JaviiMii
JaviiMii
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@Alphasoul05 said:
50+ matches where the killer slugged for the 4k, huh? That's an interesting statistic, since it implies you lived/spectated long enough every single match, every single game, for 50+ games, to see the killer do this. WoW!
There is nothing that was done to make anyone do this any more regularly than before. You know, I would often give the last survivor the hatch all the time when I played killer. I would get up, get a drink, come back. Sometimes I would just kick some walls or whatever. I would come back to a survivor doing a gen then getting in the hatch, I would find them waiting minutes just to teabag in some "gotcha" moment. And this happened all the time, all the time. I didn't really care because to me it was funny someone could be so dumb, but.. if that happened so often to me.. do you think it might make someone annoyed an slug for a 4k?
I'm doing a thing where I keep track of soloQ matches atm. So yes, I do wait until the end to know the outcome & the killer perks and add ons. In between I play swf as well, naturally I stay as well. - At some point I noticed myself just going "ah yes of course" and when in swf the others had the same reaction. I also remember it used to be different: common but not just be a given. I wanted to know if it was just my personal experience or more common observation. Hence this thread.
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Lemme just say: Zombies go ZOOOOOOOM ^-^
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For me it's certainly "slug for 4k"
Haven't seen that many Legions - and contrary to what quite a few people around here seem to experience I get a DC/suicide-on-first-hook in roughly one in then matches. Though I've seen more DC/suiciding than Thana Legions. So I guess DC it is.
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@danielmaster87 said:
They don't want to give the survivors a free escape.
There's a difference between "giving hatch" and "hatch spawning". Even if it's a 1v1 for hatch between the killer and the last survivor the killer is at an advantage due to faster movement speed & no need to be careful about moving around. This last 1v1 is far from "a free escape".
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@PaintedDeath said:
Bring Unbreakable, or even Boon: Exponential. Problem solved.
sadly no. It's already bold to assume UB or Expo are still in the game at that point - but as I mentioned before: it just resets the two survivors to the point where they became the last two left.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3096222#Comment_3096222
The last survivor is waiting out the 4 minute timer too. The last survivor could just walk up to the slugged survivor, if they wanted the game to end earlier. Both people are equally at fault. The killer isn’t entitled to the last survivor, and the last survivor isn’t entitled to a hatch attempt.
... and then you just expect them to stand there waiting for the killer and get downed? No. Or at least I hope so. - And then we have exactly the scenario I was describing in the very beginning. But I have a strong sense we fundamentally disagree on what is "normal/healthy gameplay" here. So I would suggest to agree to disagree and leave it at that.
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True, not all people will be dissuaded from the kind of tunneling, camping or slugging that makes the game unfun for the other people in the match. - However, while it's impossible to make everyone stop doing it, it should be possible to make it the exception. At the moment, it seems so prevalent and wide spread that I have a hard time believing it's not detrimental to the overall game health.
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@MrsGhostface said:
Slugging for the 4k needs to be looked at (specifically bleed out timer) The potential amount of time wasted when a killer does this is just stupid
I agree. Though, to be honest, just as with camping it's difficult to tell when the line between "acceptable" and "excessive" is crossed. If a killer secures a kill toward end game by hard camping the hook that's perfectly valid, imo. So is slugging if survivors swarm the killer to body block, take hits, sabo, flashlight save or whatever. So is also if a killer has a good idea of where the survivor is and leaves a downed survivor as a slug for a while. Personally I'm not a fan of being hellbent on a 4K in general - but opinions on that one differ and everyone is entitled to set their own goals. - But this kind of slugging is... well, crossing a line. Imo.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3096162#Comment_3096162
The survivor can try to wait out the slug game if they want to, but they are being just as stubborn and try hard as the killer.
I wholeheartedly disagree but however much I disagree on the "just as stubborn tryhard" argument I guess that's subjective. What's however not subjective is that waiting out a four minute bleed out timer is dragging out the game beyond a reasonable amount of time just as much as the slug game. The cause of this unreasonable amount of extra time is the same: a killer who refuses to pick up a downed survivor.
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@Coffeecrashing said:
It sounds like there were 50+ last survivors that were hellbent to playing the slug game. It’s…… baffling.
I honestly don't even get the point of your comment. There are two survivors left, one gets downed and is then slugged. The last survivor can see the killer starting their search for them and leaving the slug. What do you propose they do?
@rvzrvzrvz said:
Slugging for 4k was very common before patch it's not related tho, people are just obnoxious / play like their life depends on it, nothing new
It has been common, yes. - But it hasn't ben that extreme. Like you say: it went from being a somewhat common occurrence to sth you think their life depended on it.
@Slingshot47 said:
I know this comment might not be helpful, but Unbreakable on 1 or more people can murder this strategy. Unless the killer is a super good Nurse or Blight, the person with UB will have picked themselves up by the time that the killer downs and picks up the final survivor. If you're lucky, the person who picks themselves up has enough time to pick up 1 or 2 others. I usually avoid slugging more than 2 people specifically because of this.
Out of curiosity, have the killers who've been slugging you run Infectious Fright? I usually run this with Bubba, and it can quickly snowball if multiple people are in my terror radius when it procs.
It works exactly once and we're talking about the last two survivors. - From what I've witnessed so far it tends to go like this: one survivor gets downed. Killer starts their search. Other survivor picks the downed one up. Rinse repeat until both are down at the same time or one has bled out. If, at some point, UB comes into play it adds one more circle of this. If the UB survivor doesn't pick themselves up the moment / just shortly before the other one bleeds out it's ggs one way or the other. And, as you already pointed out: usually UB comes into play earlier in the game.
No infectious fright, as far as I can tell. I at least never got hit by it in a situation like that.
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Felix, Leon and Quentin
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@xDrAwkwardx said:
https://forum.deadbydaylight.com/en/discussion/comment/3094910#Comment_3094910
It looks like your data does skew a bit to the extremes, rather than clumping in the center. Pretty impressive kill rate though!
I can see your point about healing up while maintaining the endurance effect, requiring 3 hits before being downed. While, like you said, it does slow gen progress to play this way, it also increases the amount of time spent chasing, which is where the interaction happens. If this mechanic did appear to be overall favorable for survivor winrate (I dont know how many of your games had teams like these, or what your kill rates were in those games), then they could stand do be toned down. What if survivors lost the endurance upon being healed?
It is a pretty impressive killrate. Between Survivors trying to figure out their future builds and getting used to the basekit changes I think the kills have been above average. - Since kill rates are somewhat off topic here I won't elaborate but I am hopeful that things become less extreme in the near future when players have adjusted. However, there is another reason why the 4K number is much higher than the 3K number. And that is slugging for the 4K and how hell bent killers as a whole seem to be on refusing to even allow the chance of hatch. I didn't expect it to be this extreme so I didn't keep track of the number of matches where it happened. But I'm pretty sure it was nearly every 2-man-left situation where the killer kept slugging until he eventually got both (notably there was hardly any hiding; the last two pretty much always kept up the fight - or signalled to just end things instead of dragging it out by going to a hook so the other could try and find hatch). Much like camping, crawling around on the ground is neither very interactive nor fun gameplay.
True, time spent chasing is usually one of the most fun aspects of the game to many players. So yes, I guess I agree - while it does not progress the game it does add fun time which, at the end of the day, is what we're all starting the game for.
And there were only very few teams who did the "endurance abuse". The Mettle of Man stacks for endgame caught me off guard - but regular OTR is something you can play around. Sadly, the best strategy to not be surprised a good while later seems to be to not allow healing up, aka to tunnel even harder, once you know OTR is in play. If being healed made you lose the endurance state there would be very little to no room left to abuse the mechanic, I agree. Then it's essentially just allowing you a "normal chase" (aka one with two health states). Though, iirc at least for OTR the devs have stated that they have no intention to add "being healed" to the list of conspicuous actions because it's not always something you have control over. Maybe "going to the healthy state" would be a solution there; a not-asked-for syringe or For the People aside you should be able to cancel any heal in time.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3094959#Comment_3094959
When a survivor is hooked, the game needs to make it much more reliable to find a different survivor to chase, and much more reliable to start a chase with that survivor. It needs to be a better game decision to chase a different survivor than it is to camp the hooked survivor. The whole concept that a killer could leave a hooked survivor, patrol the map, and find 0 other people because they are all hiding, needs to be prevented because that tells the killer they should camp and tunnel for the rest of the game.
I second the "finding an alternative survivor has to be made easier". While I don't think it's a "root cause" for camping / tunneling it is something that has (involuntary) "tunneling" (or something that is perceived as tunneling on the survivor side) as a consequence. I do a fun thing sometimes where I take one slowdown perk and three info perks (Lethal, BBQ & Murmur or Spies) and it is a lot of fun leaving a futile chase/turning around after a hook and being able to lock in on the next target right away. Basekit BBQ would be great, tbh. Maybe even with 30 instead of 40 meters minimum distance.
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Also one thought on the "mid game elimination": I do think while it doesn't apply to all cases, it accounts for a lot of dissatisfaction/frustration - but not just in a "I'm out early so this is no fun" kinda sense but also since my experience has been that "One down, one dead, team dead" is a very common occurance; if a survivor is out mid game and the remaining three aren't very well coordinated the outcome is usually already decided (swf have a solid fighting chance - but SoloQ is pretty hopeless) and fighting a fight you know you gonna lose isn't fun (except you have side objectives / play your own little game within the game that makes it feel like it's worth the fight).
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"The issue I take with it, is that it seems like the distribution is bimodal, with more games ending in 4-0, 0-4, 3-1, and 1-3. It would not surprise me if 2-2 was the least likely outcome of a match overall."
In a streak of madness I kept track of 50 (SoloQ) matches so far. There were 21x4K, 13x3k, 5x2k, 4x1k & 7x4E.
"(as I'm certain the built-in Borrowed Time has resulted in a significant drop in perk use)."
BT was equipped by teamies 22 times which is, indeed, a lot less than it used to be.
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This aside I don't really have anything useful to add. - I only disagree somewhat on the OTR-like endurance effect off hook for a prolonged time as a solution to tunneling. Maybe it's just me but you make it sound like people with endurance taking a hit is not a big deal. I'm generally inclined to agree but I have also experienced a handful of well coordinated teams abusing the OTR endurance by healing up inbetween and just making it a "who takes the most hits before it runs out" challenge (as far as I could tell in order to get Mettle of Man stacks for endgame). While it does mean they are not doing gens and are likely just delaying a hook stage without gaining much from it, I would also consider this a kind of gameplay that has great potential to be very unhealthy for the game.
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80% misery. 10% toxicity. 10% nice.
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Tbh. At least when I look at my games there aren't nearly as many DCs/Throwers as people claim.
I'm doing a little SoloQ experiment, so there are a number of matches I tracked. Over the course of 21 matches there were 3 DCs. One of which was absolutely justified (killer from the other side of the universe; hitting from a mile away. Literally; swung at the one end of the long wall outside main on Haddonfield and I wondered wth he was swinging at since I was almost at the other end of the wall. It was a hit.), one was justified in my opinion but I know there are people who'd disagree (Pig tunneling people with traps off hook&straight to boxes. Sure. You can do that. But it's a v scummy way to play and I find it absolutely reasonable to tap out and move on asap) and one was just a straight up ######### moment (one gen down, killer downed someone, that someone DCd before killer could even pick them up).
In short: I don't share the experience where "survivors throwing" seems to artificially inflate anything.
(If anything what inflates kill rates it's various forms and the mix of camping, tunneling and/or slugging. Not as some kind of last resort because gens have been flying - but from the very first encounter with a survivor at five gens. But I think at least as far as "unreasonably extreme" form of these three tactics are concerned everyone is on the same page. They're valid strategies - within reason. And there's been an awful lot of crossing the line. --- And I'm mentioning this here because over time I've observed that these tactics and suiciding/dcs also go hand in hand.)
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Without having read through all the "grow up" comments that imo miss the point (hence not addressing them) I agree with the OP: DC/suiciding is a symptom of an underlying issue. The issue is a mismatch between expectation vs reality, imo. To a certain degree change means that some things that worked before don't work anymore. This leads to a disconnect between (old) expectations vs (new) reality. To some degree time will do the trick; in time there are new expectations that match up with the new reality. So far I agree with the people who say to not make too much of a fuss and just wait and see for a while.
However. If people have an idea of what they can expect going forward and don't find it worth playing a game they will, you guessed it, quit. For now this dissatisfaction is voiced through suiciding on hook and DCing; you could say some people either refuse to accept the new reality or have not yet given up hope and are still willing to try. In time a number of the players suiciding on hook/DCing may quit. An overall, constant and noticeable increase in suiciding on hook and DCing is indeed a pretty good indicator of something being absolutely not alright with the game atm and an early warnign sign that it's not at all unlikely that a pretty large amount of players will quit in the near future. Granted, the ratio of "Players who'll come around after matching their expectations with the new reality" and "players who will quit" is an unknown for the time being but I'd say it's usually wiser to err on the side of caution.
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3087527#Comment_3087527
Ahah that's actually funny. But as I already said you are just looking at the survivor side of things. For example that 10% pop... Do you know that pop now is a crap perk because now it regresses just the 25% of the current percentage and not of 100%? Another perk made useless. But you don't mention it in you funny post.
the thing with the killer perk nerfs is that a substitute perk is readily available; adapting means to simply switch it out. In this case drop pop, take painres. the same is not true for survivors except for replacing self care with coh. On top of that the base kit changes to killer have just been added on top - and the base kit BT isn't even remotely on par with those changes.
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All over the place. And while it always is, atm its extreme.
But since there are multiple variables involved that affect the match outcome it's hard to pin down. Give it a few weeks and most people have played 50+ matches which should move them closer to an mmr bracket they can/should compete in. After that matchmaking should be back to normal. Which doesn't mean good - just the same degree of all over the place as usual.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3083749#Comment_3083749
because the save requires finess now instead of just having everyone congo line swarm the hook. I make saves in egc and sometimes i die trying, its not impossible in either direction.
and how is that "finesse" reached in your opinion? Cause I might be missing sth here but I always thought the key was coordination. Which is non-existent in soloQ.
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I've also tested a couple new combinations and Fiaxed/Self-Aware + SB has become a go-to very quickly. Overcome + Lucky Break was a close contender but in the end I chose a SB + Fixated/Self-Aware combo - mostly because SB is more readily available than Overcome. I also played around with adding Lightweight and Vigil and for now Vigil has stuck. As far as the "have been found by the killer" situations go that has yielded the best results so far (mind you, up until now I didn't really bother with any focus on chase/exhaustion but went full team-support [Leader, Botany, BT & WGLF or We'll make it]. Did use Lithe in the run-up to the update but that's about it. However, going team-support gets me downed way too quickly if I don't pre-run from miles away & pre-drop at least every other pallet).
Tho. Personally, I wish I find a not-Houdini-build. Because I find this whole hide and seek kind of gameplay pretty infuriating when I play as killer and don't like playing sth on one side that I don't like to face on the other. It's the same kind of annoyance factor as "where is the darn NOED" used to be or the add-on where you can't see Pinheads box. DBD, for me, isn't an easter egg hunt and having to do that for a good chunk of the game is as engaging or fun as holding M1 even longer than before is (looking at you Thana + Eruption/Jolt/Pop/PainRes/whatnot Legion/Plague).
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It depends, I'd say. At that playtime I had just played with friends and didn't care about any meta-game-discourse stuff at all, so whatever I knew we had figured out ourselves. Which wasn't much. I know people who got into the game, played ten hours or so and went full dbd-youtube-school and by the time they reached 150 hours (on survivor) they could keep up with people who had ten times as many hours.
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I'm also very curious to see where things will be at in a month or so --- atm it seems survivors have to play catch up: while killers can adapt with a simple mouse click to replace one gen regression perk with another the vast majority of things that used to work for survivor doesn't work anymore (maybe safe for replacing DS with OTR) as far as the meta is concerned. Atm killers enjoy a default skill advantage when facing the majority of survivors (and a part of that is due to DH but it is just as much working out timings with the new basekit changes for killer. A lot of things you could barely make (without dh) after making the killer whiff you now can't make anymore) simply because their skillset didn't change while survivors need to acquire a new set of skills to be able to compete.
If what survivors have at their disposal is enough to compete once they learned how to use what they got... only time will tell. If players like using what they need to use to be able to compete is a different story... and only time will tell.
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even to those who just wanted a fast heal it isn't a buff and still a net nerf. since as you said : when you're injured you usually are not in a position to find an unopened (!) chest to get your medkit. I ran it in soloQ because I don't feel like burning items left and right: spawn in, beeline to chest, get medkit and go back to being a relevant team member asap.
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The whole issue with all there pre run and pre drop stuff is just... that it turns an already excruciatingly long and boring game into an even longer even more excruciatingly long and boring game of W-M1. And safe for the game there aren't enough pallets on maps to keep that up long enough to get enough progress on gens.
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Guess I'll purposefully keep Yoichi at p0 then 😅 Not that I feel like I need to make people think I'm a baby surv rn - - - but it sure seems like a good way to get chase if you want it for whatever reason. That being said it sure seems like prestige in lobby should not be shown to anyone except premade swf. just like the grades.
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The upcoming patch is taking a step in the direction of balancing the game for "average killer" vs "swf". Which is probably the right way to go, tbh. Meanwhile, however, there's nothing to bring SoloQ closer to SWF. This results in SoloQ inevitably becoming even less enjoyable than it already is. There are three key factors regardless of skill level that will always make swf a much, much, much more enjoyable experience. They all are about communication: being able to communicate what you are doing, where you are and what you need from the other survivors. - In SoloQ it's not at all 4vs1 it's 1v1 times four. You're on your own for the most part simply because you don't know what everyone is up to. You can either get that information in exchange for effectively going perkless (cause all your perks are information perks to get at least some intel) or you go full "everyone for themselves" in which case ds and iw (and dh) were must haves to stand a reasonable chance.
We'll see if people come up with new ways to enjoy their matches. But ngl, at least in SoloQ I expect it to be very difficult to have any semblance of fun if you a) have a swf reference b) don't enjoy being super stealthy and immersed all the time.
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well, I usually don't attempt to kobe in someones face. I sometimes don't let go in time and accidentally attempt to kobe when doing jumping jacks on the hook. Either way. The important question is: does the failed kobe result in struggle stage or is it still first hook regardless of the failed kobe? If it's still first hook either way: what's the big deal? If anything it's the silly kind of funny. If it results in second stage then I guess it's kinda deserved. That being said; someone who leaves a kobe-attempter on hook for trying to kobe can't claim the moral high ground; not unhooking is just as silly/offensive/pointless/unconstructive/whatever as attempting to kobe.
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Tunneling and camping happens a lot and while there are situations where I get it, the instances where it's crossing a line - which is usually camping/tunneling right off the bat at four or five gens - have increased. What used to be an occasional upset/flabbergasted "why tf would they camp/tunnel at this point?!" has turned into a somewhat resigned sighed "here we go again...". Between forever-M1-Legion, slugging-not-hooking-nurse and this; if I have three matches like that in a row I just log off for a good while or just call it a day altogether. It has happened a lot over the past weeks. But don't get me wrong: there are plenty normal matches in between - it's just that this kind of unenjoyable match has reached a "critical mass" where it's hard to just shrug off and not be annoyed.
Every once in a while the whole "have hooks work like cages of atonement" crops up and while I think that mechanic probably isn't a good solution for hooks in general (the abuseability of the the despawn mechanic) it's a good starting point. There are two key aspects of camping (that then often turns into tunneling); the close proximity of the killer to the hooked person and the "unrescueability" (yes, you might get someone off the hook but if the killer then roceeds to tunnel them they're still just as dead as when they had been left on hook). But imagine instead of moving the hook if a killer has spent x amount of time in what the game considers "close proximity to the hook" the survivors wishing to rescue are presented with an alternative means to rescue their teamie. Something that takes some coordination and some time but pretty much guarantees a safe unhook and a reset for the rescued survivor (idk. interact with three things across the map that work like yellow glyphs; upon completing the interaction the hooked survivor respawns on the hook closest to a survivor).
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To be fair, in SoloQ there are a number of situations where you know not even a minute into the game that it will be more than five minutes of pure misery. Since SoloQ is very much "everyone for themselves" (and that's a game design issue, not a player issue) I can see how some people may say to themselves: well, I ain't gonna watch the sh*tshow that's about to go down and rather just eat the 5min dc penalty and hope I won't have several matches like this in a row.
To be clear: that is not good and should not be a thing. But it's also just a symptom of the actual issue (SoloQ from a game dev pov) and not an issue in and of itself (which is why "remove 'leave match' and 'the 4%' to stop it" won't have the desired effect).
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Wouldn't necessarily say they look super cool. - But they look nice enough to not make me want to turn it off asap like before so I guess I'll keep it.
Also not sure if I will keep them on in the future; atm I got pretty much all survivors to P3 - and depending on when the update is I might actually be able to fill the gaps. Will see.
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Once I found out what the swf experience is like (not as in making killers miserable but as in actually being able to work as a team) SoloQ has just been misery most of the time already. I'm not sure if the patch makes SoloQ even worse (imo SoloQ more or less stays where it is, it's just that the gap between SoloQ and swf is growing instead of shrinking...) but if it does; nah, thanks. I'm sticking to swf and if no one to swf is around and killer Qs are too long/killer isn't fun either I just go and do sth else.
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Tbf, seeing that someone will make it in time for the unhook even if you do take one 4% chance is just funny for the most part. - Like, the chance is so low and you're safe either way that you might as well try. In the vast majority of cases you will not unhook yourself. On the rare occasion you do it's worth a chuckle. Sure, if I am the one running to get the unhook I also go "Bruh! mY pOinTs!!" - but I still have a laugh.
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DC-ing is a symptom. Punitive measures to reduce the frequency of DCs is not addressing the underlying issue. Quite the opposite: DCs show that something is wrong. The (erronous) conclusion from less DCs that follow punitive measures would be that everything is fine. Which it isn't. Which likely leads to less game satisfaction over time which in turn leads to worse player attitudes and/or less people playing the game. It's shooting yourself in the foot in the long run.
The current DC penalties are mostly for management purposes, imo. They mitigate the "cutting in line" nature of DCing and immediately Qing up again; it makes it so that people who DC do not gain an advantage over those staying in a match. The current system is also managing "Serial DCers" just fine, imo; they are taken out of the matchmaking pool after a few matches and stay out of Qs for a long while. Again: It's not primarily to stop them from DCing. It is to protect the matchmaking Q.
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You got it backwards. It's not that people with comms are having an unfair advantage and therefore they are cheating. - It's that SoloQ has an unfair disatvantage due to design flaws that to this day have not been addressed.
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The thing that bugs me the most is that it is again soloQ that's hit the hardest by the change while swf will hardly notice/is buffed. In soloQ I like to run a Leader and Botany combo to speed resets up when I do find another survivor - and keep a medkit on myself to have that health state ready if I don't find someone; in soloQ you are in that situation quite often. Most often that is a simple brown medkit - and more often than not it's looted from a chest (because which mabiac brings items into soloQ). Sometimes it's a green pharmacy one. (it won't be in the future with how pharmacy has been changed.)
So, what options do I have in soloQ now?
Bring a medkit: a) yellow/purple/addons + botany b) brown/green without botany + desperate measures c) brown/green + botany + self care
Loot a medkit: a) desperate measures b) botany+self care
Self care.
CoH: a) plus a medkit b) plus botany and/or desperate
Any reliable viable option that is not coh (desperate measures can be good but usually its not worth it to count on you and two others being injured to get a decent speed buff) now needs at least two perk slots or a pretty good item. And here I thought they wanted less people to use coh....
In swf on the other hand I really look forward to the We'll make it + Botany combo - maybe even slap Desperate on to go for the full unhook-and-speed-reset thing.
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I agree with BT still being meta (maybe even more so than before; precisely because of the end game rescues.) and with DH being dead to many players; given unpredictable ping (which might depend on your region. But man, on Frankfurt servers you can make a good guess just how far east the killer is depending on what registers as a hit...) it's near impossible to time reliably (emphasis on reliably).
That being said. Personally, I think a "Houdini-meta" is probably gonna emerge on the survivor side. With the basekit changes to killers and no realiable way to "make that vault/pallet" at will a majority of chases won't last as long. It's w all the way for killers; eat that pallet, vault that window, just keep w-ing no matter what. For survivors that means either lose the killer within ~30 seconds or get downed. The Lucky Break & Lightweight changes also seem to play into that.
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by no means play I more killer than survivor at the moment - but whenever I don't have fun as survivor anymore I go over to killer and have some fun. If it wasn't for playing with friends I would most definitely be a killer main. - I guess I'm part of the small minority who generally think playing killer is the less frustrating and more chill role. I find flashy clicking and people thinking they're omega big brains who just have to let you know in the exit gates as annoying as everyone else - but it's much easier to just ignore these kinda things on the killer side and/or remove yourself from the situation. In general you are more in control of the match as killer - not as in controlling the outcome but as in you decide who you chase, you decide which gen you check or who you hook where etc pp. for the most part the killer is in the proactive role, while the survivor reacts. -Yes, when I'm matched with survs above my league roles are reversed but whenever I reach the limit of how far my abilities and perks can take me I just don't sweat it, embrace the overcommited chase, have fun doing that and move on to next. I also tend to have maybe one or two in ten matches that go like that; things tend to balance themselves out for me.
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My best guess is that the release of the Dredge (who seems rather popular) and the anniversary event as well as the upcoming changes (and PTB) created a pool of players the matchmaking can't deal with. I don't want to write an essay but put more players (especially with MMR from very different points in time), more swf (during the event at least), more non-killer-mains-playing-killer (for BP during the event) together and you get a dynamic that is way different from the usual resulting in matchmatking all over the place. - And as per usual it's most noticeable for SoloQ (to the point where at the same time of day I got quicker lobbies when 4man swf-ing than when I did a SoloQ match ten minutes earlier while waiting for the others to get ready).
That being said. The event is over. PTB is over. Until the update things should go back to normal rather quickly (which as far as SoloQ is concerned isn't much of an improvement, but hey). With the update... we'll see what happens. (Though, I don't expect it to get better 😬)
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his chest hair looks off because it is painted on; as part of the skin texture. which also means it shares the skin shader, not the hair shader. the painted on hair thats part of the skin shader is a muddy dark blonde and the same across the whole map; head, brows, chest. He's also a v dirty scar-y boy which, coupled with the muddy blonde really does make the hair seem more like dort than anything (add to that the antialiasing of the game and you got the whole package). Ace (really dark thick hair) and David (no hair) have it much easier in that regard (can't remember if another of the guys has the chest showing)
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I have noticed the whole extreme tunneling situation being more of an issue recently. - And if it happens it happens in streaks and it is ridiculous and annoying. There are situations where I understand tunneling; but to just be glued to the first survivor until they are dead-dead is not one of them. - Tunneling after three gens are done by the time you down your first survivor? Annoying to be on the receiving end of that - but understandable. One gen left? Same story. EGC? Same story. - Heck, even a lack of other survivors (usually the unhooker just vanishing into thin air) is where I understand "tunneling" (tbh, I think that kinda tunnel isn't even a tunnel. No killer can be expected to go out of their way to not go after the only survivor they see). But how hellbent some people are on tunneling is beyond me and it is not fun.
To those who say "go play killer and you know why": I do play killer. And the situation people describe that makes them use tunneling as their go to approach to the game happens to me maybe once or twice per 10 matches. Definitely not enough to cloud my mood. (3K+H & 2K being my most common results.) Sure, I play chill and 3k+h and 2k are my most common results but it means I play against people who are at around the same level as I. - Makes me wonder if some people got themselves to a place way out of their league by being carried by perks/add-ons/certain strategies and now expect to lose in whatever match they load into if they don't hard tunnel. (spoiler: in that case you might actually want to lower your mmr. Making it an early as possible 3v1 to 3 or 4k will only exacerbate your troubles).
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It's not even a game engine problem. UE4.27 is able to handle a lot in terms of graphics. It's probably down to a mix of existing code, existing older models which would have to be redone and keeping in mind that not everyone has a pc that can run good graphics. But considering that I keep my settings pretty low despite having a pretty high end pc because the game runs even less smoothly if I set them higher makes me think it's mostly something about the coding. (Plus there exist mods to transfer dbd characters to other games and even the game asset versions of the characters look much better there). Also. Dbd shaders are weird.
Either way. The original character models look very high detail and since trailers are not rendered live they can go all out on the quality there. Actually, looking at the ArtStation showcases of some of the character artists they could even go for much higher quality in the trailer.
but yes. bottom line js you're roght. its probably impossible to significantly improve the graphics without making it a new game.
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In swf i usually bring an item. In SoloQ I expect to die anyway so I don't bother.
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Ye, the stacking is where a buffed Desperate Measures would make healing builds busted (imagine someone running Botany, Desperate and We'll make it with a medkit to pretty much insta heal someone with OTR in probably literally a second right under the hook and in the killer's face without having to worry too much). - Personally, I would have preferred for Botany to stay the way it was and give the buff to Desperate Measures in the first place. With the reduction in hit cooldowns the faster unhooking speed would probably come in very handy and while a heal would be We'll Make It levels fast if no one on the team was healthy, it would not be a flat out super speed heal at all times. It would be a slight increase if the team is not in a clutch and would be a game changer in, well, desperate situations, allowing for that desperately needed quick reset.
I guess as is Desperate Measures maybe needs an additional effect. I kinda fear "forever gens" builds are incoming so maybe something to counter these builds would be nice which would also fit with Felix character theme. - No flat out gen repair increase but something that builds up and becomes more and more powerful as the match goes on and it becomes about "finishing that last gen asap".
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@TicTac said:
Yh its not perfect. Im fine bc i get it every second game, but others could not be that lucky. The problem is that otherwise survivor could suicide on hook and ruin the match. How would you fix this issue?
make the condition to have the game last five minutes. Make it that you need to accumulate at least 2k points in three categories. Make it that you have to repair the equivalent of a full gen. Many options to make sure people don't just get the invitation and dip by getting themselves hooked ASAP while also effectively guaranteeing masks in every match thats remotely normal.
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Haven't read the whole discussion - just two very short cents on the original post: For the longest time the vast majority of my Steam-friends were IRL friends and we would post things meant for each other and not the general public to our profiles / in comments on games/screenshots etc. Hence my profile having been "friends only" for the longest time; this will be shown to not-friends as "this profile is private". And I think a lot of people have their profiles set to friends only.
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I don't care very much what perks or items my teamies have equipped - I care about how they use it. If they get in the killers butt with their 'chaaaaase meeee' clicky clicky, try to force the whole sabo-thing or want to do head-on shenanigans that's up to them; I have no part in it and I'll keep my distance, though I won't flat-out refuse to unhook/heal them. Maybe they're actually good and keep the killer busy for all five gens. Maybe the killer noticed I had no part in whatever the others were doing and gives hatch. (That's what I usually do when playing as killer; if it so happens that the 'normal' is the las tone standing they get hatch, if it's two and they played decently they get to choose: complete however many gens are left in peace and leave, which takes a while, or get hooked and move on to next match asap.)
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... If lobby-dodging became such an issue ... then... that would kinda say more about an at-the-moment invisible problem that ought to be addressed rather than kept from being made visible.
Personally, I kinda would like to know which killer it is gonna be - mostly because getting the same killer over and over again eventually gets really, really old. Then again; not knowing who it is at the beginning of the match is part of the fun.
Given that there are people who have valid issues with some mechanics some killers come with (heard about doctor's strobe lights quite often now, but also the Dredge nightfall screams being triggers with serious consequences) and 'ez - you know you may encounter it in the game and if you can't deal just don't play the game altogether ¯\_(ツ)_/¯' are not valid arguments in my opinion, I would prefer a blacklist of sorts. You get to blacklist, dunno, maybe three killers that you just won't be matched with. Be that because they are triggering a condition you have or because you can't see them anymore without being so annoyed you may just as well close the game again.
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I agree, there ought to be some sfx toggles. - Toning Nightfall and the other sounds that can be triggering down is one way to go. I can however see the argument being made that some people might just use that feature to tune down a whole lot of sfx to gain some sort of advantage from hearing less background noise. - Maybe the option to replace certain sounds would make sense. For Dredge dynamic noise might be an option; just as loud, just as distracting when it comes to covering up other noises - but pretty trigger-free i imagine. Also not exactly pleasant to listen to, so if you don't have an issue with the original sfx there is little to be gained from going for the trigger-free version.
(And on a side note: the whole "just deal with it because x" line of argument is not helpful, imho. You don't tell a colourbling person to expect there to be colours in a video game and just deal with it either; you expect that key-colours can be clearly distinguished from each other by colourblind people as well.)
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Rift Pass once, Leon RE4, one Felix top you only get for Aurics. So about 25€. Might be more in the future but for the time bring I'm covered.
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I always wanted the bloody cosmetics on my mains, so I prestiged them pretty much straight away. - And since I haven't been playing long enough to invest ... anything, really, into unlocking perks on non-main characters I had absolutely no qualms about prestiging every character I wanted the perks of when the prestige-perk-bloodweb-rework was announced. Though, it's still a work in progress.