JnnsMu
JnnsMu
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- JnnsMu
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If you regularly intentionally disconnect from a match that you have committed to and thereby ruin 4 other peoples' fun each time you do it, you don't deserve to play this game. Just wait for the ban to expire and learn from this.
It's really not that hard to follow the rules of this game: Just don't ragequit and don't abuse bugs. If you cant be bothered to follow these simple rules, I'm glad that you're moving on from this game.
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Have you tested this in kill your friends? It might just be because it's so small and he has a custom sound.
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@ThatOneGuy said:
Okay so why am I losing my add ons for my med kit when I never fully use it up? I remember they said that once the item is depleted so are the add ons but u keep the item. Sooo does that also apply if u haven’t even used half the med kit? Because If it does that’s the stupidest thing ever.
You lose the add-ons whatever happens unless you survive while using Ace in the Hole. You do not need to conserve your med-kit as you will keep it even if you use up all the charges.
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4 stacks of BBQ + at least 30k Blood Points
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That's just part of what Doc does. You can still hit it, it just shakes things up a little. I don't see a problem with it.
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@philomela said:
Broken effect actually prevents them from procing even when you've already activated the perk before becoming broken. I think this is a bug but don't know when it was introduced.
I think that the perks not procing while broken is totally how it should be. After all, you can't get healed while broken so of course the perks shouldn't heal you. What bothers me is that you can't fulfill their requirements while broken.
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Andrew Lloyd Webber?
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I agree. You need to have your normal sensitivity uncomfortably high in order to even be able to follow survivors with the mouse while aiming down sights. Just pressing M2 right before M1 is an option but that tiny amount of time in which the sensitivity is super low is still really frustrating. Also, not using the iron sights kind of defeats its purpose. I would honestly find it best if the mouse speed wouldn't change at all as a default.
Giving players an option isn't a bad idea but it doesn't seem in line with how BHVR have previously tackled things so I wouldn't bet on it ever happening.
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Teabagging should not be punished. It's just not necessary. Teabagging doesn't actually do anything other than slowing the survivor down. If a survivor Teabags, that is already good for you or at the very least, it isn't bad. If it actually has a negative impact on you, you are what makes it powerful and you should honestly work on your temper.
However, I don't think that you're entirely in the wrong here. The real issue I see here is that you probably experience unfair matchmaking from time to time. While most of the game is balanced around new players, the matchmaking is definitely something that can frustrate new players.
My advice would be to stay calm and learn from the strong players you go up against. Downing people quickly can be nice but a challenging chase is more rewarding in the end.
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I'm not sure if you know this but you actually used to be able to Mori people without having hooked them first. I would assume that it was just a little treat to make killers feel very powerful every once in a while. Considering how incredibly survivor-sided the game was for the first few months, this kind of makes sense.
BNPs also used to instantly repair an entire generator and insta-heals were a thing since just recently. My guess would be that these features were supposed to make games unpredictable and shake up the game a bit.
However, I totally agree with you: The game should be able to be interesting without regularly being unbalanced. I think that Items, Add-ons and Offerings should be pretty weak while every killer's base kit should safice to make them strong. Perks should also be more similarly strong than they are right now. However, this is just my oppinion and there are also a few good reasons for the other side.
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Survivor is way too easy now. I get bored easily when I have just used my first pallet and 4 generators are already completed.
I still manage to kill 3 or 4 survivors more often than not when I play killer. However, it is really stressful and It is usually quite obvious that I could only win because of significant mistakes that the survivors made. I also liked to use Ruin in order to be able to afford playing the match slowly, hooking everyone 3 times and getting a lot of BP. Now I sometimes feel forced to tunnel or slug in order to secure a victory.
Over all, I think that Ruin being removed was a good thing. However, something should definitely be done about the match speed right now.
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@Topid said:
Personally, I find it just as much of an ‘exploit’ that killers just leave the second-to-last downed survivor on the ground to keep the hatch out of play. Hatch is there to keep game interesting if Killer is strong, but in my games the killer almost always gets final two down before hooking either, so it rarely serves its purpose.
I’d suggest easiest fix would be for hatch to open once there’s only been one survivor out of dying state for 30 seconds, then the survivor you’re making sit on the ground there for three minutes won’t feel like DCing because you’d be just as likely to hook him when he’s second-to-last as you would in every other case.
I see how that can be pretty frustrating to play against as a survivor. However, there is counterplay. You can either heal the downed survivor or wait for them to bleed out. If you heal them, you might still be able to get all the generators done if one of you leads the killer on a chase while the other one does generators.
However, in the case I mentioned there is no counterplay at all. Two survivors are alive and then suddenly one of them escapes and you don't get to hook any of them without you being able to do anything about it.
Additionally, the situation you mentioned is a result of the killer playing well and/or the survivors playing poorly. In this case, I find it reasonable that the survivors are in a suboptimal position. The situation I managed is also a result of the killer dominating the match. However, here he gets punished for it by having the survivors end the game in the blink of an eye.
So basically, your situation reflects survivors being punished for playing poorly while my situation reflects killers being punished for playing well.
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Having bought the game doesn't mean you get to ruin it for 4 other people everytime you decide you're not having fun.
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So you quit playing the game.. because now you have to play the game.. whereas before, you'd just stop playing whenever you felt like it.. and you feel like that's the devs' and/or oppenents' fault?
Have fun in your future pursuits. This community is not going to miss you.
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Lobbys are shorter and you get more Blood Points so killer for sure.
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I think that the perk itself isn't OP. However, its existence is what makes it so annoying. As long as there is an obsession in the match, I can't pick up anyone without risking to get hit by Decisive Strike. Survivors can basically choose 4 full perks and I waste two minutes playing around one that they don't even have equipped.
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Seems like they just don't want people to play Trapper.
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You don't. Just don't do the obvious stuff (abusing bugs, actively trying to get teammates killed, holding the game hostage somehow etc.) and you'll have nothing to worry about. Play the game the way you enjoy playing it. If you do this and someone gets offended then it's simply their fault and you shouldn't give them the satisfaction of you feeling bad about it.
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Unbreakable, Deliverance, Resilience, Iron Will, Kindred/Bond/Empathy are all strong options.
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I don't think you realize how hard it is to implement a penalty like that. There are tons of variables that would have to go into it. For example, I think that we can all agree that a killer shouldn't get punished for "camping" if he chases another survivor near that hook. If this were the case, killers would have to either stop chasing or endure a penalty as soon as a survivor that he is chasing moves towards a hook. This would give an insane amount of power to survivors.
To that, you mind respond that the penalty could be removed if the killer is in a chase. However, this also brings problems: If a survivor abuses the "hook tech" and gets directly under the hook, there is no way to initiate a chase with that survivor but you still can't leave the hook without the hooked survivor immediately being unhooked with Borrowed Time. As another example, it could be the case that you don't know where exactly another survivor is but because you know that they are near the hook because you have seen their scratch marks, heard their breathing, seen them for a short time etc. I think we can all agree that it wouldn't be "camping" to stay near the hook and look for that survivor.
This should've been enough to demonstrate that this issue isn't as simple as "just punish the killer for staying near a hook". However, I have one more point: If the killer wants you dead, you're not supposed to survive.
This might sound harsh and I understand that it can be frustrating to die without a chance to do anything about it but Dead by Daylight as a 4v1. In any game state in which the game is balanced at all, the killer should have a chance to kill all 4 survivors. As long as that is the case, it is going to be quite easy for the killer to kill one specific person as long as he completely disregards all other survivors. It sucks to be on the receiving end of this but if a competent killer is ever not able to kill a single survivor, that is a major sign of imbalance.
Conclusion: Camping sucks but it needs to be an option for the game to be balanced. Penalizing it through points is theoretically possible but way too complex to realistically do.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1068567#Comment_1068567
Or hit someone and then have them immediately start mending IN YOUR FACE, when you haven't even gone after anyone yet.. Had a Legion daily today, didn't even bother going after other targets at one point, I just double stabbed and then chased since Legion is basically an m1 killer against red ranks.. So fun as a green rank killer.
You double stabbed, huh? This is one of my issues with the Legion. As someone who doesn't play them a lot, you're not wrong for assuming that double stabbing would probably be the right call if you aren't going to go after anything else. However, it gives the survivor another speed boost and it drains your entire power bar without doing anything for you. It's basically the worst thing you could do even though it would seem reasonable to a new player.
There are tons of nuances like this with the Legion and it just doesn't make any sense. These things are left over from previous versions of the Legion. For example, hitting a survivor with Deep Wound used to reduce their Deep Wound Timer and it made sense for that to have some drawbacks. However, now it is already the wrong thing to do since you're giving them a speed burst and getting nothing out of it yourself. And on top of that, you even have your entire power gauge drained just as an additional punch in the face for trying to play this killer.
In conclusion, not only does the Legion have low potential in the hands of experienced players, they also have tons of hidden traps for new players. This is unjustified and just an example of poor balance.
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So Otzdarva (someone with an actual voice in this community unlike us who can just complain on forums) just mentioned this in his most recent video and he agrees. Maybe that will direct some much needed attention to this issue.
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@Tro said:
Unless you get good at hitting multiple pple w the same frenzy. That’s when he shines. I’d say he’s mid-low tier atm. Better than clown imo, lol.
It's not even about getting good. You can navigate the map perfectly and you still won't be able to reach a well-positioned survivor or one that simply has Sprint Burst. Skill doesn't improve your power speed and duration.
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@Magician said:
https://forum.deadbydaylight.com/en/discussion/126865/the-legions-power-has-too-many-drawbacks
I don't know man, having a character that sprints a survivor down is kind of op. I don't like going against legion.
You're right, Feral Frenzy has a lot of potential. However, the fact that you can't down people in your power and you have to suffer through a long slowdown after coming out of it already ensure that it isn't op. I understand why it would seem that way to a survivor but Feral Frenzy doesn't even come close to being strong. Good survivors can just split up to prevent the Legion getting multiple hits (even increasing their generator efficiency at the same time). You also need to consider that the Legion is basically powerless when chasing an injured survivor. Most killers can use their powers in chases even though it's not their main usage (for example, Billy can chainsaw during chases, Pig can ambush to mindgame, Ghostface can hide his red stain). Legion however just has to catch survivors with the standard kit that most killers have. Good survivors can easily juke a Legion for ages and force them to chase someone else.
With the power having this little potential, I just don't consider it reasonable to have this many bonus drawbacks to lower the power's actual effect even more.
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I actually enjoy killer more than I do survivor but the word "fun" doesn't describe the way I enjoy playing killer in my opinion.
As a survivor, you can mess around a little, maybe cleanse a dull totem or two and still come out fine. You can run the killer for a long time on most structures and do so without breaking a sweat.
Playing killer is a lot more stressful: Unless you play a strong killer, you constantly need to make important decisions on how to play efficiently and then also have the mechanical skill to realize those plans (even though most structures don't leave much room for killer skill). However, this also makes it more challenging.
Therefore, I would say that survivor is a better role for just having light-hearted fun but playing killer is more satisfying to me personally.
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Maybe buff a few slowdown perks. Examples would be a slight number buff to Thanatophobia and Dying Light, removing the timer on Pop goes the Weasel, significantly reducing the cooldown of Thrilling Tremors etc.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1061536#Comment_1061536
Not everything in the game has to be done according to how it works in red ranks though.
The thing is that most of these things don't even give more options to the survivors, they just punish the killer for pressing M2. Especially non-red-rank killers will have a lot of trouble playing the Legion to their full potential (which is still low).
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Susie is cute. She's a little aggressive and deranged but that's nothing compared to the physical and mental afflictions of most other killers and it might actually be a little exciting.
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The survivor just guesses and the Spirit also has limited information. The result is a single player game in which everyone loses.
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When a survivor goes into a locker and forces me to eat their Decisive Strike I usually tunnel them since I know that they don't have it anymore.
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Last rift I actually completed all the challenges. I still had to grind for a week to get the rest of the rift since there werent any bonus shards to get anymore. I ended up having to buy a few levels to get the billy cosmetic. I totally agree with you.
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I like the first person camera because you're closer to the action and you can see what's directly in front of you. However, I do think that the killer camera is a bit confining. I think a better solution to this than a 3rd person mode would be a higher base FOV.
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I get frustrated by that too. Still, I think inting is a bit harsh as a punishment. You also miss out on a bunch of struggle points.
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Right now I use it on Legion to push survivors together. However, I'm still not sure if it's worth the perk slot since survivors can just hide for two minutes on some maps and some are too big for Corrupt Intervention to even make much of a difference while it's active. I've gotten a lot more use out of Pop Goes the Weasel and Thanatophobia so far.
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I'd say I'm best with the Legion since their weak power forces me to give my best in chases and time management. However, I generally achieve the most consistant 4Ks as the Hillbilly for obvious reasons.
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Just find a way to make my favorite edgy teens viable without survivors whining about them
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His power forces survivors to drop pallets soon and/or leave loops. However, there are enough pallets on the map and enough loops close enough to each other for survivors to do that without being punished. The Clown has no mobility built into his power and therefore can only ever pressure one survivor at a time.
He just doesn't down people fast enough to compete with the current speed of generators being repaired.
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The has great mobility and the ability to insta-down survivors if they make a mistake. He has a high skill ceiling and figuring out a new trick is going to feel very rewarding to new players while at the same time he is still one of the strongest killers in the game even if you don't use his power in chases at all.
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The devs already have enough on their plate with the core game. If we'd have multiple gamemodes, they'd never even be remotely balanced.
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Billy's strongest add-on, Carborator Tuning Guide, is green and there's a yellow version that does almost as much. With either one of these add-ons and either a speed or a Cooldown add-on, you almost get a guaranteed 4K against survivors who aren't really really good.
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@Revenant_of_Cocytus said:
I think players should be able to use all tiers of perks that they've collected in general since some people might prefer using weaker versions as self imposed challenges and the like, not sure how best to incorporate that into the UI though since having separate tiers of each perk would make the perk list even more cluttered than it already is, maybe a tier selection menu after picking a perk, although that would make last minute tweaks before a match harder so maybe there's a better way that I haven't thought of.
I could imagine either left-clicking for the highest unlocked version or right-clicking to get a little popup on the cursor in which you could choose which tier you want to use.
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Joke's on you. I would recognize that link anywhere.
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You can earn 400 extra Boldness BP by starting a chase and then "escaping" it when you run out (doesn't work if you enter the dying state before leaving). Additionally, you can earn 250 Altruism BP by getting hit while near an injured survivor. There is also a chance that an injured survivor will run to your gate in which case you can heal them for even more Altruism BP.
If the killer leaves without hitting you, you can stay and have the chance to cleanse a totem, unhook and/or bodyblock for someone if you're not sure that everyone is safe or simply make a lot of noise to irritate the killer and indirectly help other survivors who might not have made it out yet.
If the killer makes you leave by downing you, they just wasted valuable time that he could've used to look for survivors who might not have made it out yet.
So yes, if a survivor doesn't want to enter the map again, they can still be very useful just by staying near the gates and they might even get an opportunity to earn some extra points.
To your question about wether or not you should walk away: You can also earn some more BP for hitting survivors at the exit gates. Forcing them out also keeps them from helping other survivors in the future. However, if there is still a chance for you to catch a survivor who hasn't made it out yet, you probably shouldn't waste your time forcing people out of the map. On top of that, if you let them stay in the match and then manage to hook someone, they might make a bad play and give you more hooks or even another kill. Just wage these aspects and decide in the moment.
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I'd take significantly shorter queue times over slightly more balanced matches any time.
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Ace. They usually have rad cosmetics, loop really well and you can't even hear them when they're injured.
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I actually like the way they are right now. The reason I chose 3 over 2 is that there are too many factors for the challenges: a good map with good teammates and/or bad opponents can make these challenges really easy while a tough map against good players can make them incredibly hard and even a single DC can make quite a few challenges literally impossible to complete.
An alternate way to slowly complete the challenge would be a good way to guarantee that you don't just get outplayed by bad luck while still keeping them how they are right now if you want to complete them somewhat efficiently.
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I like that it can create a lot of pressure if it works. However, running Ruin with it gives the survivors a 50/50 to find Devour first and if you don't run ruin, it could be quite a struggle to stack it in time if you're playing a weak killer.
And if it does work and you get to mori a bunch of survivors, you lose a lot of Blood Points for it.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/900215#Comment_900215
What is this "Blink spam" so many are talking about? Nurse is slower than survivors, she NEEDS to blink to move around the map, or catch up to survivors in a chase.
Its like saying every other killer is using the W key too much, and we need to add a cooldown to it, so they can't spam it.
I'm gonna have to disagree here. Normal killer movement is restricted through walls, pallets and windows while the Nurse just blinks through all that. This difference is why the cooldown is needed. This isn't anything new either: the Nurse had the fatigue time from release. Without this feature, she would've been even more busted than she was anyway. However, this drawback wasn't enough which is why the rather recent nerf hit.
However, I think you're exaggerating. You can still catch up to survivors by only using your first blink. You can then use both blinks to make sure that you get the hit. Yes, missing that hit is punished pretty heavily and can be frustrating but that's just where skill comes into the equation.
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I've played a few Nurse games and she still feels really strong.Sure, you can't spam blinks anymore. However, the blinks still behave the same way they did before in every other aspect.
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Moris should be nerfed but it shouldn't be done through buffing DS. DS is already one of the best perk options for survivors so making it the only way to counter moris would just restrict your choice in perks as a survivor even more. Ebony and even Ivory Moris should be nerfed independently from any perks.