Jay_K
Jay_K
About
- Username
- Jay_K
- Joined
- Visits
- 796
- Last Active
Comments
-
@Saiph said:
Survivors are just leaving because they know the odds are rigged against them, nowadays you have 0 chance to win in solo queue if the killer is competent. So, for many, the only reason to play is to loop the killer, but, you're playing Clown and denying them everything they queued for and you're making that even more obvious with Lightborn.
In an imaginary world where killer's winrate would be at 40%, maybe you could call them entitled, but in the current state of the game, DC'ing is an absolute human reaction. Survivors don't have the luxury of knowing what the matchmaking put them against, unlike killers.
And btw, you're calling them "bullies" but as a killer I enjoy playing against loopers/flashlight squads. They are not bullies, they are people who want to play for chases, not for wins. I'd gladly give you the survivors who hide and sit at gens like bots.
Don't get me wrong. I call them a bully squad but i don't mind playing against them as its the most free 4k of my life. Bully Squad was just the easy term to call them XD.
Regarding odds being rigged against that aint entirely true because although there are a lot of games i 3/4k there are also a lot of games i get destroyed by the survivors.
I think the issue for me when I see a survivor D/C whether I'm playing killer or survivor is when you hit that play button your agreeing to play the match regardless of what you come up against. Now granted if your being hardcore tunneled and face camped then sure, let go on hook and go next its understandable at that point but simply D/C because you went down quickly due to lethal or you can't loop because its clown or as OP had you can't get a flashlight blind because a killer brought lightborn is kinda pathetic and needs to stop. All you're doing when you D/C is prooving to the killer that your salty af, letting down your team and ruining the game for both sides.
Just because you go down fast doesn't mean that the killer is going to win. Lethal makes a quick hit/down very viable these days but after that its anyones game.
"In an imaginary world where killer's winrate would be at 40%, maybe you could call them entitled, but in the current state of the game, DC'ing is an absolute human reaction. Survivors don't have the luxury of knowing what the matchmaking put them against, unlike killers."
I don't understand this. How do us killers know what we are going up against. The only information we have on survivors is 1. what item they are bringing and 2. what their prestige is. We don't know perks, we don't know if its a SWF team, we don't know if they are on coms or not on coms, we don't know how good these survivors are. Now you think if a survivor knew which killer they were going up against do you think killers like Blight and Nurse would ever get a game within a reasonable time frame or would lobbies be dodged constantly?
Overall I will call any survivor who D/C out of a game a salty baby because thats what they are. They can't accept the game and cry because they can't win.
I'm actually for having larger penalties for survivor D/C than Killer D/C because its so much more popular. (Yes i play both sides)
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331725#Comment_3331725
Peanits reply to a post of mine stating this
"You can rest easy, we absolutely do not plan to reduce BP gains (or slow progression in any way). We're only looking to make them easier to spend."
I would assume that means a quicker way to spend BP.
Quicker yeah but im in favor of auto spending where i don't have to do anything XD
But yeah quicker bloodpoint spending will be a welcome change
-
You got me all excited for Auto blood web then lol. They are making improvements but that doesn't neccessaryly mean they will fix the hell that is BP spending.
I agree with the OP. A button that allows the blood web to auto complete quickly would be amazing. maybe prioritise fast blood web or prioritise most items from blood web. This would also mean leveling characters you never intend to play but need the perks for bearable. There are still some killers I haven't even P1 because i just can't be bothered to spend blood points on them and if i do have to sit there for 30 mins spending blood points i would rather do it on a character im gonna play. Nurse and blight will forever be stuck in P3 (because i unlocked perks before the rework and got instant P3) and never have another BP spent on them.
-
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331716#Comment_3331716
Tbh clown is extremely good if you know how to use him. I was having a lot of fun with a vault/gen kick build. Overcharge + pop and superior anatomy+bamboozle is so much fun. I refrain from running eruption because I think it's unfair.
It's so satisfying to throw a bottle through a window that a surv is gonna vault, then flying through the vault after them way faster than they expect, bamboozle prevents them 360ing and doubling back through the vault and the prethrown bottle lets you nake up that bit of distance to down them after vaulting.
He can end chases so much quicker and reliably.
Oh don't get me wrong. Clown is my strongest killer. I can most consistantly 3/4k matches with clown that i can with any other killer.
I actually don't run any sort of build that works together lol. I simply run Lethal, BBQ, Franklins and Devour hope. As long as its not a sweaty team even if my devour gets got i can handle having no gen slow down. and if it is a sweaty team focused on gens they don't get my devour and by taht point its just game over for them :)
-
@StarLost said:
Either the one you want at P100, or the one you have at P100.
For me...Ghostface isn't a bad idea, as he has one great iri, some good purps and is also really fun despite his constantly boiling jank.
Sadako is a few tweaks away from being that too.
If Hag had more universally good iris, ditto Artist, they'd be shoe-ins.
Currently though - Dredge. Him and Wesker are just fantastic killers. But everyone's going to say Wesker.
So probably Dredge, but if she got a few buffs (Otz made perfect suggestions) and some tweaks to her obnoxious Condemn build, Sadako would definitely ne in the running.
For me I'm going for my main man Clown. Mr Puddles FTW. Only P22 right now but as i only play 3 or 4 games a day its gonna take a while. Once P100 Clown i will just farm taht level 50 blood web for addons.
-
@HoodedWildKard said:
Idk what the hell is wrong with some players. Load into a lobby as clown, my aposematism sense starts to tingle. I see two high prestige survs with torches and neon outfits. One with a hidden name
Switch on lightborn because that's smart. Start game. Catch and down first surv after a brief chase, 180 and pickup, sure enough a brightly coloured nea springs out of the bushes for a well practiced torch save.
Oh well, I like to feign trying to avoid torches to mindgame beamers but she gets me fair and square. Lightborn does it's job. I hear the DC sound and I'm like "oh surv DCs on first down ffs" then I realise. It was the would be torch saver who DC'd. 🤣 Never laid a finger on her. She wasn't running distortion so clearly is intimately familiar with torch saving. I'm running a kill surv by any means challenge so I lose one kill but now game is in the bag.
Other would be torchy bully takes chase after I hook and bash a gen. Give them a smack, they vault and start to teabag me. Ooh you mad cocky for someone injured in my sightline. They lead me to a pallet, i dodge the stun and break the pallet, they go for the blind and they have nowhere to run but open ground. My DH sixth sense tingles and I sure enough hold off the hit and they throw it early. Downed, give them a single quick nod (serves you right for tbaggin). And instantly DCs. Well that's rude.
Now I'm cheated out of 2 kills. If it wasnt for my kill challenge I'd have just said F it and let last 2 go. Because 2 DCs was not their fault. But I have a challenge and I'm going to get some damn progress on it.
The weirdest thing is that hunting down and catching the last 2 survs was a lot of effort. Because they were damn good in chase. If the ragequitters had more impulse control when being outplayed than your average 4 year old they would've probably popped all 5 gens and got an escape. But no, they couldn't use their favourite bully toy and clearly either can't run a good loop or are only in it to bully easy killers.
I'm not even that mad, still got me a 2k for my tome and realistically they probably helped me since I feel like it'd have been a 0k or 1k with a hard facecamp. But if I was one of those other survs, I'd be furious.
Its funny to me that you were clown. I don't say this in a bad way as I main clown myself. Clown was never seen as an OP killer infact is seen as kinda a bad killer for some reason but i get a lot of survivors D/C against me. Now I don't run lightborn anymore but instead run Franklins on every game. Partly because items are over powered so it helps me in the match, partly because its a fun minigame when even if all 4 get out i keep their items and partly because i know survivors will throw for their items.
I had 1 game where the moment I removed a flashlight from one survivor 3 instantly D/Ced. I assume this was because they were going to try and be one of those 3 man flashlight bully squads (sure enough all three were running head on, sabo flipflop and boilover).
Its kinda sad how quick survivors are to D/C and ruin it for the rest of the team but i guess because there are more survivors than killers your gonna get more childish people play it.
The D/C's i really don't understand (and if you do this yourself please tell my why) is the D/C on death hook. Like your about to leave the game after a few second animation but they D/C, lose all blood points and get hit by a time out. Whats the point. Are you really that pathetic that you have to rage quit even though the game is over for you already?
-
@itsPina said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327603#Comment_3327603
GOOD BUSINESS AND GREED ARE THE SAME THING JESUS CHRIST
CORPORATIONS ARE NOT ON YOUR SIDE
THEY DO NOT CARE ABOUT YOU
CARE ABOUT YOURSELF. YOU ARE A CONSUMER, YOU SHOULD WANT YOUR CONSUMPTION TO BE CHEAPER NOT MORE EXPENSIVE. YOU ARE SHOOTING YOURSELF IN THE FOOT ALONG WITH EVERYONE ELSE.
Please don't use all caps it comes across as very aggressive. If me not caring about some stupid cosmetics and how they are handled bothers you so much maybe leave this thread. There is no need for the aggressive messages.
Everyone is entitled to there own opinion and if you don't like mine that's up to you. I will always support game Devs as I don't see it as greedy to remove cosmetics from the store on a limited period. If nothing else it entices less spending as you can't buy them year round
-
@shalo said:
Why complain? That's an interesting question. At what point is complaining valid? Is it now when previously available items are being removed from the store? Is it in a year's time when Loot Boxes arrive and you have a 5% chance of snagging that sweet Jeff skin you want (oh no! buy another box and try again). BHVR will say, What do you mean you don't like loot boxes? No-one said anything when we went FOMO.
The thing is even if they did to loot boxes. And trust me I would hate it if they did. Kids will still buy loot boxes because its addictive. Again i pray that they never implement loot boxes because they are ######### things to do as it encourages gambling.
That being said what if they offered something similar that could be purchased with blood points or shards meaning they can never be brought with real money at all??
-
@AJStyIez said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328589#Comment_3328589
Oh that's F'in adorable 😂 The classic "Oh, you have a very valid piece feedback that I don't have any comeback for? Just leave the game and deal with it". Cringe, go away shill. You spend more time replying about how it doesn't matter then proving it doesn't matter by ignoring the thread
Didn't want to but i just gotta jump back in as you seem to be the only one coming back at me. Regarding the "don't have any comeback for" comment i don't need a comeback. This isnt an argument its a discussion.
Let me sum it up like this. In my opinion limited time cosmetics do not effect anything. Its smart business, it cleans up the store and keeps things fresh.
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326797#Comment_3326797
If nobody ever criticises a business participating in scummy practices then they will never learn where the boundries are/what people are willing to put up with. The consumers of video games have conceded so much ground to greedy businesses and publishers. Some of us would rather our favourite games don't go down this route.
You say "oh stop caring about this, go complain about what i think is important" despite the fact you can do both. There's no mutual exclusivity with complaints.
Also BHVR doesn't need to do this for money. They want to. The reason of "we want them to be more special" is a blatant lie.
They aren't a small indie studio anymore. Dead by Daylight is a giant franchise that has merchandise, partnerships with some of the biggest franchises in the world, alternate versions on mobile/china and even spin-offs.
You're 100% right. You can complain about more than one thing at once ill accept that so disregard my previous comment about complaining about something that matters.
"Also BHVR doesn't need to do this for money. They want to. The reason of "we want them to be more special" is a blatant lie."
No they don't need to do it for money just like they don't NEED to have auric cell prices on non licence characters but if you can make more money why wouldn't you. The more money a game developer makes the more money can be pumped back into the game to improve it.
I don't know if you have noticed but its the small indie companys that are doing less for money and more for the game where as big franchises do EVERYTHING for money because unfortunately when companies start making money they just want to make more. I don't agree with this but its the way of the world it seems.
-
@AJStyIez said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327603#Comment_3327603
“It’s fine everybody, some corporate whale none of us have ever never met in our life before makes an extra 3% in revenue and 1% in profit per quarter with this predatory method so it’s obviously the best route to take”
LMAO. really people it doesnt matter. It really is as simple as this. you want cosmetics buy them. you don't want cosmetics don't buy them. you don't like that this game has limited time cosmetics then im sure you can find another game to play. Or how about you never buy another cosmetic and don't give BHVR any more of your hard earned cash if you feel that strongly about it. I personally will continue to support BHVR because DBD is still a very fun game and if i wanna spend on cosmetics I will and i don't give a damn if those cosmetics are perminant or limited time because at the end of the day it doesn't actually matter.
While your at it please walk into your local super market and protest that you can't buy seasonal items all year round.
Jay out
-
Simply put I class tunneling if I hyperfocus one survivor at a time.
I don't class it as tunneling if a survivor fresh off the hook runs at the killer because they have BT or something. Now taking a hit off the hook with BT is fine but otr allows them to overly abuse that and at that point the survivor who does that is fair game.
Mainly there are 2 terms.
Killer tunneling - when the killer purposely goes out of there way to target the same survivor again and again
Survivor induced tunneling - when a survivor puts them self in a position that leaves the killers best option to tunnel.
The survivor induced can't even be called tunneling but instead be call smart and logical gameplay from the killer
-
How is limited timed cosmetics greed? Its just good business. Basicly saying ok we are done with this wave that is now out lets start on new cosmetics. Now yeah i get that having the old cosmetics always around won't take much but when does that stop. 3 years down the line when Feng has 500+ cosmetic sets with all avaliable at the same time? its overwhelming especially to new players who are coming into the game.
BHVR won't turn around on the limited cosmetics because its good to rotate things in the shop to entice spending. this doesnt make the company greedy it makes the company smart as they arn't creating this game out of the goodness of their heart they are doing it to make money and this is a great incentive to get a boost to income. The more income they get the better licence deals they can strike and the more money they can put back into the game.
It is no different to "limited time deals" that are only avaliable for a set period of time and once its gone its gone.
I wonder how many people who complain about these limited cosmetics actually want to pay out for the cosmetics in the first place. or if your just hoping they get very cheap or are just waiting for them to go to irry shards meaning free?
If your not willing to pay for a cosmetic thats fine but at the end of the day its a cosmetic. doesnt matter if you own it or not and it doesnt matter if the cosmetics are avaliable for 1 week or 1 year. There is NO Fear of Missing Out because everyone has the oportunity to buy the cosmetic during that set period. If your unable to then that isnt at fault of behaviour because they are not limiting who can buy the items just saying that they are only on the store for a set period of time. and even if you do miss out you can just get them next year.
-
@jinx3d said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325829#Comment_3325829
imagine next year they bring back skins that were purchaseable with shard and they arent anymore. pure greed
This is the part that needs a close eye on and is the real issue. Whilst I may not give 2 hoots if cosmetics are limited time i do care about miss information and when these cosmetics return if they are not irry shards then behaviour has a lot of explaining to do. (unless for some reason its a licened character then it has to stay auric cells)
@BarnesFlam said:
The "Who cares?" people surely seems to care enough to spend time to post in our threads. 🤡
Ah, well, more use of the Ignore list.
There is always 2 sides to a discussion. those for and those against. I'm happy to see things from both sides but FOMO isnt really a thing here because they are limited time not limited amount. If they limited the amount that could be sold i would be all for complaining but anyone and everyone can purchase these cosmetics at any time whilst they are avaliable. Its like going into a shop and complaining that you can't buy christmas items in july or easter eggs in september. "Who Cares" is a generic statement. Its obvious people care but why do you care? Its a cosmetic in a game that will return next year if you decide not to buy them now. There must be a reason why players don't want to buy a cosmetic when its avaliable and if its purely because they can't afford to right now then the arguement could be made that BHVR is saving you from wasting your money on a cosmetic.
-
@Decutor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326797#Comment_3326797
"who cares".
Everyone manifesting their discontent in this thread, reddit, social medias and steam page. Question is, if you don't care, why bother entering the thread?
"To anyone complaining I beg you to stop and instead focus your complaints on the unbalanced maps, game breaking bugs, cheaters and other actual issues that effects the game not cosmetics which for the most part are just reskins"
Ever heard of multitask? One can complain about multiple things at once, just because we are here voicing our opinion regarding FOMO doesn't mean we ignore other issues with the game.
Unlike issues involving gameplay that have existed since 2016 and are complex to solve, removing or keeping cosmetics in the store is probably merely the push of a button.
The who cares was clearly sarcasm as it's clear a lot of people care but I just wonder why. So many claim poor business practice when i don't see it as poor business I see it as smart business. I don't understand why players are upset that a cosmetic that has. O bearing on the game is removed at the end of the season or event when there is plenty of time to purchase if they want to
Now on the flip side I do understand if when the cosmetics return they are only for auric cells when we were promised that auric cells cosmetics would go to irry shard prices so if that doesn't happen then I see it as a valid reason to complain but complaining just because it's limited time seems like complaining for the sake of complaining or jumping on the complain lt bandwaggon
-
Who cares. So what the cosmetics aren't available all year round. Either buy it now or dont that's all on you. I like not seeing hundreds of cosmetics in the shop whenever I browse. It's less overwhelming. Also having cosmetics only available for set times but coming back each year gives them more flex to your teammates.
Given that these cosmetics do nothing for gameplay mechanics and are purely cosmetic it shouldn't matter if bhvr decides to make them limited time. It's smart business move and after all this is a business that needs to make money.
To anyone complaining I beg you to stop and instead focus your complaints on the unbalanced maps, game breaking bugs, cheaters and other actual issues that effects the game not cosmetics which for the most part are just reskins
-
@crogers271 said:
Things that have already been covered
1: Simplifies the code.
2: Allows the potential for new perks.
I'll add two other likely reasons
1: It also fits the rest of the game better. Survivors do everything else via skill checks. It's just strange that there is one and only one gameplay element that could be not skill check based.
2: Easier to recognize how it impacts the game. The ping pong skill checks are easily definable - great, good, or failure on the check, here's how frequently a survivor can make them, mashing buttons doesn't have that ability.
The issue with this is.
- The code previously allowed for switching and lets face it there are bigger issues with the code of this game than wiggle options.
- There should never be perks that increase wiggle progress other than what there is right now (breakout is fine because it relies on others bringing it). If they brought out a perk that sped up wiggle progress then all you would see is new perk, boil over, flipflop and (insert random meta perk here)
- this "fits the game style better" has come up many times but i don't understand why this game is turning into skill check simulator. I don't play survivor to much but when i do im amazed at just how many skillchecks there are now, healing, gen, wiggle, second stage hook. Having the 2 button clicks doesnt seem like its going to be "breaking the style of the game".
- I understand it gives more information on how the wiggle progress is going to increase but this is a preference thing. majority of downs happen so close to a hook that wiggling doesnt actually matter anyway. Unless you have amazing solo teammates or are in a swf that is looking after each other 9/10 times your going to be hooked regardless of if your hitting greats or good skill checks.
Now the update has dropped and this new wiggle mechanic is in the game which i detest is forced I likely won't be playing survivor unless its for a tome challenge (at which point its throw the game for the tome then get out). Once im downed and hooked i don't want to have to sit there and super focus on constant skill checks for a slim chance to escape. I would rather just be mindlessly pressing 2 buttons (which you don't have to mash breaking your keyboard you can do it at a slower rate which is actually not that bad).
-
@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324316#Comment_3324316
Yeah they are the culprit here, breaking the rules constantly
Can't tell if your being serious or sarcastic XD
-
@tippy2k2 said:
There is a major reason for why they would mark it as not age restricted:
"Age-restricted videos are not eligible for monetisation and are not shown in certain sections of YouTube. Age-restricted videos are also not eligible to be used as ads."
If they want to put their videos on Youtube, they won't make any money if they mark it age restricted
Whether that makes it OK for them to mark it safe for kids could be up for debate since it's a M/PEGI18 game but I completely understand why a content creator wouldn't mark their videos as Age Restricted since that means they will make zero money from it
Oh i would understand why they wouldn't restrict as it makes sence for monitization however if you get caught then you don't really have a leg to stand on when complaining.
Also i believe they still get some money just not as much based on some other youtubers i have watched who have gone into detail on monitization on their channels.
-
@FellowKillerMain said:
Do you think this will still be a problem in the future, even as other people start to catch up to the early p100'ers?
I think it will always be a problem. Because of the mentality of a lot of players wanting an "easy win" killers especially will be dodging p100's when they can because the mentality is that if your p100 then your better at the game. Equally if your a p100 survivor and you get a couple of p10 or below in your lobby your likely to dodge because you don't want bad teammates.
I think OP is right. having he prestige level hidden is a great idea but only in pregame lobby. After the game is over seeing prestige level is fine because there is nothing more to do at that point.
-
@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319792#Comment_3319792
There is the green hand already
If the game still sends you to the map that was offered then I'm sorry
yeah i know this offering exists but im talking about changing each map offering into an offering that vetos that map. So for example if i play an RPD offering it guarentees i don't get that map.
The green hand offering just means the current map offerings arn't taken into effect.
-
@Seraphor said:
Bye bye mirror myers and ghost face. You will be missed.
But no, map offerings aren't a problem. Unbalanced maps are a problem, and even then, the majority of those are just players overreacting. Only real problematic maps are Eyrie (getting fixed), Garden of Joy (not massively problematic) and Borgo (jury's still out, I've played this map like 3 times)
If you could have ended up on the map anyway, why does it matter that an offering was played?
The real solution is to make map offerings hidden so you can't get triggered by them.
And if map offerings really are "too powerful" (which I don't agree with) then increase their rarity. Make them very rare, and add in map veto's as an additional uncommon offering.
Just a note on one thing you said
"If you could have ended up on the map anyway, why does it matter that an offering was played?"
A map offering is very powerful when you know it guarentees you going there. For example a killer running a pallet kicking build (hubris, enduring) they send themself to the game to maximise the use of it. If a survivor team wants to run a boil over play they send themselfs to a strong main building that has a second floor. If your running ghostface or mirror myers as you said you send yourself to a map designed for it.
The map offering for most has become the 5 perk for them as a lot of the time its the one factor that makes your build work incredibly well.
On the note of mirror myers and ghostface i don't believe that you need to have an offering to play either. yes they are stronger on certain maps but if a map is required for you to play them then that is a fundemental issue with those killers not the maps.
-
@Mama_Mayhem said:
I wouldn't be against something like that considering I only play offerings if I've been to the same map a few times in a row or if I'm trying for a specific rift. I get to the point where I just can't stand to run through the corn anymore. Survivor or killer side. Onryo on Coldwind sucks butt. XD
I do the same honestly. I only ever run map offerings if im being hit with a string of the same map again and again.
-
@Rudjohns said:
Removing map offerings altogether will hurt killers more than survivors
how do you feel about changing them to map VETO (i.e the game can't send you to that map this trial) rather than guarenteeing the map (as long as its the only offering)
-
@Seraphor said:
Bye bye mirror myers and ghost face. You will be missed.
But no, map offerings aren't a problem. Unbalanced maps are a problem, and even then, the majority of those are just players overreacting. Only real problematic maps are Eyrie (getting fixed), Garden of Joy (not massively problematic) and Borgo (jury's still out, I've played this map like 3 times)
If you could have ended up on the map anyway, why does it matter that an offering was played?
The real solution is to make map offerings hidden so you can't get triggered by them.
And if map offerings really are "too powerful" (which I don't agree with) then increase their rarity. Make them very rare, and add in map veto's as an additional uncommon offering.
Maps being unbalanced is why map offerings are broken. A lot of the maps are problomatic. for majority of killers The game is just pallet kick simulator. Corn is just screw your vision basicly.
I actually prefer the old eyrie to the new smaller one. the smaller one has so many connecting loops because they have shoved what seems like the same amount of tiles in a smaller area but that might just be me.
Having map offerings hidden i think would help majority of times but removing them all together and letting the map gen be purely RNG would be the fairest way to do things. None of this "spotlight map rotations" just purely every map has X% chance of being picked and thats it.
The map veto system would be a fairer way to do it because there are so many unbalanced maps it lets players (if they have the offering to do so) just not play the map they are gonna insta DC on or insta AFK on.
-
@Peanits said:
Everyone will reach a point where you plateau while playing the way you would typically play. This point will vary person to person: Some people are absolute legends and will climb really high without much effort, others will cap out fairly low (and that's okay!). This is exactly how MMR systems work. The game is trying to find a spot where your playstyle, whatever it may be, will work about half the time.
That said, if you try to play in a way that'll make you win more often, your rating will increase and you will get tougher matches, eventually plateauing again where your new strategy only works about half the time. The harder you try, the tougher your opponents will be. If you feel like you need to tunnel after tunneling to win, it's more than likely due to the fact that you've climbed above your comfort zone.
To be very clear, if you're hyper focused on winning more often than not, you will have to try (and try hard at that). The game will not try to give you easy wins. Winning consistently means the other side is losing consistently, and that means the matchmaking system isn't working.
Trying to boil the game down to an equation doesn't really work. In your example, you haven't factored in the time survivors spent saving their teammates. This is by far the most important factor in the game: Pressure. If you have one survivor on a hook, another in a chase, and a third going for a save, that leaves only one survivor left free to work on generators. This is also something you sacrifice by tunneling one survivor; the other three have nothing to do but generators since you aren't giving them a reason not to, so your generators will fly by. There's way too many factors to stick a number on it without grossly oversimplifying it.
All that aside, I really wouldn't assume you're at high MMR (not just you, OP, but anyone). The actual distribution of people across all MMRs is like a bell curve. There's a lot of people in the middle and very few at either extreme (high or low). The vast majority of people will fall somewhere around the middle. While I don't doubt that some folks here truly are playing in the high MMR range, the amount of people there are so low that it's a really bold claim to make when you can't even see your rating.
Agreed with majority of things but I do have an issue. with this statment.
"All that aside, I really wouldn't assume you're at high MMR (not just you, OP, but anyone). The actual distribution of people across all MMRs is like a bell curve. There's a lot of people in the middle and very few at either extreme (high or low). The vast majority of people will fall somewhere around the middle. While I don't doubt that some folks here truly are playing in the high MMR range, the amount of people there are so low that it's a really bold claim to make when you can't even see your rating."
Are you ever going to proove this. The information we have been given about MMR in the past from the devs leads to a lot of assumptions. Such as if you escape you gain MMR, if you kill you gain MMR, you die you lose MMR and 3 or more escape you lose MMR. So based on this if you average a 3k or higher then its very safe to assume we are at top MMR level. If you really really want to shut down the MMR discussions on "high mmr gameplay" then let us see our own MMR level in game. Doesnt have to be something everyone sees but similar to grades make it something just the player sees. The statement " it's a really bold claim to make when you can't even see your rating." is kinda ironic don't you think. I personally think its very bold to claim that players arn't high MMR (which we have based on logic and what we have been told about the MMR system in the past) without giving us any proof of this what so ever.
Let us see our personal MMR levels and then according to the logic that very few are at top MMR then the "top mmr gameplay" posts would stop.
-
@steamed_hamzzz said:
Sometimes tunnelling is necessary I get it, I don’t like to do it but if all gens are done or the last one is about to pop any second and I need someone dead ASAP then sometimes you have no choice
But proxy camping then tunnelling someone right off the bat, when no gens have even been completed yet is where I draw the line
The big problem is how efficient this is, technically speaking it’s the most efficient way to play killer, make the game 3v1 as soon as possible, so how do we fix that?
Add incentives for the killer not to tunnel? Add buffs to the recently unhooked survivor to make tunnelling harder? Revert the DS nerf? Make ‘Off The Record’ base kit? There’s countless possibilities that could be implemented and I really hope something gets done soon.
As much as i agree that tunneling at 5 gens is a douchy way to play the game its still just a way to play the game for killers.
Because of how the survivor meta is these days its actually nearly impossible for a killer to tunnel someone out of the game with 5 gens left. Majority of games I play as killer a gen pops right as i get my first down, then by time ive hooked and gone to find someone else another gen pops. Survivors are running perks these days that are gen focused (not everyone but majority i come across) so if someone gets tunneled out of the game and its a 3v1 with 5 gens left thats a survivor issue not completly at fault to the killer.
Again tunneling right off the bat is incredably boring. I've been running an experiment on different ways to play killer and the games in which i tried purely tunneling each survivor out of the game (in the name of science) was incredibly boring but it did always result in a 4k so although boring its efficient.
I think this whole "tunneling needs to be fixed" mentaltiy needs to stop. Nothing the devs can do will stop tunneling short of making a survivor off the hook immortal. You mention some ideas such as making off the record base kit are you insane?? Giving survivors more and more basekit abilities is such a bad idea. Reverting the DS nerf will do nothing for tunneling because killers will still just eat the DS then continue to tunnel. those extra 2 seconds arn't that effective against majority of killers these days.
Now please take the next statement as something that I don't want to happen but is just a counter to the whole "tunneling needs addressing" issue
If behaviour implements even more help for survivors to counter killer playstyles then I want to see a lot of counters to survivor playstyles.. For example make exhaustion perks token based so its not just a free perk to use, nerf brand new spare parts, nerf SWF, Punish survivors for killing themself on hook, punish survivors who arn't progressing the game (head on bully squads for example). If you can moan that killers are playing the game (which is effectively what your doing as tunneling is simply a playstyle) then us killers can complain about survivors playing the game. AGAIN THIS IS KINDA A JOKE NOT SOMETHING I BELIEVE SHOULD HAPPEN I'M JUST MAKING A POINT.
There are so many playstyles that survivors employ that are very powerful (and boring) such as gen rushing and teams running boilover flipflop plays whilst sending you to a map designed for it but as a killer i just deal with that. If i get gen rushed so what i get to leave the game and go next. If survivors are trying to just bully me by doing 4 player head on plays for chain stunning then i just either slug or i afk till they are bored and if survivors are abusing perks (like so many of them do) i just tunnel them out of the game or if its something that means i can never hook them i bleed them out for 4 minutes.
Bottom line is although tunneling is something that happens its not as common as everyone sais. Whenever I play survivor I get tunneled hardcore maybe 1 in 10 games if that. Similar to my partner she plays a load more survivor than me and gets hardcore tunneled less than 1 in 10 games. In games where the killer is trying to hardcore tunnel its a 50/50 if it actually works because its very easy to counter if survivors actually help each other.
if you think your being tunneled every other game or something stupid then I ask you to record your gameplay and re-watch it because i guarentee that majority of the games you are being "Tunneled" its just the killer making the logical decision in the game and not thowing the game just because you put yourself in a postition to be tunneled.
-
I mained Nemi for quite some time (And still do as my secondary main this DLC season). I like to think i play nemi completely differently to majority of nemi players i see out there. By that i mean i don't waste all my time trying (and most people fail) at whipping every single survivor for every single health state.
I run what i like to call the M1 nemi build which has 1 of 2 builds.
The first three perks are always the same.
- BBQ Chilli - for information
- Lethal - for that early chase and to give me more time with BBQ
- Franklins Demise - Because items in this game are broken powerful and this just means i don't have to worry about them
The final perk changes depending on what im feeling but i swap between the following 2 perks
- Devour hope - If this stays up then M1 Nemi just destroys. Given that majority of survivors i go against tend to try and FOV tech to avoid a whip simply punching them in the face with devour works very well and has been the cause of some very quick wins once at 3 stacks. This was acutally the reason i was able to get 4th fastest nemi 4k (was 4th its now been beaten quite a bit)
- Save the Best for Last - Due to the whip STBFL is great for nemi and as i only whip the obssession when running this i don't have to worry to much if my whips arn't always on target.
As for how i play the game during the match I personally hate tunneling early game. Now don't get me wrong. if gens are flying and i need someone out of the game to give me even a chance at a 2k then yeah im gonna be tunneling the weakest person but this is because once a team knows your tunneling they generally throw the game to save them which is why its so effective if you do it right.
I believe my MMR is at the soft cap now as i do tend to 4k more matches than i 0k so logicially my MMR is always going up but due to how bad the matchmaking is i'm only going against sweaty teams maybe once every 3 or 4 games with the other games being fairly chill.
I can't stand slow down perks. They are boring to run and are so easy to counter from the survivors (majority of them just tap the gen and there we go slowdown perk gone). Even erruption is easy counter. Tap the gen to stop regression then go work on another gen untill the next down.
-
@SMitchell8 said:
I liked pretty much all of those tbh. The gens get decorated during events however. All good ideas though. Who doesn't love customisation👌
Honestly i would love just custom moris and custom hooks (mainly as im killer main)
-
@Akumakaji said:
Yeah, this sounds about right. To be fair, I guess a lot of the Knight hinged on the bot AI and how to integrate that into the game, and all the shortcuts that had to be taken with that one, but besides that, the whole chapter didn't feel that great.
I said this in the past about other Original chapters: most often the original killers are really cool and I as a killer main would love to buy the chapter with money instead of shards, BUT I am always miffed about the content: one or two recolors for the survivor, nothing in it for the killer. Some custom item and a charm would go a long way to sweeten the deal and easily convince me to dish out some money. Or here is a wild idea: those that buy the killer with real money get the option to bloody all different colors of the base outfit, so all the red, green, yellow and blue outfits and the frosty eye series of heads. I often would love to buy one of the differently colored base outfits but finding out that they are just the base outfits and not the bloodied P4-6 versions is a real downer.
Circling back to your post, OP: custom versions of hooks, the basement and moris would be really cool and this offers a lot of potential. The same could be said for item skins etc, BUT I think that BHVR made this one of their sorta fundamental design choices to not mess with the basic appearance of killer powers and items. The event items are all just very slight variations of the basic item design and I don't think that they would stray further from that, even though I like this.
Maybe we could get buy slots for charms, though? Imagine a cute Claudette puppet dangling from the tailend of the flashlight or a medkit with them soothing "BP gummies". That could be fun.
Just commenting on this section
"BUT I think that BHVR made this one of their sorta fundamental design choices to not mess with the basic appearance of killer powers and items. The event items are all just very slight variations of the basic item design and I don't think that they would stray further from that, even though I like this."
I get that behaviour had design choices but after all these years its got a bit stale in my opinion. Now having alternative hook types, basement types, items and moris would keep the game fresh. A lot of games do this. Having these differnt types could breath some new life into maps that we see every single day (farm, macmillian ect) that have been around since day one (ish).
Not saying that these changes need to be overly drastic but still horror related ones that just mix things up a little.
It also makes sense from a business standpoint to reskin and sell them.
-
@Shroompy said:
Coldwind has always had quite a few pallets, especially ones that connect with each other
fair point but seems that its been increased recently. Ever since the knight release seems that most maps have had a lot more pallets spawn
-
For me the thing that frustrates me the most as Killer (and survivor when i play it) is Meta gameplay.
I'm at the point now where every single game i go against 2 or 3 players running gen rush builds and its just boring as F. If 3 gens fly in the first 30 - 60 seconds when im activly trying to defend them i now just scrap the game, afk and then go next.
It's the same when playing survivor for the most part. My team either all runs gen rush and ignores rescues or the killer is running the eruption meta which is again very boring.
This could very easily be solved with a second game mode that addressed meta game play or by behaviour actually balancing the perks a little better (both killer and survivor)
-
Honestly I don't get the attitude of the players regarding this issue. They are skins, they do not change the game at all I terms of gameplay and as a killer you don't event get to see your own skin. So what if Christmas are limited to Christmas purchase. And so what if they do that for other categories. For new or returning players I see this as a better thing because it makes the skin store less overwhelming when deciding to buy a new skin.
For those saying the dlcs will become limited your off your rocker. That would not make any sense from a business standpoint where as limited time skins do make sense from business. How about everyone just drops the skin issue and fights for real changes that need to be made in the game like the over spawning of objects or the fact that the recent dlc was a complete farce.
If your that worried about skins in a game may I suggest go play Minecraft. You can have all the skins you want for free :)
(Fyi that was a joke and I feel it needs clarifying to some people these days)
-
Why does this matter. So what they are limited. If you want them buy them. If you don't want them don't buy them. These cosmetics have no effect on the game and instead of complaining about cosmetics we as a community should be focusing in the game breaking issues like over spawning of items at all loops or the fact that major bugs are not being addressed quick enough in favour of cosmetics.
Anyone complaining about cosmetics in this game kinda need to grow up because limited time cosmetics appear in all games. It's a way for a company to incentives sales to make money which they need to continue to support the game
-
@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3275827#Comment_3275827
I don't have an official answer to this at the moment, so don't take my words as an official response, however since the issue with the new map is due to a tile spawning all the pallets it cans, could be that the issue is not just for that tile and it's just not for pallets.
Hopefully they will be able to give a proper answer soon.
This issue has been here a while now since release of the new map. Why haven't we had any official response from the devs on this. Its all well in good for yourself to say unofficially but unless we get official statement from the devs then we have to assume they did this intentionally to test how it would work. Seems to me a classic issue of if it aint broke don't fix it but they fixed something that broke everything. these bugs never existed in the PTB and unless you dramaticly changed something from PTB to Live how on earth did this even happen if it wasnt intentional???
-
Are the devs survivor sided? Probably not.
Are the devs survivor mains...most probably yes
I've recently moved from pure killer main to playing both sides and i can honestly say for 90% of my matches i'm really enjoying survivor. However after playing both sides its clear to see how much easier survivor is these days to playing killer and with the proposed changes how it will be even easier for survivor.
As i said i don't think the devs are survivor sided but i do think that they give survivors more because as someone else pointed out they are "Noob sided".
The base kit BT was a classic example of that. Good players wouldn't need to rely on base kit BT but because a lot of the survivor playerbase arn't that good at the game (and there is nothing wrong with that) it came across that tunneling needed to be addressed in a big way and thus base kit BT was born. Now don't get me wrong killers do tunnel, heck even i have on occasion just not at 5 gens like some idiots do. but alowing every survivor to gain a huge buff just for being unhooked didnt seem like the most balanced way to do it. Would have been fairer to have the endurance but not the haste (and not have it even more buffed by someone running BT which inadvertadly got a massive buff by adding haste to the perk)
Now yeah on the flip side killers got a base kit buff to kicking gens but unless your running a gen kicking build who actually kicks them.
I think what makes it seem like the devs favour survivors more than killers is because the changes to survivors are free where as the changes to killers requires the killers to actively do something in order to benifit from it (i.e just getting unhooked as apposed to kicking gens)
With the proposed changes aswell its very survivor biast. Base kit unbreakable is again a free buff that doesnt require survivors to do anything to gain that buff. where as the end game mori actually nerfs a fair few perks to the point where they are pointless to run (rancor for example and to a certain extent devour hope as it would require you to pick up and hook rather than mori on the ground).
So in summery no the devs arn't survivor sided but they are biast to making the game more noob friendly on the survivor side. Regardless of it though we just have to make the best out of what we have and enjoy the game how we want. and if your not enjoying the game there is always another game you can play :)
-
Not had any issues playing killer my end but im a steam PC gamer. Sucks to hear playstation are having this issue. gonna have to wait untill the devs are back from there break to hopefully fix it is fixed in the next few weeks. Untill then may i suggest you come join the master race that is PC gaming :) (FYI this is a joke and should be taken as such)
Side note. were u asking for all killers to be kill switched because of this bug? if that happened the game would just die lol.
-
how about survivor rule book. survivors must do generators, killer must kill. doesnt matter how u get to that outcome be it gen rush, slug, camp, tunnel whatever. as long as you do the role you picked your all good.
But seriously making a topic asking for a rulebook that killers must follow is kinda entitled and i do hope that your games are filled with killers who don't follow your "rules"
😂
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3277058#Comment_3277058
The fact that he’s so buggy is a testament to how rushed he is. He can literally be locked out of his power the whole match
not to mention there is a speed bug that gives him faster movement randomly meaning survivors are basicly screwed.
-
@entertainment720 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273883#Comment_3273883
Hello! I can assure that all feedback is being monitored closely! We encourage everyone to keep posting feedback, bugs, etc, as they come up.
https://forum.deadbydaylight.com/en/discussion/comment/3273899#Comment_3273899
I appreciate the sentiment here and I empathize with the frustration being experienced. We try not to kill switch for every issue, as it's a pretty hefty response. A re-weighting was deemed appropriate at this time. We will continue to monitor the situation. As always, thank you for the feedback.
I mean if we are being honest the amount of issues with both the map and the killer you could kill switch the entire expansion and players wouldn't care. The speed bug with the knight that gives him bonus speed for no reason is kinda game breaking.
-
@Yippiekiyah said:
DBD in 2022 and totems still spawn in the shack. Is it any wonder hex builds suck?
seriously this. I run devour hope in my current build and whenever i see a shack totem im resigned to the fact im running a 3 perk build. 2 perks when u conside i use lethal and 1 perk if u don't could franklins XD
-
@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/3275023#Comment_3275023
unless i missed something who went on a rant about COH being OP. this is a discussion about spawn mechanics in the game. He mentioned boons and clensing in regards to a perk idea that is corrupt for totems but thats it. Again if i missed something please quote it so i can see but it seems your pulling this out of thin air based on an assumption.
The idea of having a perk that protects all totems for min and a half which stops survivors messing with it and that has nothing to do with the fact that boons are a thing its because hex totems need some sort of defence.
@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3275041#Comment_3275041
Because hardly anyone uses the other boons. CoH is the most popular currently and the change you suggest would be a significant nerf to this one more so than the others in part because of how commonly used it is.
Blocking off all totems for 1 min will affect SWF and solo differently. SWF will be able to co-ordinate and set their own pace and solo will be swept up by everything that is already happening and probably not be able to keep up with both gens and cleansing totems that the killer will know which ones to defend as he;'l have set them up himself (so he'll know to leave Haunted Ground unguarded as bait and protect his more important ones). Unless you mean being able to set up a spot you like and the game will generate the hex that goes to that spot randomly.
Now what if the killer decides to place his hexes around his 3 gens? Good luck getting those and the gens as solo survivor.
Chill my dude it was mearly a suggestion not something thats gonna go live in the game. The beauty of these forums is we can have a (attempted) civilized conversation. Maybe the change they suggested was a bit much but so what its just a suggestion. You went full ham turning it around saying they were full on complaining about boons when that was never said.
As ive said i like the idea of a perk that blocks all totems for 1 min or 1 and half mins. and despite what u may think its not that OP as it does take up a perk slot for the killer meaning the killer is then a 3 perk killer after that min or min and half. The perk could always deactive upon first down like current corrupt does.
-
@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3275009#Comment_3275009
I like it when the conversation against escalates to "I find CoH op". Because I don't think anyone else ever mention the rest of the boon totems and you saying blessing a totem should also be blocked probably is cause you hate CoH. As if the other boons weren't useless already. Fine if you get that then I hope survivors get no sound on booning a totem and no sound when killer is near. He should be able to spot it by sight only. That way I can accept your change.
unless i missed something who went on a rant about COH being OP. this is a discussion about spawn mechanics in the game. He mentioned boons and clensing in regards to a perk idea that is corrupt for totems but thats it. Again if i missed something please quote it so i can see but it seems your pulling this out of thin air based on an assumption.
The idea of having a perk that protects all totems for min and a half which stops survivors messing with it and that has nothing to do with the fact that boons are a thing its because hex totems need some sort of defence.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3274982#Comment_3274982
Little secret I don't think many killers know, sometimes when you go to a loop, there isn't even a pallet there, and sometimes these loops are chained together, and that's fine.
the point is yeah some maps are fair where there is areas without a pallet and areas with 2 connecting loops. but many maps now have not just a connecting loop but multiple connecting loops which causes either extreamly long chases or forces the killer to keep dropping chase meaning they lose any pressure due to the setup
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3274947#Comment_3274947
All you need is 1 survivor watching the killer to immediately cleanse the hex totem. Most times I find a hex totem quickly it's not because I spawned next to it but because I saw the killer checking it for survivors. So not only do you have the kille waste time finding a totem to set the hex but you basically guarantee the survivors have an easier way to find the hex totem as well.
simply having the hexes light 1 min or 1min 30 after the trial starts would solve a lot of the issues that hexes currently have. having killers place them will as others have said cause the survivor to follow them to instant clense
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3274907#Comment_3274907
So this incredibly strong section was so strong that you left a pallet down instead of breaking it, as you say they were heading here so it wasn't them that dropped it, this map is notoriously bad anyway but I'd have been interested in seeing the the rest of the pallet spread.
The thing is i regardless of the situation with the survivors in the game in question the fact that 3 pallets have spawned so close together, and i assume there is a window there aswell, is something that shouldn't really happen. I have noticed recently that more pallets have been placed on every may and every map feels more and more like the game. I had a game on Lery's yesterday which used to be a map that used to be more window heavy but now feels like there is equal pallets to windows. Wherever a pallet could spawn it does spawn it feels like. This also happened on Macmillian and badham preschool where there were pallets spawned so often that you could connect 4 - 5 loops at a time.
Now i'm all for having pallets on the maps but it just feels like devs have added way to many to each map and this new map is over the top. Saying there is a bugged tile doesnt really account for the whole map unless that tile is used for every tile of the map.
-
@Akumakaji said:
Regarding totems, this is the solution I have proposed a couple of times. Its a bit more elaborate then the rules we got right now, but propably really fair and cuts into no ones abilities to utilize totems.
1) at the start of the match The Entity sustains all the killers hexes. They have full effect but don`t appear as hex totems in the world. This grace period could be anything, but I propose 1:30min.
2) all totems start as dulls. Survivors can utilize them any way they want: boon them, cleanse them for tome challenges or perks like Inner Healing/Overzealous or just take a mental note.
3) once the grace period is over all of the killers hex perks are transfered to dull totems on the map from left to right on their perk loadout. If not enough dulls are remaining when this happens all the killers hexes stop working.
This way the killer always has 1:30min of guranteed usage of their hexes and probably some more, while survivors aren't bereft of any of their own totem related perks, with the exeption of Overzealos hex totem cleansing pert, which wouldn't be possible at the start of the game. Doing bones would be meaningful again, because hexes would be utilized more often, while a bone hunter build could cleanse all 5 totems in a jiffy, alas at the cost of not having any boon locations left.
I really would love to see this idea realized in a PTB one day, but I know that this is probably a pipedream; unless Peanits thinks this idea slaps :)
that totem idea is actually really good. it would still allow survivors to break/boon totems but would give killers at least a little bit of potential value out of their hex perks.
@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/355762/when-will-spawning-mechanics-be-addressed
I agree with 1 and 2, but I believe hatch spawning should be complete luck based. Overall the killer would generally find hatch quicker than survivor so I think it being random is fine. I mean how many times does hatch actually spawn under you (ether s or k).
As i replied to Peanits i didnt think about the killer speed compared to survivor speed so i get why having it how it is now is better.
regarding how many times does the hatch spawn under me, its a surprising amount of my games either it spawns under me as killer or its an instant escape as survivor.
@Rudjohns said:
Killer mains complaining about hatch spawning under the survivor, oh my...
I don't know if your just entitled, salty or just plain dumb but if you re-read my original message it mentioned that it appears to be an issue were it spawns under both survivor and killer. I have played many games as killer where survivor got an instant escape and many games as survivor where killer instantly shuts the hatch. This is an overall issue it has nothing to do with biast towards either side and i kept my original message as unbiased as i could when talking about it. Unfortunately no matter what in these forums there are always players like yourself (i assume a pure survivor main given your message) who wants to just complain about the other side.
@dispes said:
while we're at it i wanna address exit gate spawns.
i don't think they should be rng. it feels bad when they are right next to eachother. should either be in set spots or always have a certain distance between them. they're in set spots on some maps and they are just fine imo so why not all
This is something i hadn't really considered as recently i've been going to maps that have set spawns for their gates (the game and RPD and midwitch)
I would like to see a change to gate spawning so that they are either set to where they spawn or as you said have to be a set distance from each other. although a lot of games the gates do spawn fairly there are still many games where they are either so far apart killer can't defend or to close together the killer gets a guarenteed win.
-
@sizzlingmario4 said:
Because that’s not the point of exhaustion.
Exhaustion exists so you can’t use the same exhaustion perk multiple times in one chase or chain multiple exhaustion perks together.
If you’ve been hooked, you’re not doing either of those things, and it’s good balance-wise because tunneling would become easier if it wasn’t reset on hook. Not a fan of how pyramid head cages don’t actually reset exhaustion at all.
Thats a fair point tbh. and this is the sort of responces i was looking for lol. you give a fair and resonable answer to why it happens instead of just accusing me of being a hard core tunneling trying to cry about it XD
But yeah i can see what u mean. However i guess what could work is if exhaustion is gained back at double the rate so instead of instantly back and usable its gained back at double the normal rate. This would mean survivors have it back most of the time unless they are instantly unhooked.
-
@Peanits said:
Spawning rules are a tricky beast. The more rules you add, the more predictable it becomes and the easier it becomes to find the very things you tried to hide. Taking hex totems as an example, if I know that it didn't spawn near me or any of the other Survivors, that's a huge chunk of the map I can instantly rule out. I know it's gotta be somewhere far away from each of us. If I see which direction the Killer comes from, that more or less confirms where the hex totem will be.
Quick mockup to show what I mean. Say you have a small-ish radius around Survivors where hex totems spawn (~16m). This is how a map like RPD would look when you eliminate all the area around the Survivor spawns (yellow). Right from the start, so much of the map is eliminated. You can use the direction the Killer comes from (red) to further narrow it down without needing to know all the Survivor spawns.
https://us.v-cdn.net/6030815/uploads/APVRPK8J10FW/image.png
This gets extra tricky when multiple hex perks are in play. If all five totems are hexes, the game cannot possibly spawn them all far away from Survivors without breaking another rule (spawning totems a certain distance apart).
We try to improve totem spawns as we revisit maps, but unfortunately adding a new rule wouldn't be a quick and easy solution.
As for the hatch, it's location is already determined in the map's seed. I'm not quite sure adding a new rule would be beneficial. Right now, the fact that it's entirely random means either side has a roughly equal chance to find it first. But if you add a rule to prevent it from spawning to close to either of the remaining players, then it starts to shift towards the Killer's favour since they have a higher move speed.
Firstly thank for the responce. Didn't actually expect to get a dev response.
I can see where you coming from though. players with more knowledge of the game would be able to narrow down totem spawns if those rules are in place.
Counter proposal for a new rule to totems to help with the instant clense potential. Have the hexed totem light after x amount of time after the trial starts. For example Trial starts and killer brings Ruin. have the totem light 30 seconds after the match starts. At this point it could follow the same spawning rules that NOED has where it lights a seemingly random totem.
I believe this would enable hexes to stay active more frequently. Now there is still a chance it lights right next to a survivor but at that point given that the survivors have moved around a bit that would bring it down to bad RNG and would be more acceptable from a killer standpoint than the start of the game the totem is instantly clensed.
As for hatch i can see how it would be more killer sided if the hatch spawned away from both killer and survivor. I didn't really consider the fact that killers move faster than survivors. Maybe one day a new end game mechanic can be created instead of the hatch as the current system takes a skill based game and turns it into a luck based game for the last survivor.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3271315#Comment_3271315
I'm not going to go into the tunneling debate on this post (ive had the debate to many times and bottom line survivors need to get over it. u get tunneled let go and go next) but now there is base kit BT which comes with a speed boost not to mention the massive rework of OTR. do survivors really need there exhaustion back right off hook.
You wanna tell survivors to 'get over it' in regards to tunnelling, be prepared for everyone else to tell you to 'get over it' that you can't hard-tunnel someone off hook as easily if they have an exhaustion perk.
Did i say i want an easy way to tunnel someone???
Yes. You did.
Because the only way that exhaustion recovery upon getting hooked can be a problem to you is if you are hardcore tunnelling. So asking for it to be removed directly translates to asking for tunnelling to be easier.
Actually i never directly asked for it to be removed. nor did i directly say im annoyed because i can't tunnel anyone. But i kinda give up because if any killer main every sais anything against a survivor ability on this forum its always the same response. Its just assuming we want to hardcore tunnel every survivor and we complain when we can't. Well this has NOTHING to do with tunneling this has to do with the countless games where I have a team of swf that unhooks in your face, they tank a hit (when your trying not to tunnel) with base kit BT then uses there free exhaustion to jump in a locker to start off the head on stun chain.
I'm fed up with the constant complaining about tunneling every time a question is asked about a mechanic in this game. Aparently we can't ask questions and even if we don't directly say anything about tunneling in the post its always just assumed that we are being salty because we can't tunnel.
So im guessing this is just a mechanic in the game that is intended so lets just leave it at that shall we....
-
@Veinslay said:
The worst is when all survivors spawn separate and they all spawn on top of generators. Those games where 3 gens are done at 1 hook? It's usually because of a spawn like this
That is another thing that gives 1 side an unfair advantage. any time survivors are split up the killer will lose 2 - 3 gens within 90 seconds because they can only be presuring 1 survivor at a time.