JHondo
JHondo
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- JHondo
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@BubbaMain64 said:
That sounds more like punishing a bad unhook to be honest.
Exactly! Yet that is called tunneling and scummy and BM and toxic because ignorant people refuse to learn the difference. The amount of times I've been "tunneled" because of poor unhooks is disgusting but I'm never angry at the killer for it, always my teammates.
Many Survivor players need to learn:
You don't need to unhook immediately, there is a considerable amount of time between stages.
Bring BT if you're gonna be an unhooking altruistic player or learn when/how to safely unhook.
And if needed take the killers aggro, you get BP for protection hits and unless you're on death hook you can usually afford to get into a chase or trade hooks. Body blocking exists and can be very effective to buy more time for the team.
I would be willing to bet if players did these things the amount of "tunneling" complaints would decrease immensely.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1670656#Comment_1670656
you've already reached rank 1 why do you even care anymore. I mean if you want to go there that's great but If I ever hit rank 1(not damn likely) I wouldn't care what my rank was ever again.
For the hell of it. I like the challenge and trying to maintain that rank as killer is actually kinda fun. I however don't care if I hit it again and drop down again because I know that I've done it before and can do it again.
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I only tbag if I've stunned a toxic killer or hard tunneler to show their scumminess won't let them win but even then I never do it at exit gates. I don't care if it's "like spiking the football after a touchdown" as I've seen people refer to it, it's still poor sportsmanship and bad manners in my eyes.
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I've been playing killers I'm bad with for the purpose of deranking and also practicing those killers and in the last week I've gotten so many Adept achievements as killer in purple just under red ranks that it's been crazy. Hoping when reset hits I'll be able to get the last of the adepts I need so I can work on getting back up to Rank 1 with my mains again.
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Playing Hag I always wear the green plant cosmetic cause it's beautiful but when I'm playing to just mess around I'll switch it up to silly combinations because non of hers mix or match at all without looking wonky. Usually I just wear what looks coolest to me at the time for any killer or survivor. With Survivor I mostly play Nea and Felix so I wear her yellow sweater and red skirt or kitty sweater and skirt outfits and for Felix it's Octoberfest all the time. With killers I wear the Yellow biohazard Nurse, Black leather Pig, Minotaur Oni, Sapling Hag, and yellow Bunny Legion.
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This has been happening a lot more to me lately too. The Aim Assist keeps pulling me to the nearest obstacle despite the Survivor being in the dead center of my screen. I don't think this really has to do with ping/hit validation but moreso to do with the crap Aim Assist that exists to "smooth out the game" that can't be turned off. A few months ago it was an issue with always auto turning towards the survivors on hooks instead of hitting the rescuer but I haven't had that issue in a little while and now if there's barely any obstacle on my screen when I go to hit a survivor it'll turn me towards the pallet/wall/whatever they're looping around.
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@Gottlos said:
https://forum.deadbydaylight.com/en/discussion/comment/1669958#Comment_1669958
I typically play more survivor than killer but I play both enough that they are always in red rank. I also always finish all challenges.
I don't really mind the basic approach of motivating players to play and trying to make money in the process, I buy all dlcs with money even though I have enough with shards because I want to support the devs. My issue is more with the fun factor of playing (what I feel like is) more than the average amount of time and still not being able to complete the rift. I feel like it is just too much in too little time, even just extending the time that the rift is open would be a simple adjustment to make it more enjoyable.
I totally get that. If they even extended it a week it would feel like a little less of a grind. I think a better option would be to make the XP needed for a shard to go down from 800 to 600. On average in a match I make 550xp so if I could almost get a shard every match it would ease up a lot. Especially since the first Survivor and first killer matches of the day award additional xp
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Clarifying question, are you playing just one role or both Survivor and Killer? Finishing the challenges for both roles and playing roughly two hours a day got me to 70 before even finishing level 4 of the challenges. Personally I do feel it is a bit of a grind but with the amount of time given it's something that is fairly easily accomplished. Just grinding out some of the challenges has been enough to get a tier.
The rewards from the rift are all cosmetics that don't affect gameplay and are entirely optional. If you don't know if you can finish the rift don't buy in. You don't need to spend the money at the beginning, you can spend it at the end when you've finished or know you can finish and get all of the rewards at that time.
Also, you get your Auric cells back for finishing the rift so that's the incentive to play more and finish, in fact, that's the business model for something like this. Get a lot of players to spend $10, give that money back as in game currency to the ones that finished, if they didn't get the $10 back they may be likely to spend it again on the next one. Or they'll spend the cells they got back on other cosmetics and pay for the next rift again.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1668073#Comment_1668073
Most of these posts aren't relevant to the average survivor vs the average killer. Lets face it, Give a spirit to someone who isn't very good at her and she'll get stomped. Even when they address MMR it will never be perfect (RNG map design etc) so I guess people will always be on here complaining when they lose. Sometimes I think most of the people on here just want to play on easy mode rather than improve their game. Oh yeah... Smurf Rainbow Squads.
Yeah, it's funny to me how many people assume everyone that plays Spirit or Deathslinger or Pyramid Head is a god level killer and can do amazing with them every match. It's kinda like all the people that instantly assume every SWF is a godly depip squad and not just a group of people chatting while playing a game. The only reason I play some of the killers, Spirit included, is only for dailies.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1668089#Comment_1668089
I'm not talking about unsafe unhooks 😆 I meant tunneling to be an ######### and camping with blinks.
Yeah, I don't do that stuff. I have a hard enough time ending chases with blinks still lol
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1668066#Comment_1668066
I meant eating ds to tunnel for no reason.
In those unsafe unhooks instances I'll eat a DS but if they kite me to someone else I'll switch targets cause I know how much it sucks to be tunneled out of the game.
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Every time I see a Spirit complaint post it makes me just want to play her all day. I'm not good with most M1 killers and can pretty much only use her power well for distance so it's amusing when people DC against me and hand me the win when in reality only 1 or 2 of them would end up dying against me playing Spirit.
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I've been learning Nurse recently, I play on PC but with an Xbone controller instead of M+Kb. The only time as any killer that I'll "tunnel" is if I legitimately don't see another Survivor around, just the injured person fresh off hook caus their teammate couldn't be bothered to take agro after what is usually an unsafe unhooks, or endgame when the game hasn't gone well and I'd just like to secure one kill and I know that person is on death hook and injured.
I don't consider the first scenario there tunneling though, it's just a smart play to go after the person standing injured in the middle of the field instead of checking every bush and rock for the unhooker while the injured person runs all the way across the map and heals or finishes gens.
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If you think about comms for SWF as a 5th perk this idea sounds good, on paper. In practicality it would make solo a more unbearable option and throw off balance if killers used it to stack yet another slowdown or build a slow down+endgame load out. I'd rather see them maybe put Kindred or Bond as base kit for survivors to get solo closer to SWF levels and then rework/give QoL changes to killers so there isn't a massive gap between strength levels and all could be viable.
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@TheOhioHutcH said:
I was doing a daily for Freddie today. So I put on a bad build for Freddy. Just ran agitation, brutal strength, sloppy butcher, and barbecue and chili. With fake pallets and a z block. For fun just to get the daily done. I ended up getting a 4k to my surprise. the survivors were all red rank with the normal Survivor meta perks. That made me feel good.
Always fun when things like that happen. Reminds me of when I was grinding Trapper achievements and without realizing it I had gotten to Rank 1 by just picking up from traps. Just totally unexpected things.
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Hag and Trapper usually can too depending on trap placements and survivor pathing.
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I hate this map as Killer and Survivor. With killer it's so clustered but long as hell and the optimal way to play is force a 3 gen which is boring as hell. With Survivor, unless you're stealthy about working on a gen in one side before going to the other you're almost guaranteed to 3 gen yourselves which is also boring as hell.
I'm hoping the next realm to get a rework is gonna be Auto Haven so they can address the issues with these maps. Azarov's should be more like suffocation pit, Wreckers Yard needs to be a little bigger or all of the dead zones need to be addressed, Blood Lodge needs dead zone fixes, and Auto Heaven is pretty good as is. These maps as a whole have a problem of being jam packed with pallets or being full of dead zones with little to no in-between.
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Another soft counter to the hook traps is wait until she is in a chase/far away/ carrying someone else, trigger the trap then unhook. It's harder in solo but many of us run Kindred so others can see the killer or be able to see if they're in a chase. I'm a Hag main and will tell you, the easiest way to beat Hag is to pay attention, trigger her traps to force chase, and unhook when she is preoccupied.
The more information you have on a Hag the weaker she becomes. Alert, BT, Urban, Flashlights, maps, and Kindred are all very useful tools against a Hag, some render her a slow m1 killer.
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Just grinding trapper achievements I managed to hit rank 1 without really trying and have since depipped a lot by grinding other killer achievements and finally learning how to play Nurse. Just playing killers I don't have much experience with has helped immensely to get my down in rank making getting my adept achievements easier on other killers.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/1655951#Comment_1655951
i already said that in my First ds post bout it mate, =D
Your first post has a lot of conditions and whatnot. I'm saying keep it simple, either just reduce the timer or make it so it's only active for x amount of time or until someone else is hooked. No need to mess with chase mechanic or deep wound type conditions. But yes, we are essentially saying the same thing.
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Here's my suggestion, lower the timer like Pop is getting, or just make it so it is deactivated when another Survivor is hooked. DS alone is less of an issue to me than the DS/UB combo.
Deactivating it when someone else gets hooked is ideal to me because it shows you're not being tunneled, prevents the DS/BT combo from preventing the unsafe rescue hook trade, and makes the DS/UB combo seem less oppressive when you have multiple Survivors downed because you can just hook someone else and them picking up will give you a hook trade opportunity.
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It shows the aura but other than that it doesn't give the killer a notification. If the killer is not near the totem it's unlikely they'll A: be able to get to it in time; and B: even notice the aura because a good killer will be almost constantly in a chase, carrying a survivor, kicking a gen, or breaking a pallet.
The only good aura perks for killers, imo, are ones that can be used in a chase (I'm All Ears) or give information to locations (BBQ), because they avoid time waste and against an optimal team literally every second counts, which in high ranks are over 50% of game.
Personally as someone that plays both sides I don't see an issue with Undying. You get a lot of BP for cleansing totems, most maps have consistent/highly visible spawns, unless you're pretty much on top of the Survivor the aura being shown is low risk for them, and there is no auditory/large visual notification for when a Survivor gets close to or begins working on a totem.
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I got it with Hag running just Devour in one match. If you're having problems with it due to totem cleanse and don't have Devour on one of those killers and don't want to bring a mori I'd suggest burning Midwich, Dead Dawg, or a Lery's Memorial offering as those maps have better/more obscure totem spawn locations.
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I have a feeling they won't do the other Legion members but it is a possibility if they want to add them for more filler.
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@The_Krapper said:
https://forum.deadbydaylight.com/discussion/192714/pallets
The best advice I can give is to get rid of the pallet early so it can't be used later on, alot of killers will respect pallets but I don't at all , I'll eat that pallet just to get it out of the game and make a dead zone, it's hard to get used to at first but try to get good at juggling chases and gen pressure in the early game , make them waste a couple pallets (or down them if it's easily achieved ) and then go back to pressuring gens keeping in mind where the 4 closest gens are from the beginning, when you get better at this you will find yourself at an advantage when gens do start getting done there won't be as much safety left and gens are all close together
Another advantage of eating pallet stuns is they tend to get cockier at pallets allowing you to break more, make mindgaming a little easier when/if you decide to respect it, or even getting hits through pallets they decide to camp at for the stun.
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@Aven_Fallen said:
I mean, Streamers like Tofu or Scott also say that he is strong. I guess, when he is out for a week or two, we know for sure.
Yeah, Tofu was saying his power isn't great for loops but is super useful for transitioning to other tiles. I haven't had the chance to play him yet since my friends wanted to swf last night and I've dumped all of my BP into the new Survivor but I'm looking forward to learning the Blight since I prefer the high mobility killers.
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I had a game the other day playing as Trapper with the Honing Stone Add-on on Torment Creek. I trapped a bunch of pallets and started a chase, swung my weapon only twice the whole game and got a 4 man slug while hooking the first Survivor because the remaining three almost simultaneously stepped into traps that put them in dying state on escape. Me and the only other PC player were laughing in disbelief that it even happened in the post game chat.
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@[Deleted User] said:
I'm just waiting for Thrill+Undying+Devour+Haunted
Although I'm not sure what happens if Haunted Grounds is cleansed with Undying if all Totems are Hex Totems. Does HG get popped, the other totem becomes dull, and Undying repopulates HG on that single dull? Or does HG get popped, Undying doesn't see a dull Totem yet, and it fizzles.
If there are not 2 dull totems Haunted Grounds cannot be replaced. Just running that and Undying you can usually get it twice but the third is iffy if they cleanse one of the dull ones first.
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Faced an Oni and a Meyers that both had no terror radius last night, also while not running Quick and Quiet I was making no sound while fast pallet vaulting, at least on my end. Playing on PC, btw.
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Your "rift experience" points are the same as your experience points per match for player level. It takes 800 experience points to get another rift shard, matches for me averages 3 shards per 4 games, sometimes "Emblem Bonus" experience is a lot higher like if I get mostly Iri emblems in the trial. Also you get more experience for the first Survivor and first killer games you play of the day which adds another 400 points I think.
It's pretty grindy but I play on average 2 hours a day, have finished all three levels of the Tome that have been released, and am sitting at tier 56 with almost four weeks left of the rift being open and another full level of challenges unreleased.
*Edited for typos
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@Raccoon said:
I usually stop placing traps near the hook after 1-2 unhooks...at that point the damage is done and they'll still crouch for saves :3
Played the other day without trapping any hooks and they still crouch walked to every single save.
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@mintchapstick said:
Which challenges are you guys struggling with? I only have 3 left and I swear I just cannot get them for some reason. On paper they don't sound impossible, but for some reason I just can't do it.
Survive with 3 other people leaving the trial before you--I almost never have a full team leaving the trial!
Stun the killer 3 times in one trial--killers at the rank I'm at usually know better than to get stunned.
Survive as the obsession--I FINALLY figured out a way to ensure getting the obsession without using DS (I'm awful at hitting DS and every killer just slugs anyway), but now I just have NOT been able to survive.
What about you guys?? I've done all of the killer challenges, but I'm stuck on these 3 survivor ones!
The three escapes don't have to be in the same match and if someone gets out while you're on hook it still progresses the challenge. You just have to be alive while someone escapes.
Stun the killer, I used Head On + Quick & Quiet. Took a couple games to finally get.
Escape as the Obsession, I used OoO and burned a Midwich offering which I barely got out. A friend of mine brought For the People and used it to heal me at the exit gate then we both ran out once he became the Obsession.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/187553/hey-console-survivors
Hey Jhondo, stop making generalizations of 2 platforms.
Sincerely,Console Survivor
When it stops happening to me on a regular basis I'll consider it. Honestly I love the crossplay and playing with/against console players. Just wish they took some aggro or actually waited to make a safe unhook instead of bum rushing. Yes PC players do it too but when I play with friends, we're usually 2 man swf, it's almost always the console players that unhook then hide so I get downed again. I'm also not attaking a specific console, they could be windows, switch, Xbox, PS4, for all I know.
Sincerely a PC Hybrid player (Not Surv or Killer main)
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I don't feel an extension is necessary. I've finished all hit one challenge currently out for Tome 4 and am at Tier 53 of the rift. I only have 17 tiers left to go and still have a whole ass 4th level of the Tome to go. I play about 2-3 hours a day and have no issues getting it done.
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It's Franklin's but it kinda sounds similar to Pyramid Head dragging his blade for some reason. When Franklin's was changed I camped an item cause I wanted to see it go and that's the noise.
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@SirVicksTheSlayer said:
Settle down bringing in the ebony mori's lol. holy jack smokes. as a killer main myself, i do not approve of this XD.
And NoED, like I ran into it every once in a while against PC killers but every other console killer I face brings it... What is going on with the console meta?
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Survivor:
Kindred: part of my go to anyway
Spine Chill: also part of my go to
Lightweight: for the vaults
We'll make it: good alternative to my BT so I can get those quick heals
Killer:
Since I'd most likely be playing Hag the only ones I'd bring are Unrelenting and Iron Grasp. Unrelenting for the faster missed attack recovery in case I miss a teleport hit, and Iron Grasp in case I want to go to basement Hag.
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I play aggressive Hag because I find defensive boring to play.
Depending on the map I trap main routes Survivors take and the main building and save a few traps for chases.
In a chase I lay them at pallet loops and in the middle of jungle gyms to shut them down. 8/10 times they'll continue the loop and I'll get the hit and often they'll forget I trapped in the chase and double back to the gym or pallet I previously trapped.
For perks I run:
BBQ
Third Seal
Unrelenting
Monitor
And Add-ons I usually use setting speed+distance but occasionally use aura reading traps+setting speed.
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@Kaitsja said:
Honestly, perk tiers are redundant at this point. I rarely use any of the offerings that give extra BP for X Category. I just don't see a point. Most of us just want perks and add-ons. I don't know how others feel about map offerings, but personally? I don't care for them. I'm fine with random maps and there's not really a situation where I'd want to run a specific map offering.
My friends and I like to use them for map roulette, that way we know for sure what one of the 3-4 we burn will be.
@NekoGamerX said:
sale back add on offering and item for half the price that we don't use.
This is a great idea so I can sell the crazy amount of flashlights+add-ons that I have along with all the keys+add-ons since I never use them. Or all pointless offerings that exist like the shrouds, most of my moris, all the fog increase offerings, all the brown BP offerings, all the hook spawn offerings, and most of the luck offerings.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/1571044#Comment_1571044
Yeah I bet those sound options, massive frame rate advantage, better overall visuals, plus the fact you've always been playing against PC players is just downright hilarious.
Yeah, it really is "a thumb for the same action is weaker than a full hand" really made my day lol
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As a red rank PC killer that uses an xbox controller instead of M+KB a lot of this thread is hilarious to me.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/1563383#Comment_1563383
Why do you think they're pointless though? lmao Just because you keep running into potato killers who refuse to take advantage of it doesn't mean it's a pointless mechanic. It quite literally is free information.
That's why I used the qualifier "fairly." The tutorial makes it a point to teach Survivors to avoid crows and yet so often killers don't utilize the information and Survivors don't care to avoid them. Both sides ignoring a mechanic renders said mechanic fairly pointless imo. Adding the golden shine to crows flying up brings them back to relevance since it's more noticeable to killers for the "free information" and since Survivors see the glow too they will try to avoid them a bit more often.
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Kinda just a visual cue to make using crows for detection more viable. They are/were a fairly pointless mechanic with how dark many of the maps are. Essentially most Survivors didn't really care if they disturb them because the Killers wouldn't pay much attention to them or just flat out couldn't see them so now they can actually be used more reliably for tracking.
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It's not bringing or even using the perks that's "toxic" it's forcing the use of the perk. It's body blocking the killer because you have BT so they can't go after the unhooker, it's hopping on a gen in the killers face then jumping in a locker to force DS, it's flashlighting while a killer is breaking every pallet just to agitate them, it's having a friend chase the killer to you to head on them constantly.
Toxicity is all subjective.
As far as the argument of "Don't camp or tunnel and we won't have to bring DS/BT" is concerned, if players didn't constantly try to force the use of the perks most killers wouldn't complain except in the lose lose end game collapse scenarios. Many of us that play both roles don't have an issue with the perks existing or being used to avoid scummy tactics but take issue with them being "abused" just because they can be and the ridiculous synergy some of them have.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/481191#Comment_481191
Hatchets never instantly downed survivors by default. You have always needed the iridescent head to do that.
To keep it simple, this was a very ambitious achievement/trophy when it was first added. We later reduced the requirement to 20 downs on other platforms, but it's a little harder to change a trophy. As long as it's still possible, we're limited in how much we can change it. Unfortunately it's gotta' stay that way unless there's a radical change to the huntress that makes that trophy no longer possible.
On a different killer with a large number grinding achievement, why is the Trapper one worded the same "catch Survivors in bear traps" as the daily but you only get progress towards the achievement when you pick them up out of the trap not just when they step in it but for the daily they just have to step in the traps?
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Had a full flashlight swf ttv squad (all friends in steam and one streaming that I saw in the lobby before the game loaded) running the meta in bright neon clothes the other day so I threw Lightborn on Trapper and even though I still lost it was a pretty close game and was so satisfying to deny them the opportunity of bullying that way. Plus getting a couple free hits in before they realized what was going on was fun.
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@Stanley12363 said:
https://forum.deadbydaylight.com/en/discussion/comment/1557157#Comment_1557157
Then why not just run corrupt? It zones the survivor forcing them to come to you. If you need more pressure from slowdown perks, then you are most likely doing something wrong in the match. Even against most Swf, you can still beat them without the use of 2+ slowdowns. Not every swf is a seal team 6 on coms.
Because after 2 minutes corrupt is gone and you're a killer with only three perks.
Note also that they removed synergizes between slowdown perks. Gens no longer regress when blocked off like with thrilling tremors or dead man's switch, no slowdown perks work in combination with surge, ruin no longer gains benefit from pop and can still be quickly removed from the game.
Pop has a time limit and can only be used after a hook and doesn't gain tokens or stack with consecutive hooks so if they hook three Survivors and don't use it they've wasted two uses of pop.
There's lots of reasons to combine slowdown perks instead of just running one and some killers don't even need them because of the pressure built into their basekit and some killer players don't even use slow down perks.
The only killer I run pop on is Oni but I could easily swap it out for infectious, rancor, or bitter murmur for better tracking/slugging capabilities. The only killers I run Corrupt on are Doctor and Pig to get the first chases started for the early game pressure because of their power to slow down the match throughout.
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EGC is to prevent anyone from taking the game hostage. Some prefer to secure one kill while others prefer to just open the gate and push the Survivors out.
I have had games where altruism turned a possible 1k into a 3k by proxy camping and I've had others where I don't even get the 1k because of body blocking or DS BT combos.
If I'm getting stomped that badly I'll just open the gate and go afk so they can get out and I can move on. A lot of Survivors like to 99 the gates and feed me kills at a 99d gate through slugging.
It's all in what you do with that time and if you feel like moving on or want to get some more BP at the end. When playing Survivor if we're getting destroyed I just play for points, dropping every pallet I come across, opening chests, cleansing totems, etc. because I know I'm gonna die so I might as well do something for the BP instead of just feeding the killer.
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Desperate Measures is just a sort of anti Thanatophobia for Survivors. It's really not as effect as people make it out to be much like Thana is not as effective as people make it out to be. For Thana it just adds a very slight slowdown to actions for all for each injured Survivor. Desperate just adds an okay speed up for Altruistic actions for one Survivor for each injured Survivor. Overall it's another filler perk, the only really viable perk the new Survivor has is Built to Last for the extra flashlights and depending on add-ons another full health state from a med kit.
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My thought on it is that Maps are played on by anyone in game whether they purchased the chapter or not so they really aren't part of the "chapter" but rather part of the Patch. Paragraphs were just a single new character introduced to the game.
This patch will be adding updated Gens, Chests, Lockers and essentially 7 full map updates (all 5 Badham variants and Both Yamaoka maps) Realistically they could remove the variants to Badham since they're all super similar anyway but that still leaves three full map updates along with utilities that appear on every map with updated animations for them. Not to mention updates to broken pallet and wall debris.
My hope is with each chapter and midchapter patch they update another realm or two along with giving us some new maps along the way.