able to attempt saves at the endgame. Those attempts help both sides. I've seen killers go from 1 hook to max BBQ stacks and a few deaths from saves. Plus those points during EGC are worth more than early game.
I've played DbD for close to 4 years now. I remember the games where people would troll and run around for 30 minutes to just force a killer to DC to get to a new game. I remember old hatch standoffs taking 45+ minutes for someone to make the first move.
I'm not saying get rid of the EGC, I am merely suggesting that it gets reworked to encourage people to play the game, as the EGC was originally designed to do. If killers were given more options than 1 to fight against this (literally get a freddy perk and manage a hook AFTER doors open) then I wouldn't have as much of an issue with the EGC being so long.
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@Waffleyumboy said:
Can't the killer just go the exit gates and force them out, getting bp for doing so?
You get 100-200 bloodpoints for a hit unless you go with a special ability of a killer which can give up to ~400 depending on the killers ability.
Survivors get 2 hits at 150 bloodpoints each minimum + escape from chase + distraction if there are other survivors nearby. The scale of blood points earned is extremely lopsided which is what encourages survivors to do this.
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@liquidlight said:
I don't think you're going to get anything from this considering there's a huge post on slugging and leaving survivors down for 4 minutes and how it is NOT taking the game hostage. So, if killers think its okay to do that, and the majority do if you go read the post, then I think survivors are going to argue that waiting for the end game timer is equally as fair.
I'll say this as I know I'm an odd man out here. As a Killer main I go out of my way to not tunnel/camp when possible. Same for slugging, the builds where it works are just as niche and not as common as survivors sitting in exit hallway. I would be perfectly ok with survivors given an ability that doesn't require Unbreakable to get back up. If a killer slugs and refuses to pick up (obviously refusing by being within perimeter of the downed survivor for a length of time) the cap on the self-recovery should be lifted.