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JPA
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1890077#Comment_1890077
That is an interesting idea, not gonna lie.
If I may present a minor modification to make it less of an issue with, say, Irihead:
-Each time the Huntress throws a Hatchet, the range of the lullaby is reduced by 5 meters.
-Lullaby range resets to normal when the Huntress reloads at a locker.
This makes it so that with Iridescent Head, Huntress won't have a 20-meter Radius with a one-hit down.
I guess this would make the extra hatchet add ons pretty strong too as you could end up with something like 5 hatchets left with a lullaby radius less than or equal to the terror radius. Maybe they could do it based on percentage of hatchets left to ensure the lullaby only reaches a certain point.
I like the idea!
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@BattleCast said:
Mostly ggs or nothing at all in my end game chats. I don’t play scummy at all so there isn’t a real reason for anyone to be mad.
This is implying you don't get toxicity unless you play "scummy", which is just really really wrong, even playing as Huntress (who I don't consider OP at all) with absolutely 0 tunneling and camping and getting a 0 or 1k I'll still get the occasional comments (e.g. gg ez, baby killer etc. to rub salt in the wound of a defeat)
I would say I get salty comments maybe 20% of my games, max. I was actually considering starting to keep a log of how often it occurs, out of interest. Since we tend to remember negative events more, I have a feeling I overestimate the amount of salt/toxicity I see. At higher ranks now I think I've been seeing more ggs, although only when I lose.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1889444#Comment_1889444
It sounds nice in theory, because 1 second sounds worthless on paper. But in practice though, anything longer would be broken on Clown with everything else he’s already capable of. I’m just grateful that direct hits with Antidote still cause a 1 second interruption at all. If it always had to be tonic then it would be cumbersome.
Yeah not necessarily the longer stun, but some other interesting effects. But yeah a stun on both for consistency is also useful.
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Nice shots!
It'd be cool if the yellow bottles stunned them for longer or had some other effect (on hit)
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1888470#Comment_1888470
Here we go.
I know Twitter doesn’t have the best upload quality, but here it is nonetheless.
https://twitter.com/rigby_gaming/status/1352208915967053824?s=21
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If all survivors jump on the first gen they see, it means the last remaining gens will be clustered together in one side of the map. The other survivors are probably walking to gens on the other side of the map, so the remaining gens are spread out and harder for the Killer to defend in the later stages of the game.
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If it cannot find enough players of a similar rank, it will just match you with any players available, regardless of Rank.
There are long wait times for survivors at high ranks because playing Killer is stressful at high ranks, therefore it's probably putting you into games with high ranks to fix their wait times.
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@scenekiller said:
Why do killers think Haddonfield is so bad?
I'm not asking this sarcastically or anything, I just don't really play killer (and def haven't on Haddonfield the occasional time I do) so I don't know what the experience is like, and I'm curious.
A lot of the long corridors created by the fences create loops which cannot really be mindgamed and it's boring as a Killer since they are not at all mind-gameable so you just have to hold W, it's also more punishing as a result if you then whiff or get dead harded as its even more of a time waste.
Also the balconies can be used by survivors to waste even more time as they can jump a window but again you can't mind game this as they will then just stand on the balcony to FORCE you to follow that direction.
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Yesterday I won a game as Legion and one of the survivors who was a Legion main said GG and that I played well (I suspect it's because I had him on death hook at one point but left him for a slug instead which maybe he appreciated as he got another 5 minutes in the game), but it was such a shock to my system to see wholesome compliments in the post-game chat.
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@DBD78 said:
Builds and perks are not toxic. But Franklins and Noed are not popular among survivors anyway.
But is the build toxic if it was built with toxicity in mind?
philosiraptor.jpeg
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I've basically been on a constant back and forth between ranks 7 and 9. The difference is truly astonishing in the average rank team you see between green and purple ranks.
Sure staying in the green ranks is fun but you get tired of 4k'ing potatoes after a while. If you get really good in these ranks then you will just be learning bad habits (taking long chases, not zoning survivors), and as soon as you come against an efficient team (not necessarily even a "tournament swf", but efficient solos or 2-man) you will get demolished.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1886636#Comment_1886636
You missed the point. I wasn't saying have the cosmetic team work on balance. Instead of hiring people to work on cosmetics they could have spent that money on hiring more people to work on the balance team.
You phrased it as saying the cosmetic team itself was a resource, which is not the case. Yeah the wages are the resource which are being put into these teams, and yes they should probably hire more gameplay programmers.
However based on the money made selling cosmetics, they probably make a higher return on the wages spent on cosmetic artists than gameplay programmers.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1886545#Comment_1886545
It doesn't matter that it's a different team. A separate team working on cosmetics are still resources that could be put into the balance team.
lol no
People who work on cosmetics (artists/designers/modellers) are going to have an entirely different skillset to gameplay programmers, you can't just assign a game designer/programmer on cosmetics and vice versa.
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@FrostySeal said:
Because most of the changes that are suggested are awful changes and would make the perk awful. Don't get me wrong, as killer it's an extremely annoying when you get hit by DS when you didn't tunnel them but just because something is really annoying doesn't mean it needs a nerf.
Well at the end of the day games are usually played for enjoyment, so if something is consistently flagged as annoying it does suggest some changes or "nerfs" might be worth considering.
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To pip up at the higher ranks you'll essentially need to consistently do well in 3 of 4 pip areas:
- doing gens
- escaping the trial
- healing
- lasting long in (or winning) chase
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At least one game you got a 2k against a higher ranked team. That's definitely at least a draw.
But yeah the MMR is a real shame at the moment. Well done for persevering through 4 games at least.
If you focus on just improving your gameplay (quicker chases, better shots, good mind games) and get less fixated on getting 4Ks etc, the game gets a bit less stressful.
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As a Killer even at 5 gens you don't always have information on every gen on the map. For all you know 2 or even 3 gens could be at 90% and the game could be 10 seconds from a 2 gen.
I've had a few games where it felt like I was absolutely dominating, so I ease off on the pressure and, oh whoops 3 gens go off in a short space of time, well there goes all the advantage.
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Pipping can be frustrating as Killer. You are punished for playing too well and winning quickly, yet if you drag the game out you risk not getting a 4K, which at high ranks usually means missing a +2 and maybe even a +1
Then you get the swf map offering games in which you need to work HARD to even get a black pip
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I think also 50% of his body needs to be in your camera, so if he is leaning behind something sufficiently large you won't be able to reveal him.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1885007#Comment_1885007
He doesn't have to.
I don't care if he gives the killer the BBQ stack or not, my point is him suiciding on hook is no better than D/Cing and he's kidding himself if he thinks there is a difference.
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@GraveHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1885000#Comment_1885000
No, I'm not gonna dc. I will give the killer his bbq stack and then I'm out.
Give him the stack and then D/C. Killing yourself on hook is just as bad as D/Cing, don't kid yourself!
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1884965#Comment_1884965
FPS drops from triggers in the game kill me frequently. Console and low end pc players would no longer be able to play because the devs won't optimize the game.
Fair enough, I didn't realise. Since seeing the other posts on just removing the struggle, I agree that's a much better solution.
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@GraveHunter said:
No. If I don't want to participate in a game where my team are just bad and can't do anything (2 down in 30 seconds of the start), you bet I'm gonna suicide on hook. You can't force someone to sit it out if they want out of that game because it's a lost cause.
In this case you should D/C and just take the penalty. The struggle right now makes it far too easy to bypass the D/C penalties.
Your teammates may still be learning, whereas you are just making the conscious decision to completely throw the game for the rest of the team, and you should be penalised as such.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1884965#Comment_1884965
So you can intentionally suicide once every 30 games and it's okay then?
You literally can't build a system to detect intentionally suicides and accidental ones that won't get gamed.
The better solution would be to change struggle phase.
If people go from intentionally suiciding 1/30 games rather than 1/3 games, then we all see 10x less suicide on hook.
Maffs.
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Luck of the draw I guess, I've just played 5 survivor games in a row and didn't see any tunneling really
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@Crowman said:
So a person who messed up mashing a button and dies on accident should be punished too?
There's no way you'll ever figure out which people intentionally killed themselves on hook and which people didn't.
If someone does it once every 30 games, it's probably an accident. If it happens every 3 games then it's a bit more obvious.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1884846#Comment_1884846
The one thing I miss about the previous DS is that it would be the perfect perk to represent a Killer trying to pick up a fat person only to throw their back because the Survivor's too heavy.
Unliftable + Unbreakable = new meta
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It could be balanced, you could be slower at running, but the Killer would only be able to walk 5m before they drop you, so you'd be trickier to hook.
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Iri head almost doesn't seem OP against god survivors on a tough map. Maybe I'm just not good enough at Huntress tho
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Apparently they can make some nasty Devour Hope build, in which Victor can body block or guard the totem.
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I don't have Ruin on most of my Killers, and didn't even unlock Blight yet, so I guess I have yet to even experience a full meta build.
I probably want to though as since I've got to rank 8 Killer games have got too stressful and maybe 2 out of 5 will be enjoyable.
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I mean if you are able to stay in chase for as many gens as you choose then either the Killer is new or you are abusing OP map loops, so maybe yeah you could go down or go do a gen or something, or just run for 5 gens I guess and have another 4 minute long game which is almost as long as your queue times.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/220485/i-m-toxic-now
The main reason survivors treat you like trash is because they get treated like trash from killers. The same type of killers that you have now become.
Welcome to the wishes circle of toxicness.
Honestly, I've been playing for 2 months and played both Killer and Survivor, I would estimate as a Killer I get some sort of toxic chat regardless of how I play at least 3 games out of 10. Playing as a survivor, I almost never see Killers say anything other than gg. Even if it's a 5 gen face camper, they won't ever say anything in the lobby, which leads me to believe its just a confused new killer who doesn't know how to get kills other than facecamp + NOED (and perhaps console if they're also not typing).
I think you are absolutely wrong to say Killers kicked off the circle of toxicity, in fact I think it's the other way around (case in point, see the OP)
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What rank are you? Decimating lobbies is quite easy as Huntress up to about rank 8, beyond that point it just seems everyone knows how to efficiently loop Huntress for days.
(Also lots of huntress mains never M1, you can just melee hatchet and have a shorter cooldown).
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1881069#Comment_1881069
If survivors are hanging around inside the exit, then push them out. I just don't understand why killers complain if they aren't willing to do that (it's silly). Pride? It's a game.
Whether it's a game or not you are still interacting with people, so if certain players want to hang around for a chance to add insult to injury, I will quite happily AFK in a corner and spend that minute constructively rather than give them their satisfaction.
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@Sluzzy said:
Killers already use tracking perks every game; BBQ, Whispers, Nurses Calling, Undying, I'm All Ears, Bitter Murmur and how many more. Killer addons to give auras, almost forgot to mention Tinkerer that tells exactly where survivor is at when doing objective. You have doctor that wallhacks all game as well. Legion feral frenzy. Don't pretend you don't have the killer's version of OoO, activatable by just doing killer things in much more powerful ways. Most of the time surv has no knowledge their aura is shown. OoO has incredible downsides when the killer version of aura perks have virtually none.
You say the killer tracking perks have virtually no downsides?
BBQ - doesn't work beyond 40m. Can be dodged almost every single time as you can hop in a locker as soon as they pick up.
Whispers - detects people on hook, in dying state etc. so its not useful at all for a large portion of the game where you are in the vicinity of many survivors, its great for the start and the end-game of a game you already won, but it definitely has drawbacks
Nurses calling - the radius of this is quite small, a switched on survivor who is keeping track of the Killer can avoid this by not healing in the terror radius, unless you're against Ghost Face or something
All Ears - has a massive cooldown
Bitter Murmur - the drawback of this perk is the fact you need to give objectives to use it, its a risk to run this against efficient teams as you can assume they may single man gens here anyway
Undying I can't really comment, I don't have this one. It is being nerfed though so...
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@IronKnight55 said:
Just force the survivors out... Why is that so difficult for killers to do? I don't get it. Queue times are pretty much instant for me during the day and only take about 3-5 minutes at night.
It's not a question of difficulty, more of a pride thing. 9 times out of 10 people will be hanging at the exit gate to showboat, and will do so as long as possible, pulling away at the last second to deny you points for the hit (and I assume to get themselves another won chase). You should not have to take part in that, if they want to hang around and extend the game for no reason, it's on them.
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I've always read people doing this as pure spite, to deny you the extra 1000 (or whatever it is), and possibly deny you a Gold/Iridescent medal for Devout, they'll sacrifice ALL their points and take a 5 minute minimum ban.
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I like going against Huntress, she doesn't seem unfair since she is quite balanced with the low speed and huge terror radius. If I lose to a Huntress it usually feels like they earned the victory.
Ghost Face can be fun too as his matches are usually quite intense.
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If the person being unhooked here runs the same way as the unhooker, then it's not possible for the Killer to chase the unhooker without also enabling the DS.
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If I ever play as Claudette I have her bright green t shirt and bright pink pants just so everyone knows I'm not a Blendette.
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It's a bit surprising there is a distinct lack of urban maps
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@Blueberry said:
That would work.
I personally think they just need to bake Bloodhounds current effect into Hemorrhage and make the new Bloodhound show blood auras on the ground at a short range like 6m.
I like this more because it isn't just fixing Bloodhound but also the Hemorrhage effect in general which has been trash for a long time.
I like the aura idea, as it would come in super clutch on maps with corn or even normal grass.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1878412#Comment_1878412
Then why are you playing the game if you dislike chases?
A chase can be fun, the whole mind games aspect of the game is fun. Just due to the whole 4v1 nature, and the gen speed of any half decent team of survivors, you don't have time to actually enjoy a chase as you're constantly timing each one in your head.
Sometimes it feels like you are one missed attack or one dead hard away from throwing the game. I don't find that fun, no.
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@Hex_UrbanEvasion said:
https://forum.deadbydaylight.com/en/discussion/comment/1878469#Comment_1878469
This, to me, should be the mindset regarding DS. If I don't wanna get slapped, I can just go after someone else, probably get another down, and by the time I find the first survivor again, DS is gone. The times I've been DS'd were mostly bad timing on my part, or like, mixing up two survivors who looked the same.
As a survivor, I think my DS has actually reminded killers that they need to be a little more thoughtful if they don't wanna keep getting stunned. I've had some who got real sweaty for a kill, followed me right off second hook, and if I hadn't had it, that would've been game over for me. Instead, I got to skedaddle, heal, and play on for a while. Only twice I think has DS turned me dying into me escaping, but it also required the help of my teammates for that to work.
And honestly, I didn't think I would run it. But after so many games getting tunneled because I had no way of preventing it, because in red ranks everyone just expects you to have it and tells you you should've had it if you don't, I gave in. Everyone I hit with it from now on can thank all the killers who told me if I didn't wanna be tunneled, I should've had Decisive Strike. There are other perks I'd much rather use, but I got tired of being bullied in and out of match for not having it. Same thing went for Unbreakable.
DS could be nerfed to 45 seconds and deactivate upon touching a gen and it would still save you in these situations. No one had a problem with DS as a deterrence to real tunnelling. It's just annoying when used as a free escape guarantee or used by a survivor who is clearly aggro'ing a Killer with the intent to use it.
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The counter I see thrown around a lot is to just eat the DS early. So test someone for DS to either eliminate it or confirm they don't have it.
This results in people not running DS getting tunnelled, and they're the real losers here as they end up getting 2nd hooked when they maybe would not have. The ones who do have DS will no longer have it, so pose less risk in the late game.
But it's a shame that the counterplay for the anti tunnel perk is to just tunnel them anyway.
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The game should track which side you tend to play and offer more BP or something for daily rituals from the other side. That's the easiest fix I could see, although I guess it would not matter as much for people with 3+ years who probably have maxed out builds anyway.
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Iron Grasp to get them to the basement as Bubba can get an ez 4k
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@xEa said:
Many here mention that tunneling off the hook is not fun for survivors, but nobody mentions that it is also extremly boring for killer. Tunneling (especially off hook) removes the chase in DbD... and the chase is the point of this game and for most the only fun experience.
I never understood why people even bother playing when the ruin the most fun part of it.
I don't find chasing fun to be honest, as you are under constant pressure as Killer to end each chase as quickly as possible. Ooops, missed that dead hard after a 15 second injured chase? Well you lost now and literally need to tunnel someone as the other 3 have now got a gen to 80%.
Combine that with safe pallets and loops on certain maps and it's literally a dreadful experience
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1877470#Comment_1877470
That's the normal experience for killers except for really good killers who have mastered their characters. I am pretty sure the person you are responding to was being sarcastic.
If you want the killer role to be a chill experience, pick Bubba, hook a survivor and camp. If you enjoy potatoes, I recommend you have some on hand because the survivors will give you plenty of salt to use.
In all seriousness, if you need someone to convince you to play a game, then that game is no longer fun for you and it would be best to try something new.
Don't forget NOED
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Did you try Killer, it's a fun and chill experience