Kalinikta
Kalinikta
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@Ascended4Head said:
Keys are an essential part of the DbD gameplay. Besides them not having a great overall affect on most games (i see keys in about 1 percent of games I play), they bring another dynamic into the gameplay experience that would be absent without them.
The first thing it does is provide hope to the last 2-3 people left that maybe they just have to get one more gen done and they could possibly get hatch. Or if you are the last 2 people left because you had two console vegetables on your team, you are able to possibly have another way to escape. Keys bring another dynamic to gameplay. It makes survivor and killers both think differently and it allows another element into the gameplay.
This is along the lines of something like d-strike, which brings different interactions into the game, rather than just be tunneled from hook and downed and then rehooked. But we won't get into that because we have the very stable genius argument of "killer shunt be poohnished for dong objutcives", even though the last two years of nerfs on survivor have been literally punishing them for doing their objectives lol
It's not even like keys are overpowered and comparing them to moris is a terrible comparison. Keys could be countered. If a survivor is bringing a key into the trial, you are able to see that and bring in franklins demise, tunnel the person who brought in the key, or choose to just doge the lobby because a big, bad, spoopy key is coming into the game. I would love for the Devs to bring out actual hard numbers on how greatly keys affect the overall escape rates of the game. I guarantee they won't do that though because it would counter the "Survivors run this game and killers are persecuted while survivors get everything they desire." alternate reality that has been constructed on here by a very loud vocal minority of killer-mains and then facilitated by the mod squad.
Mori's are a key essential part of the DBD gameplay, besides they bring another dynamic into the gameplay and would be absent without them. It makes the killers and survivors both think differently and allows another element into the gameplay.
Why is this a bad comparison? You can counter mori's: don't get caught it is that simple, just never get hooked bring sabotages as a team, make sure nobody gets more than a single hook stage before all the gens are done. It is easy.... just do that and nobody gets killed.
How often do you play killer? How often do you believe that on top of defending the gens, trying to hook 10-12 times in a game and place map pressure upon the game do you think killers have the luxury to just get another fun, experience of having to deal with another means to escape? Sorry, but frankly you just sound ignorant on how it is to play a killer.
You believe that survivors don't have the advantages in the game overall? Surprisingly the queue times for survivors are higher than that of killers, why would that be? You only need a single killer while you need 4 survivors to fill up a match, yet people are waiting for the single role... it is so great to play the more powerful side and those usually have longer queue times in games.
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People that believe it is because of the Rift or burn-out should realize that these aspects affect both the players playing survivor or killer and doesn't explain why a 4 survivors to 1 killer ratio isn't being met.
Ask yourself, why aren't you playing killer? There're actually benefits to doing so:
- Quicker queue times
- On average better blood points gained
Yet we are lacking killers in the queue while you technically only need 1 for each 4 survivor players... why would that be?
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@GotMilkBreh said:
https://forum.deadbydaylight.com/en/discussion/comment/1681833#Comment_1681833
I play huntress on console and i'm so tired of survivors t-baging me after I miss a shot, and then they message me and say "you suck at throwing hatchets" and IDK how im supposed to reply. I just sit there and slowly decompose :'(
Don't worry, take consolation in the idea that some mouse and keyboard users also suck at throwing those hatchets ;) euhm...
On topic, I see why it wouldn't be good to have the choice on console.
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@logbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/1679492#Comment_1679492
You can do 3 gens IF no one goes to try the rescue. Not everyone is running kindred or in a SWF to know the killer is facecamping.
Otherwise you'll do 2 gens and be left with 3 for 3 survivors. Yeah he will get max 2k if the survivors play too well but if you play Solo Q (assuming you don't judging by your answer) you know the odds of everyone playing a good game are close to 0. There will always be 1-2 weak links in the team who will make facecamping the first hook pay off.
Yeah you are right the entity is not pleased with 4x1 but it's enough to "win" the game which is what most players are after anyway.
In the end here is my main problem - why does the freaking Pyramid Head have an anti-facecamp proc on a mechanic for which he needs to travel the whole map in order to facecamp and all other killers who can literally just sit there don't? It's weird af.
The developers have stated themselves that camping is a valid strategy.
The behavior of the survivors is not upon the killer to be responsible for, that is their own.
They didn't win the game, they are de-pip and lose rank, earn less bloodpoints and everything in the game is telling them they did not do well. If people decide for themselves to play for other goals than the ones provided by the game they can also "win" with one kill.
Most people are out to have fun and earn bloodpoints so they can purchase what they want and/or want to become rank 1. Sure they want a 4k, but there also many that aren't to bothered if they don't get it either. It is easy to say, people just want a 4k even if it costs them everything else. It is the same as the survivors that rush gens and escape with minimal points. It isn't awarded because it isn't the goal of the game and not much fun for the other side.
PH can avoid many perks that are used for saves, anti tunnel, etc. Also does not require them to pick them up, get them to a hook and put it on them, all aspects of the game where counter play is possible. You know some of the tools good survivors can use to counter the actions of a killer. As a down side PH cannot be near it for to long to prevent the hardcore tunneling without counterplay and is unable to pick where it goes.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1678990#Comment_1678990
Also like I told the other person. They have way better things they can and want to do than to try and rebalance the entire game over comms. Especially when most of the player base is solo. They'd have to also buff solo play which will still only buff comms anyway. It'd be a wasted effort killer balance wouldn't shift and they'd probably nerf all the killer perks to make up for their base power being increased. Wayyyyy too much to do for an issue hardly anyone (compared to the overall community ) really cares about.
Well, we agree that they are not going to rebalance the game, nerf the abilities of those in a SWF and that a SWF is easier to play and more likely to have coms.
So... why not have them face better opponents that can handle it instead? No adjustments needed on balancing the game around coms, just players that are good to face you instead of telling the noobs to get good?
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1677804#Comment_1677804
When I say get better I'm not saying just play the game. There are youtube guides and for a reason. What I said applies to if you want to win against a SWF that has a red rank like me and then three others that are your rank. It's just logical to not chase the one you know you can't catch. If you spend the match chasing someone you can't catch you're just playing dumb.
Also I praised him for making the decision to camp because it worked for him. No I don't like when killers camp but a group of good survivors will make you look and feel silly when you try to camp and they gen rush you and still all escape. It may work for him at whatever rank he is with the survivors he plays against but against a coordinated group or just good players camping won't work anyway. But he's at least trying to play differently and learn from his experience.
Hhmmm. Yet shouldn't the same standards apply to your friends? Why should killers require to face higher caliber survivors, but survivors are not required to face higher quality killers when they are the ones that bring in the higher level players?
Now the killer learns to tunnel down survivors that are weaker and the killers are so toxic.
Ooh but now the killer learns to camp survivors and the killers are so toxic.
They apply it to all their matches, as they don't get any indication of whether this match is against a SWF and higher ranked players or not. Why would they risk finding out whether the next survivor is that one that can loop them forever while they caught the weak one already, even though they might not be facing a SWF and everyone is as weak as them at looping, which would give them good practice for higher ranks on both ends on how to loop, apply split pressure, get saves etc. Sure YouTube can help, but it isn't a replacement for execution and practice.
Yet people are surprised that the act of camping happens often at low ranks, that it is literally promoted by the SWF teams under the guise of but my friends are bad and killers just need to learn to not go for all the survivors and focus on the weak?
You give praise for their adaptation and approve their actions. Yet the majority of the community call them toxic, bad and believe it is a problem.
Btw. I am not some helpless killer that doesn't understand how it works, only been playing for a month and hit rank 1 as a killer. I also learned within a week that tunneling, slugging, proxy camping are just what killers are required to do if they want to progress.
I am very aware of the double standards that are being showcased here. Killers need to learn to play, but of they do it in the way that makes them win games they become toxic. Like it has nothing to do with them adapting to the situation that they face.
If the community wants killers to actually get good at playing in a fashion they keep shouting they want, the game needs to provide an environment where they can practice those skills. This is not one where there are survivors that are so much better, that the only viable option is to completely ignore them till you murdered everyone else.
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You can try setting the graphics to low, the shadows are less dark compared to ultra and brightens up the game a bit if you are interested in that.
You can also can also check your monitor if it has like a movie, gaming etc. setting as those can also really affect the brightness of the screen.
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Even though Ormond is one of the lesser maps and one of the most brought map offerings I have seen, nothing beats Haddonfield in terms of my hatred to play on as a killer.
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@logbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/1679283#Comment_1679283
You already have that on Pyramid Head. I think the way to do this is to only have said mechanic work if no other unhooked survivors are within X meters of that hook. Otherwise no doubt it will be abused. But as it stands what I have been seeing is an abuse of facecamp due to the short amount of time it takes a survivor to die when compared to a full gen being repaired
I don't know what you are on about, the short amount of time to kill a survivor on hook. In those two mins you can do 3 gens, do some bones and leave the last 2 gens to the last 2 survivors that aren't running the killer. If the runner gets caught, you gain another 2 mins to finish the gens and open the gate.
In essence the killer should even with NOED get max a 2k if the survivors play well and the game does not award this behavior as it stands as it deducts bloodpoints for standing there, the entity isn't pleased with even a 4x 1 hook situation and you gain nearly no other points in the other categories that you simply don't engage in.
Killers that facecamp at 5 gens are not awarded, but it doesn't take away their agency of engaging in that behavior. It is why it is mainly an issue at low ranks. Making rules won't stop people for finding ways to play in annoying frustrating ways.
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@TheDeadlySpecter said:
There should be a mechanic that gives the last living survivor some buffs in the end if they have never been hooked the whole match. There were several times where I haven't been hooked the whole match and the killer knocks me down right before escaping. It should give you a chance to get off the hook and if you do, then there should be a minor invulnerability for a short time so that the killer can't just hook guard you while that happens. It just feels like you're punished severely for trying to be stealthy the whole match, only to be a one hit kill in the end.
You act like being on your first hook while the rest of your team is dead indicates that you did well? You realize that you're part of a team? Maybe you should have helped out your team survive, maybe take a hook or two instead of letting the guy on death hook take the heat?
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If the other three survivors do the gens, escape and sacrifice the one survivor the entity will be displeased with the killer. Face camping isn't really all that good to begin with, quite boring and unenjoyable.
I understand that this can be frustrating, but it isn't something that is easily solved without punishing those that are not face camping. Create a mechanic that prevents a killer being near a hook and survivors are going to abuse it.
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@FoodforThought said:
@MusicNerd_TC True. A longer timer would probably make it more balanced. I only chose 80 seconds so it would be doable 3 times. But 2 is enough. Maybe Unbreakable could reduce the time it takes to get up in addition to its current ability.
@PlzDontStabMe I understand how having it as a baseline ability could be broken and extremely OP. Maybe this could only be a base mechanic once there are only 2 survivors left or once the exit gates are powered? Maybe this could only be an endgame mechanic?
@Kalinikta Survivors should rely on teamwork. That goes without saying. However, I've been in countless games where instead of healing, they will crouch on the far end of the map and do nothing until I'm hooked or the killer finds them. This could help when your "team" isn't playing as a team.
The problem of survivors not working together as a team, is not the killers issue and they should not be punished because your teammate abandons you. You and your team are those that are punished for not helping you out and that is how it should be. If you want to be fully self reliant, it will cost you a perk slot.
How would it be OP to be able to recover without any assistance from the dying state as a baseline ability? Euhm... because you remove the requirement for your teammate to show up, they can be doing something else in the mean while and all that.
You realize that if you are being slugged by the killer it is so they can put pressure on the team and this would be drastically reduced if they can rely on you picking yourself up.
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Don't worry to much about what the survivors guide to being a killer, it has fairly little to do with making the game fun for you.
Tunneling, slugging and even camping are tools in your arsenal and if you use them at the correct times they will win you games. Just don't rely to heavy on any one tool, it isn't going to help you get better but by all means use them all when the time calls for it.
You are not responsible for keeping the survivors alive, their teammates are there for that. Focus on your own gameplan and let them worry about theirs, they use any trick in the book to make it out... so why should you not do the same to kill them?
Killers always need to get gud and not use all the tools in the book, while survivors need killers to give them some slack and consider their fun... instead of becoming good themselves. Good survivors punish the overuse of any given tool.
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@OrdosDeluxe said:
I posted a few days ago about weird matchmaking (i.e. I'm a rank 11 killer getting matched frequently with ranks 7 and above). Been continuing to play over the weekend, and my experience has been pretty much the same.
What's really frustrating me, is that when I'm getting matched against these groups which consistently beat me, I'm depipping. This means that in sliding down the rankings again because I'm getting thrashed by a more highly skilled group. I get that the rankings are skill based, but this feels fundamentally unfair. I'd be less bothered about this if I was getting beat by similarly ranked groups, but it is massively frustrating.
Conversely, it seems difficult to depip as a survivor (I am a rank 9 survivor), if I can do ok in a chase, get a heal/unhook in, and contribute to a gen or 2. Those goals are much easier to achieve than those of the killer.
I love this game, but I have such little time to invest into it, and this is really killing it for me. Is there any end in sight for improving the matchmaking?
I have been playing the game for a month now and got to rank 1, I understand the frustration that you are facing and do agree that the matchmaking is bad, especially when SWF teams have different ranks.
If you seek to rank up, first and foremost you must stop caring about the survivors guide to killer. The playing nice rules are reserved for the really good players that are well versed in chases, map pressure, prediction in survivor movements, etc. You might get that good at some point, but it takes a lot of practice and/or survivors also not going all out tryhard mode. Survivors are not concerned about your enjoyment and your focus should be with your gameplan.
The tools like slugging, downing a survivor but not hooking them and tunneling down a single member are very strong if used at the correct times. Your goal however should not be to do these things without any consideration of the rest of the game, as it can also cost you the game. Tunnel hard, you lose against survivors that stick to gens, slug without consideration and they will get picked up and reset, you just got zero hook pressure. Even camping at the end stage can net you a win if survivors get overly protective of the 4 man escape.
A couple of aspects I learned over my journey to rank 1:
1. The map generation, try identifying a good three gen or if possible a 4 gen and which generators are key to maintaining a 3 gen. It is far better to give up some of the out of the way generators if you can maintain a decent enough map to defend later on, while pressuring those that are near it.
2. Realize when a chase is taking to long or is moving you to the map area you don't want to be in. Try to push survivors to the area you want to be in and be willing to drop chase at any moment. You are playing versus 4 people, if you get strung up into a 1v1 for to long the other 3 will simply finish the game.
3. Figure out the opponents, look at their behavior and try to target those weaker at looping first. If someone is begging for your attention, learn to let them be... if they are hovering around you then they aren't on gens. Figure out whether they are very keen on saving each other as well, as you can use this to pull them off gens and are good indicators of when you can go for a slug, whether you should check the proximity of hooks etc.
4. After hooking, try to do something useful. Check the surroundings, beat a gen, break a pallet or find a new target. While moving away, keep an eye out for saviors if you can cut them off someone else needs to show up. If you aren't very far when the unhooks happens you can head back if you haven't found anyone or if the one you are chasing feels strong. You know there are two of them there.
5. When given the choice to chase multiple survivors that scatter, consider the hook amounts you accomplished already on them, strengths of their loop and injured state. Getting someone on their first hook, while the other is on death is a bad choice and by itself might cost you the game.
When making these choices you have to take into consideration how many gens are left, how much pressure you gain and all that. When I reach 3/5 gens left it becomes clear whether I need to start playing rough and dirty or was able to apply enough pressure, broken enough pallets and got some hooks in. Usually the worse you do, the more confident your opponents will become. If you got a good area to defend or if they take to long to use the odd one out, it isn't done yet.
Killer is about beating the clock, managing your time as effectively as possible while slowing down the game. Your goal as a killer takes significantly more time than that of the survivors. If you want to rank up, expect to deal with tons of backlash from your opponents.
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@goodkitttcat01 said:
I get that it's meant to keep you from sitting doing nothing (TheClownIsKing, I was talking about AFK crows. I rarely see killers without Spies care about crows). And if you're standing doing nothing, or hanging out watching your team die, then yes, you deserve crows. But really, the best option is never "accept a chase" and get stabbed (especially since it was me, my one teammate, and one generator; running around instead of sneaking is ultimately what got us killed) the best option is simply not to get caught.
Playing as the killer, you have to learn to look for discoloration or movement to see hiding people. I get caught in the grass by most killers. Our Trapper just hadnt learned to check grass yet
How do they notice movements if you moved so little that you got a crow show up to get you to move?
Seriously... they were implemented to make you move, so killers can hone into your sounds.
Also find it funny that you are like, I am playing claudette and the killer should look for discoloration... don't you intentionally use the most camouflaged character in the game to counter act it?
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Instead of survivors stop doing that generator and give you what is it a 0.5 second tap to get you on your feet?
Why should survivors not rely on teamwork?
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1676831#Comment_1676831
You're very hostile. Its funny because nothing you say against what im saying is gonna change the reality of how this game is and will probably stay, but that has always been the point. You need to catch survivors out of position if you wanna catch the good ones. If you can't you need to break chase and go for someone else. Based on what you've said you clearly aren't a good killer because your response is " oh i should tunnel ".
Yes and how does one learn to be better while playing "nice" when they are taught by boosting SWFs like you that they should identify the strong, ignore them and focus on the others.
Am I the one stating, oh I should tunnel?
Also great comeback with the I must not be a very good killer, because it is fair to tell me to get good... but don't provide you a challenge, tell your friends to get good, because what would you do if you couldn't defend their fun by dominating the opponent that is no challenge for you. You are kind of showcasing the whole issue here... killer just get good, survivors with friends is all fine because my friends are bad and if they face better killers they cannot do anything, but get good.... It is hypocritical.
@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1676831#Comment_1676831
Also not sure why you assume i set my day out to ruin somebody's game by bullying them. I rarely bring in items and not all SWF do this either. I've gone against plenty that try and bully me with flashlights and head on and ds and most of them fail because they aren't very good to begin with they're just enjoying their silly toys and dying with them.
You might not and yet many do. Most fail, but those that don't are not failing because they are facing less experienced killers. They are out to destroy them and they can because they can simply get one of their friends in the group to target the weaker killers.
I personally don't mind these guys now, because you just have to play their game if they are multiple or ignore them when they are alone.
@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1668419#Comment_1668419
At least you came up with a way to beat them and try to win instead of just complaining about it here because you're entitled.
Yet doesn't this mean they are not good killers, being taught to camp and now receiving praise from red rank survivors?
You are so blind to not realize that SWF boosting teams where high rank survivors meet lower ranks is what is causing the killers to camp and tunnel? That they learn these tactics and use them every match, as we have no idea whether or not we are facing a SWF and this is the winning strategy.
Once again you are showcasing the hypocrisy of survivors.
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You should play the game because you enjoy the game, not to grind out levels, gather all the gear, perks, addons, etc. This is just a general idea of games in my opinion, play because it is fun and stop when it isn't any longer.
The sense that you own everything you want, everything you need and more... that is what we call end-game. Congratulations you no longer have to worry about your points, grinding yourself to a point where you get your build in line and all that. The grind has come to a halt, but you can still enjoy playing the game.
I might be to old to not get it, but the really old games didn't even have saves as in every time you booted up, you started fresh. So, I don't get the idea that you play for purely the grind and once that is over you are done. I enjoy a good grind, but I also enjoy it when its over... it is about the moment, the session and gameplay.
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So... you want to make it useless so everyone uses the Hex Duo?
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1676714#Comment_1676714
No it's fair for me but not them because they have no chance unless they get really good at mind gaming and looping without wasting every pallet. But if I'm playing with them against that low rank killer once they realize wow this one is hard to catch. They should go chase the others and they can still have a good game. It's happened a lot. There have only been a few times where it was the other way around with a killer in my ranks where we all got out, but in those cases the killer wasn't as good. Not always sometimes we did just win but all I'm trying to say is. Long as the lower rank killer doesn't ONLY chase me. They'll be fine. But my friends are ass so if we go against a killer that is my rank they'll get stomped and be an easy 2k
Why should the killer be punished because you want to play with friends? You are the people that choose to group up and yet your are telling the opponent to just be better, to just play against you and learn to:
- Identify that you are way better then them, already wasting their time in the initial chase and propelling the game into a loss on their side. So, drop chase as soon as possible if you notice someone plays well.
- Then ignore you... and find the weaker links of the team.
- Kill them and focus on them.
Now people are surprised that killers tunnel the weakest link out of the game, camp them to oblivion or are you stating you don't go and save your friends when they get hooked? In short you are telling killers to learn to tunnel, camp and identify the weak links, ignore the strong links in a group and hunt them down.
It is lovely that survivors are so quick to defend their friends, their precious SWF and go like... they shouldn't face stronger opponents and then expect killers to learn to play nice and tactics that aren't about identify the weak, target the weak and hunt them down. Ignore the strong and that is how you can still have a good game.
If people want to create an atmosphere where killers don't learn to tunnel, camp and target the weak... to consider the fun of the surivors, maybe you should not pit new and weaker killers versus the strong and teach them these patterns - because I want to protect my noob friends, maybe teach your friends how to play the game... open up a custom game and play a killer against them and explain if you need to, maybe if they get crushed often enough they might start listening to you? Instead let us teach those green rank killers to tunnel, camp and ignore the strong and they might become red ranks some day and guess what they learned to do from teams like you.... and then we have survivors claim that killers are the toxic ones?
Additionally if you as a red rank want to start defending your friends with flashlight saves, taunting the killer because you know you will be nearly untouchable and body block them when they pick up your friend etc. You know bully them like many of the red ranks that boost others do... is it truly fair and fun for the killer and not lopsided?
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1676206#Comment_1676206
I get what you mean but it's more fair for everyone involved. Long as the killer doesn't chase me whole game they can still get an overall win. Lots of the killers lower ranked than me realize it and they capitalize on it. They'll just avoid me entirely so I do totems and gens while they chase my two friends and the random. But if the killer spends all game trying to catch me they've gotta learn when to let go that's not even a rank issue. If we go against killers my rank it's just a worse game for me and the other survivor involved because we have two players that don't belong there and they just get EZ Clapped. That's why the way it works should stay as is.
As someone that has played through it on the other end, I whole heartedly disagree that it is more fair. The amount of times that I had to face 2 red ranks in a team with lower ranks while at green ranks was unbelievable horrible experiences and not even that uncommon, 50% of the opponents are at a totally different level. Killers shouldn't need to always figure out who they should completely ignore, because they are playing below their own level. Also... how is facing someone on your own level a worse experience for you? Isn't a worthy challenge something you want? Just want to be a noob stomper?
You claim you have people that don't belong, but you and they are the one going into into the match together. If they don't belong versus a more challenging killer than isn't the same as saying you don't belong in a green rank killers game?
I find your stance fairly hypocritical. SWF groups have an advantage, why shouldn't the system try and match them with someone who is more capable of handling it? Why is the get good excuse only used for killers?
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I found that with Bubba you need to learn to use your chainsaw effectively and when not to use it.
- Get a feeling for your opponents, how they handle pallets and the timing of revving up to smash the pallet in one hit right after it drops to not lose a lot of distance.
- Get a feeling when you should just M1 hit over trying to get the chainsaw hit. The insta down ability is great and all, but shouldn't be the only way for you to down them.
- Learn the timing on chaining your charges. the distance to use it at and controlling it to not bump into things while making corners. When chain-sawing through trees, door frames keep the camera center, also you can chainsaw into windows if you tilt a bit upwards for some cheeky one hits.
Just use your chainsaw, practice and other than that it is about general killer choices, where to apply pressure, when to drop chase, when to slug, etc. Even if you don't like to camp or tunnel don't be to high and mighty when survivors just do it near you to capitalize on their mistakes, because usually they are being greedy and if you let them have it... you are giving them a lot of power and losing your momentum.
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@gatsby said:
It seems like most Killers don’t like good old fashioned looping anymore. They’ll leave you at the drop of a hat if you’re playing good and camp you like crazy if they can tell you’re playing bad.
Killers with anti-loop spam that stuff so hard it’s like they’re allergic to looping normally. Huntress, Doctor, Pyramid, Freddy and Billy players will go around and around for ages trying to use their power, when they could’ve just looped the standard way, ate the pallet and moved on. It’s actually crazy.
Are most Killers unconfident and rusty with their traditional looping now or what?
Killers need to be willing to drop a chase at the drop of a hat:
- We are not playing a 1v1 game, a Killer has to consider what the other 3 are doing while they are chasing.
- A killer needs to assess the total amount of pressure they are doing on all team members, if as a killer commits to strong to a single chase and the survivor is doing well, they simply lose the game.
- A good looper can occupy to much of your time till you even get the first hit in and so many survivors play it safe, it is better to drop and try again when you catch them slightly out of position.
- Killers with anti-loop will try and learn to use their powers. They might be very good at it or not, but not trying means you are not learning to use them. It is more beneficial to the player to try and fail than not try at all. They are not playing a M1 killer, so they shouldn't approach it as one either.
Survivors shout all the time: Just get good! Well, practice is what makes you good and learning when to drop chase is what makes you good. Why complain about them trying to get good? Simply put, if you are playing good in a loop as a survivor... a good killer will drop chase. It has nothing to do with confidence it has to do with the fact that they are facing 4 people and not one. Killers shouldn't try and play on the survivors terms, who to chase is a crucial choice for a killer and might just determine the outcome of the game.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1672950#Comment_1672950
Well I don't really tell them what to do. I tell them who the killer is and if I'm being chased that's about it with the occasional found a hex or he's coming to you. Sure they don't get the jump on them but my friends aren't that good. I have not a single friend out of the like 5 that is actually good at this game. We lost to a pig that we should've won against because they didn't listen and go do a different gen when I said it twice. So you can understand the level of skill I'm dealing with. The games usually go me getting chased until they do gens or till I die and they die right after. Even when I get chased the whole game that's hardly my fault for being a SWF the killer could go chase the other three and at least get a 2k off my two friends I normally play with. If I play with the console friends it's a guaranteed 2k. They're not good and my info in our case hardly ever helps.
Nobody is saying that all SWF are all powerful. Also, the fact that they don't want to listen to their captain is a mistake on their end.
If a killer chases the same survivor all game and lose then that is their own mistake. Though you being a rank 1 being faced with an inexperienced or lesser skilled killer, makes it more likely you can run them around forever. So, why should you not face a killer more at your rank because you choose to be with friends? Killers should be of higher caliber when selected by the matchmaking system when facing SWF, as why is it fair that the killers at your friends level should face you, while your friends shouldn't face killers at or at least higher than their level?
The killer never getting the drop on someone because they are told they are targeted also gives survivors more time due to coms. This by itself can be problematic for killers.
When it comes to SWF with coms, a killer is mainly reliant on their mistakes or godlike skill. It takes a lot of the mindgames and tension out of the game, while leaving little room for any type of mistake on the killers end.
If the matchmaking system could make it a better challenge for both ends, instead of just punishing on the killers end.
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I don't have much issues with the perk other than the end game DS safe escapes and sometimes the just do gens part.
In my belief what should be changed is something you see often suggested, just disable it after the 5th generator is powered. It is supposed to punish tunnel behavior, but this mainly punishes those that didn't tunnel and well now you might be their only objective. Taking a DS hit with 5 gens up is far less problematic.
If you believe that you are safe enough to do a generator, you aren't being tunneled. If you heal a stage, you can take a other hit and loop again, if you heal others, you should again be feeling safe.
That said, locker interaction even though it is annoying, is something I would keep. You are still trying to escape, hide, flee.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1671962#Comment_1671962
My queues are very short sir. You will not find a single comment from me complaining queues are long. Unless I mean PTB. YOUR queues may be long but mine sure aren't. Also yes the game isn't built around comms obviously they didn't include it for a reason. But they can't do anything to stop it and they know that. Game dies when they do. Way too many people play with friends and they've said before that 4man SWF are a very small percent of all SWF and they also confirmed the escape rates are not much better. And you as a killer have zero way of knowing if they're SWF unless they tell you. So half the time you probably just got beat because you didn't do some things as well as you could've.
I've played many games where the killer would ask if we were a SWF and probably be shocked to hear that we weren't. We were just solo players that aren't playing with our brains off and know the game enough to outdo the killer. Plus games like this are balanced in a way where the survivors have a slight edge due to teamwork and numbers. But the killer can win with knowledge, skill and capitalizing on mistakes. That is how you're meant to get a 4k and beat a SWF
You are a red rank, captaining a team and able to instruct others to do actions. You are able to shot call for them and none of them need to do it themselves. They all profit from your experience, your game sense and knowledge. Yet you are facing a more inexperienced killer, that is on the level of your friends and demand them to get on your level? Keep in mind if they chase you, most likely you can twirl circles around them for ages, while telling your team it is 100% safe to do gens right next to you and to run when you say so.
You do have ways to figure out whether people are a SWF, inspect their profile and check out their friends. It isn't all that hard, but isn't always accessible. Additionally it is usually noticable when playing, nearly never get the drop on anyone, and the nowhere near similar ranks and then seeing zero information perks used in the end screen. Sure you have good players that solo will clap you as if they are in a SWF, but they tend to have at least some type of info perk and all be rank 1 or 2. The experience of the team will be visible. It is also much more rare to encounter these type of groups unless you yourself will be at that level and then you most likely already can play better against them.
Personally I don't think that the devs should limit perk choices or directly nerf the survivors. Yet they should fix the matchmaking and place SWF teams at a higher level than normal to account for the coms, teamwork, reliability etc that comes along with a premade group and at a minimum base it on their highest ranked member. The answer to killers is just get good, so why not let them match people with a better one on average? This should make people feel more like they are having a chance against SWF, learn to play against them and give everyone a fair challenge.
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I personally dislike it when I meet a full SWF most of the time when they play seriously.
It is frankly pretty boring, as they do gens without much resistance, since they tend to be pretty good loopers, know exactly when I drop chase, where I am, their friend guides the chase to an area away from the rest, etc. Catch them out and all their stall perks come into play. They don't need information perks, they have each other.
People will most likely just go like, just be good - as I am not sure how to become good from these matches, as I have no clue how to create the pressure to get them off gens.This doesn't mean I never defeat a SWF, but it is mainly due to their mistakes and greed over anything else. If they split up properly, identify the 3 gen areas and play decent enough... gens will be flying.
If people believe I only need 3 and 4ks they are wrong, I don't mind losing at times. Yet I also like to have the idea that I have an effect on the game, rather than just can I capitalize on their mistakes and not make any myself. I am by no means a master killer, but it just feels like loop practice rather than anything else and a negative rank score. It is frankly just not that much fun.
Survivors are not only favored at the top, once people get pretty alright and get all the information they need... if they are facing a similar skilled killer, they are the power role. I meet solos or solos mixed with duos and I instantly have a slower game, still lose those as well at times.
Can they do anything about coms, no... but getting told I am a rat, bad player, not a challenge, boring... by the people that are making the game easier for themselves by using 3rd party communication tools. Meh...
Defend it all you want, but playing with coms is easy mode for the survivors and it negatively affects the game balance. Add in the wonky matchmaking system and it becomes lopsided.
They need to make a better matchmaking system, have the size of your party push you up in the bracket or on the level of the best member, instead of averaging it out among a SWF and I bet there would be less complaints.
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@ChesterKornflakes said:
After having a losing streak as killer and seeing many survivors with BT/DS/Deliverance etc, I realized that these are all perks that revolve around the hooking mechanic. Knowing this, I decided to never hook survivors until everyone is slugged and/or have the survivors die from bleeding out, because those perks would never work unless I hook them. I started to see more success in my games, but after matches, survivors would start to call me toxic for not hooking them and keeping them slugged the entire match, and it was my "responsibility" to make the game fun.
Although I've been winning more matches for not hooking all survivors until they are all slugged, am I a toxic killer for doing this strategy? Is this a bannable/keeping the game hostage?
Perks I run:
- Hex Undying
- Hex Ruin
- Hex Haunted Ground / Deathbound
- Deerstalker
Slugging is a strong tool in your box, but you shouldn't rely on it solely. You are missing out on a large part of your own goals, keep in mind that the more you hook the more blood points you earn in the sacrifice category and emblems attached to it. I am also pretty new to the game, but not all these perks are horrible to deal with. Try to go for hook swaps over tunneling the same guy down will avoid many of the issues with the perks, if you down someone that just came off a hook you can still slug them for a minute if you want to avoid DS (also a single time use). Don't get me wrong, if people hand you 4 downs in a row next to each other, I wouldn't say no... look at the overall situation and figure out what is better for you to do in regards to gen pressure and all that.
Winning and losing are general terms really, consider what you want to get out of it. A 2k and a 4k can award you nearly the same, based on how you went on about it and what you managed to achieve. 4 slug into 1 hooks most likely won't earn you as much or rank you up consistently. Also, be willing to take a 1k or 0k at times... it is a game, sometimes people crush you.
Don't worry to much about the survivors that go like, but our fun... because as some already pointed out, we will just wait for a SWF to teach you a lesson... regardless of your playstyle; they don't care about your fun and their enjoyment isn't much of your concern either. Yet if you want to be good as a killer I do think you need to be able to adjust to the situation and learn to make the correct judgement calls. If you look at the veterans online, they use the whole array of tools and know when to use them.
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As one of the killers in those ranks, I am getting a little bored with 2-4 (people) red rank teams pretty much rolling over me... then get 1 match with purple ranks and actually have a game that is interesting to be had. Usually at least a duo on there, sometimes full team, more often than not with a map offering.
Frankly ever since I hit purple ranks it seems more like I get paired with a minimum of 2 red ranks each game... are there literally that little red rank killers that play that I am the "best" challenger?
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Play a killer:
Get an end game DS and see if you still think it is fair.
Get another survivor down and hook them to then be saved by a guy with DS and hit by that.
Get a guy down and they sit at the generators or heal up and be in your face for a full minute without you being able to hook them.
Most people don't suggest removing DS, but it is to be a perk to allow yourself to get to safety and counter a tunnel. If you start doing a generator, totem or you healed up... then you decided that you are safe enough from the grasps of the killer.
Also once the end gate is opened, it should deactivate as well as it is now it just gives you a free escape and the fact that it wasn't triggered all game is a good indicator that you weren't tunneled.
In its current form it gives the survivors free reign for 60 seconds to do as they please. Instead of a tool to reset to a spot you feel comfortable contributing to the objectives. It provides to much control to the survivors and makes it that they do not have to fear them regardless of what they do.
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@TheClownIsKing said:
My eyes are bleeding from seeing all the “tHaNa WaS nErFeD!!” claims.
Has everybody forgotten that Thana is DESIGNED around encouraging/tricking survivors into healing more frequently?!
We need to go back to understand Nurse, and all 3 of her perks. As absurdly powerful as Blinks are, its indisputable that Nurse will have a much easier time hitting stationary targets with Blinks rather than moving targets.
Enter Stridor & A Nurses Calling. Stridor to better triangulate where a survivor is hiding behind obstructions, and A Nurses Calling for a ridiculously easy Blink target. And now for a way to greatly incentivise survivors to actually prioritise healing so that Nurse can set up those easier Blink targets. Thanatophobia. The global debuff was never meant to be oppressive enough that it’s purpose was to directly slow down gens. It was just meant to be enough of a nuisance to survivors that they heal to get rid of it. It’s through more regular healing that game stall for the killer is achieved through this perk, and shorter chases when used in conjunction with A Nurses Calling.
The problem with the devs having stubbornly stuck with this idea of Thana have a global debuff is that it backed them into a corner by having to be very conservative with the percentages. The higher that number gets, the less likely Thana is going to achieve its intended outcome: getting survivors healing, and the killer more frequently catching survivors out in a compromised position. Killers, you can’t have one perk have increased percentages to slow gens down longer AND keep survivors injured longer at no additional compromise, other than simply equipping this ONE perk and doing something you’re already going to be doing anyway: injuring survivors. That just goes to show you don’t care about balance at all. If you want to commit your strategy to keeping survivors injured in conjunction with Thana’s other debuffs, you need to compromise more perk slots to that with either Coulrophobia, Sloppy, or Forced Penance. Deal with it!
This recent change to Thana in regards to gen slow down is redundant. It doesn’t matter if it’s 5% per survivor, 10%, or 15%. Survivors are not meant to just be putting up with the debuff, except where they simply have no choice to because they’re not near teammates and cannot heal themselves. What DOES matter is that healing (where immediately available to injured survivors) will be way more attractive now that they’re aware Thana has no direct healing debuff. It’s your job as killer to CAPITALISE on this behaviour, and adjust your load out and strategy accordingly.
If your using Thana as a gen slow down perk, you’re playing the game wrong.
You are stating that the Slow down to gens is redundant, that it doesn't matter whether it is 5%, 10% or 15% it is supposed to get them healing. While that is true, survivors have been ignoring healing for 16%, 20% is not that big of a difference all in all. If it doesn't matter, it no longer affects healing... why not make it actually more impactful on ignoring it? Isn't the idea behind it: Healing is more important and so if you don't help your friend and heal them... else you are punished for it.
The developers are packaging it as a buff: We cannot really make it better, because it affects healing and therefore would be easily oppressive... so we removed that. Yet if you look at the numbers objectively... not much changed and it is more like a side-grade, not an upgrade and is why people are whining about the number.
People love complaining that all killers use the same regression perks, the same combos on all the killers, regardless of anything really... yet people don't want to pull other options inline with the rest? You like to act like the number doesn't matter, but it really does... if people powered through without issues through 16%, does the 5 sec increase that comes along with 20% really make that big of a difference in motivating people to heal? The global effect is there to stimulate the other survivors to help out the one in need... yet if many just go like meh... does it make it truly more viable than it is now? Its effect does not directly slow down gens, it affects the continuation on working on gens...yet it is underwhelming and doesn't make it feel required to do.
The reason why for instance Ruin/Undying is getting so much hate is because survivors have the feeling that they need to deal with it, do secondary objectives like totems. They cannot ignore it if the killer does their job well of pressuring the generators.
Why shouldn't Thana work in a similar manner that survivors should feel that they need to deal with the health situation if the killer manages to damage all of them? Survivors already proven that 16% is nothing, not worth considering... so since it doesn't matter, bump those numbers up high so if a killer manages to damage all 4 of them at once, it might be smart to reset?
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@Dzeikor said:
Even in the late game where all gens are done and have someone hooked.After playing the game for a while,I realised the best way to get bloodpoints and just have a better score in the end,is to never camp and try to and put as much pressure as possible on the map.
For example,today,I had a match on haddonfield and it was pretty hard for me to properly keep pressure.I just made sure i'm always in a chase and focusing on downing survivors and hooking them,not wasting time breaking chases then losing everyone,because of that,in the end I managed to deny a hook save with 2 survivors alive and 1 injured,by pressuring them to leave instead of allowing them to just heal while camping the hook and let them come for the save with bt,ds and stuff like that.
When I was newer to the game I always used to do that,camp the last survivor and miss out on an extra hook or hit and just lose bps in the end.
TLDR: Camping hurts you as a killer and makes the difference betwen getting a lot bps and piping,depiping.
Even when the gens are done, you get someone hooked, you want to do map pressure on what... the 99 gates? Gates do not regress, and unless you are able to get that last hook, rush over to the gate before it gets to that stage... you just handed them a full escape, as they can defend each other and tap the gate to open.
At this stage your biggest pressure points are gates which you better get to quickly or the survivor that is hooked... which will give you guaranteed blood points if they die and lures the survivors from their safe zone. Unless you want to tap people at the gate while they teabag for bloodpoints be my guest, but I rather have the sacrifice points... I might get a hook exchange, a hit or two and more out of it if they come for the save than I would at the gate, 99ing gates make them bad pressure points. Sometimes they even wait at the gates and get me those extra hits anyway, you know to get in their drop it like its hot wasting time dance in safety?
Camping doesn't always hurt you as a killer, it is all dependent on the situation and frankly can net you a pretty good amount of additional bloodpoints and all that if used properly. Unless you are some type of god and totally outclass your opponents every single game... what you state is unrealistic. You expect to find a survivor, down them, hook them, instantly find a new one, chase them down them hook them, maintain perfect map pressure while giving all the survivors their fair share... if you get the perfect snowball that happens, but if survivors are as good as you, better than you, play smart they won't allow that to happen. It isn't always smart to camp, it is not always smart to tunnel, it is not always smart to run off after a hook and try making a play on the other end of the map. Sometimes the best pressure you can do is near your hook, sometimes you put your hook in a good place to apply that pressure there.
I got called a camper with 1 gen left, with nearly a perfected 3 gen as I defended those generators with a passion. Got a down and guess what... placed them SMACK right in the middle of those 3 generators and patrolled the lot. That applied tons of pressure to secure me some amazing blood points, chases, damaging the generators and getting some sweet kills. That game was going south so hard, had 2 injured and 2 hooks by the time they hit that one 1 gen left... but ooh boy... that 'camp' saved me, granted me over 30k in bloodpoints... NEVER camp you say? Do you play killer?
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1650898#Comment_1650898
Man this sucks. Are you playing on EU? I went from rank 1 to rank 4 last night because I faced so many Object teams, for some reason my internet died down every time for a minute or so.
Yes, I am in the EU region. Though don't worry, you will keep meeting the try-hard teams at rank 4, I have been getting them ever since I hit rank 15 and just gets more frequent the higher I climb.... yet somehow I am supposed to just become 'good' and play 'nice' usually when I ask what should I have done differently in that situation the survivors go like: USE BETTER PERKS! yeah... because that grind is tiny and having all the perks you want is easy... even once was told to use my POP filthy camper, when I hooked and slugged 2 guys in the corner of the map, with 0 generators left...
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@xevra said:
this is a pointless argument cause killers never see a fault in their actions ive been in games wher 1 person gets tunneled and killed with no gens done yet but thats "Strategy" no its not its miserable ppl who play this game to escape their own misery by making the game less fun for 1 person theres no strategy to it lets go back to old school days call of duty did yall call spawn camping "Strategy" I bet half of you got pissed off or screamed when it happened to you and before you bring up the subject of dont compare those to games let me restate that the point of killer is to kill and the point in cod is to kill both taxtics tunel/camping is 100% toxic ass gameplay theres no excuse for it other than you as a person just arent good now key lobbies I hear so many killers say dont bring keys and we wont bring moris well how about the 20 or so games where 90% were mori with no keys in lobby? also SWF lobbies get tunneled and mori'd cause I guess its toxic to play as a team in a team based survival game the lack of braincells from killers baffles me
I have never used a mori, yet have met multiple people bringing keys and using them. It happens on both ends and if I say anything about it, people act all smug... don't act like survivors are saints here, there are people on both that will bring what ever they want to 'win'.
The tunneling of a single person out of the game and no gens are being done, means that the survivors are doing something wrong and most likely handing their team mate on a silver platter to the killer. As you point out this is a TEAM game, if the team unhooks the poor survivor in the face of the killer without borrowed time, don't body block and take the protection hit, unhook and go hide instead of taking the heat off the person that just was bungling on the hook... it isn't the killers fault that the team is playing bad.
The goal of a killer is to murder and kill the survivors, making the game a 3v1 instead of a 4v1 is beneficial and if you are able to do that without losing all the generators and letting the other 3 escape... that is beneficial to the killers game. It baffles me that you complain about the braincells of a killer but don't realize that if a killer can tunnel 1 person out of the game and no gens are done that this would be a negative for the killer? Guess rushing your objective is only good for survivors right, because... hooking someone 3 times is the objective of the killer or do you do a gen for 1/5 of it, then move to the next, then to the next and the next and rotate till you have all 5 done?
There are enough gameplay elements that survivors do that has a sole purpose of ruining the gameplay of the killer, from constant flashlight saves to prevent hooks, body blocking at hooks to get the wiggle free, the tap the generator to stop the regression after a kick that takes 2 seconds, the 99% gate to avoid the collapse to be able to go for the save and spend no time at the gate for the get away and not to mention the tea bagging, clickers, etc.
It baffles me that survivors believe that killers don't deal with a ton of tactics, strategies and actions that have the soul purpose to disrupt their gameplay, make their life as difficult and frustrating as possible. Yet ooh way if the killer does stuff that disrupts their gameplay, joy and ease of play. Especially SWF tend to be super frustrating to play against due to their ability to communicate and maximize their disruptive nature to shut down the killers plays. You cannot kill a killer, but for sure as hell a team of survivors can shut down their gameplay... but that is just strategy right, playing efficient... such a double standard.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1650594#Comment_1650594
It is a tactic, but you develop a specific skill set to use it appropriately. There lots of people who do it poorly and some that do it extremely well.
The notion that tunneling is skillful or not is inaccurate, as it is a strategic tactic that you can choose to try and do or not. The skillful aspect is the decision making of when to do it and the actual execution of it.
Based on your choices and execution of the skillset that is required to do the plan of action will determine the successfulness of the tactic.
Running around with the killer while your team splits up and does generators is a tactic, but it isn't a skill... looping the killer, moving them away from your team mates, them hitting skill checks, getting to the generators quickly undetected etc.
Every plan needs a skillset and to be executed, that is where skill comes into play. The plan itself is just a plan.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1650821#Comment_1650821
Applying correct strategies, including tunneling, is skill. Don't make strawman.
By your logic chiseling sculpture would take no skill. Hit hammer on the chisel - how hard could that be? Perhaps Michelangelo would agree with you, but I'm not going to simplify it that far.
“The sculpture is already complete within the marble block, before I start my work. It is already there, I just have to chisel away the superfluous material.”
― Michelangelo
The chiseling of the material takes skill, to showcase the sculpture that holds within, but tunneling is not the chiseling element it is the sculpture. In your analogy.
There is a difference between a strategy and the execution of it. A plan is not skill, but successfully executing a plan requires skill. You want to be nitpicky about terms, then you need to understand what a strategy is: a plan of action designed to achieve a long-term or overall aim.
It is not the action itself and therefore cannot be done, it isn't what you do: what you do is chase, knock down, hook the same target multiple times in a row, equivalent to the chisel and hammer.
It isn't a strawman that I am stating, your argument of a strategy being a skill is not accurate terminology.
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Tried playing nice today:
- Got rolled over by competent players, 2 hooks total, swapped targets and all that. At least they weren't toxic about it and it was Ormond so gens got slammed like mad. My enjoyment of the game nearly non, I had no chance at all.
- Got called a camper and to shut up about them using a purple key to get 2 people out, simply because the moment I had a 3 Generator stack, 1 generator left and all 4 survivors alive, I put the people I hooked smack next to one of the generators that I patrolled and clawed myself back into the game and killed 2 of them. I even had one slugged and one on the hook with like 20 seconds left on her timer and I decided to not just wait there for the death... yet still SHUT UP CAMPER when I dare make a comment about the key (Red rank survivor btw, while I am a now 8 Purple).
- Got tea-bagged at the gates after a 4 escape with full meta, 3 stack SWF survivor team with an end game DS and everything. My enjoyment in the game was pretty much zero.
- Got called a tunneller due to the team literally swarming the hook and me just downing the same person and killing them quickly, sorry but if you hand your team mate on a silver platter without BT or anything I ain't going to say no... yet it was me of course that was the filthy tunneller.
- Met a OoO SWF and got completely slammed and destroyed while I tried to focus on the saviors after hooks and all that.
The fact is that regardless of how you play, if you play nice and win... you get called all the bad things anyway. If you play nice and are losing, nobody cares whether the game was fun for you and they use all the perks, all the tricks and everything. Survivors frankly don't care about the killers enjoyment and frankly after a couple of games... most killers stop caring about that of the survivors. Tunneling and slugging when used at the correct moments in the game, at the correct situations and all that are just winning strategies. Execute the strategy wrong, then you will still lose on all categories, use it well and you are rewarded. Killers are suppose to focus on killing the survivors and they will do what is best for their gameplay.
I keep getting called names, even if I only use the 'toxic' tactics to try and win at the end of the match, 1 generator left or 0, but hell... still a filthy tunneling camping piece of #########. The survivors guide to killer is;
"Chase me around a bit, hook a couple of times so we can save each other and then go stand in the corner near a gen so I get my BP and throw the game"
I had 2 games that were both fun and the end-chat was enjoyable. In the one game I had 2 kills and the other I had 3 and 1 gen left. The first game above was also not bad from the survivors end, but Ormond versus a SWF is just not a good experience (more on the game then the survivors).
Frankly within my first week of owning the game I already learned that to enjoy the game as a killer, you just use anything you need to play your own game. Survivors do the damn same thing without consideration of your enjoyment, so why should we. This is the lesson I learned and I have played the game a grand total of 78.3 hours and counting. Tunneling, slugging, damn even late game face camping are all just tools in your tool box to try and win, have a good time yourself and if it hurts someone's feelings, tough luck. Sure if you are a master at the game, you might be able to play nice and also ensure a good time for yourself, but most killers aren't at that level. Playing 'nice' usually means, throw in the towel and let the 4 man win stupid!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1650594#Comment_1650594
While I agree about everything you said, I'd have to nitpick about the definition of skill. By definition, ability to win in game, by any means necessary is skill. If you win, you are playing well. If you are playing well, than that's literally definition of the word.
noun
- the ability to do something well; expertise
Tunneling is not a skill though, it is a strategy which is a combination of different actions and decisions that have to be executed. A well executed plan does not make the plan a skill.
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Tunneling is a tactic, not a skill. It is like stating doing the generator nearest to you is unskillful, you have to traverse the entire map first then once you complete that again move to the most difficult to complete generator and do that. If the killers comes by and kicks your generator you must wait for it to completely regress before you can work on it again.
The goal of the killer is to kill you, the quicker they do it the better it is for their game. Tunneling is often just the good move, due to the behavior of the team of the survivors and it is in their best interest to protect their kill and progress as quickly as possible.
@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1650261#Comment_1650261
Not when you've literally just got off the hook and you've just started to run....
Your buddy didn't take a protective hit, your team didn't lure the killer away, did they time it perfectly to arrive at the exact moment of the unhook, did your team unhook you after being spotted by the killer?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1648482#Comment_1648482
That’s a very interesting and valid question actually.
I guess the same can be asked about overcharge?
Surge is done by the killer, so don't know why it would do anything at all.
For Overcharge the difficult skill check will be most likely triggered, but missing it won't cause an explosion. Keep in mind that it will regress more harshly on the miss due to technician in combination with overcharge.
Technician is clearly just a teaching perk that replaces the explosion giving away your position to a negative on making it take longer when missing skill checks. It seems like purely something that will help stealthier play, newer players that don't want to attract the attention of the killer even if it means it might take a little longer.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1645094#Comment_1645094
If it could only be used by itself then that 32% would be fine. Problem is combine that with every other slowdown perk in the game and it becomes a bit too much.
It all does depend on what the new numbers are. I'd assume that it'll be maybe 4/5/6% which I think is fine.
Well, the point is that survivors should not let it be 32% to begin with and the increase is compensated with that it doesn't affect healing speeds and so healing should become more of a priority. It seems that people assume that the survivors should be all 4 injured and that the effect on them all being injured shouldn't be to high. Why would it not be considered bad for doing generators when everyone injured? If it doesn't offer a decent enough of a decrease the generation timer that survivors feel the need to heal what is the effect. Keep in mind that it also became easier to remove as the effect no longer affects healing. It doesn't affect digression times, it doesn't affect generators directly... it affects the survivors and their ability to do it. Personally if you manage to get it to 4 stacks, meaning every single one of the survivors is injured the option to heal should be nearly mandatory and should be extremely punishing if people choose to just push through the effect. From what they state it seems they want to buff the perk not keep it at similar strength as it is now. Get it to actually be a good alternative compared to for instance Ruin, Pop, etc.
Sure it can be stacked with other generation progression reductions or with healing reductions, yet isn't that the idea that killers have multiple options of builds and making what is used more varied? If people go all in on generation regression... that means they are sacrificing tracking, etc.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1644999#Comment_1644999
It's still pretty decent. 32% would be way too strong imo.
Yet that is what it should be, strong... if it isn't people won't bother healing and therefore the whole concept of the change is nullified.
It a depends on the numbers, if the buff doesn't make it a big deal for doing generators then it will simply be ignored and we continue with the just repair while injured effect it gives now. If it gets buffed enough, then having multiple people injured will have the desired effect that survivors will feel the need to stop doing generators and heal up more often.
I am curious about the numbers that will be used, all we can do is wait and see whether it is a worthy change to make it a viable option for a good build. It should be promoting the killer to try and get everyone injured, meaning more swapping of targets (less tunneling) and survivors to heal to slow down the gen rush. Yet survivors might complain that they now have to focus on something else than generators as in healing, just like they complain about the need to do bones.
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Another one for the collection.
@NullEXE said:
Please stop pairing low rank survivors against high rank killers - PC Players
This is PC btw. maybe we can do a switch at the lobby?
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/193612/why-even-have-ranks-at-this-point
It happens, the alternative would be you waiting to find a match for 30 mins. Its better to focus on what you can do better instead of the rank of your opponents.
Off hand your build needs work. Nurses calling isnt great on a non stealth killer. Combining ruin and CI is a bad idea since the survivors are moving around looking for totems as they look for a gen to work on. I recommend looking at those things.
Ooh great, someone else that points out my perks. You want to hand me the bloodpoints mister obvious. I owned the game for a grand total of 2 weeks, I am working on it... my builds suck, I am very aware of that fact. I know ruin doesn't do much, but is it a beautiful marker for me to get someone at the start.
What exactly am I learning in this match, that there are survivors who can run circles around me all game long in their sleep? Like seriously so you play basketball against Lebron James and expect to learn how to play? Not him teaching you btw. him going all out try hard NBA playoffs.
I meet enough people that are better than me, with full meta builds and all that. But put me up against the highest levels... what is the point of ranks?
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@Deadeye said:
Because it is long time part of the game and probably being a waste of time to get rid of it? Also there are achievements related to that.
Btw there is a console player. How did you confirm they are SFW? Because you lost?
All bring the same offering, all had coordination between them to the tea. If they were not a SWF then they can read minds. That isn't even the issue, though it makes it even worse... since the game should know they are in a team, all red ranks and still it decided to match me against them.
@DaKnight said:
You got slapped, deal with it.
I lose often enough, the fact that they win isn't the issue. Being setup by the game against a full team that totally outrank me is not going to have a positive effect on gameplay.
You enjoy dominating and stomping new players as a veteran or would you want a competitive match? Personally don't think that they would have such a great time as well. Don't red rank premade SWF want a killer that can give them a run for their money?
It is a game, shouldn't you think that with a ranking system that they would somewhat try and make it enjoyable.
If a person with 2 weeks of experience should meet the top dogs why even have ranks?
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If doing bones is to much to ask, then destroying pallets is to much to ask.
Destroying pallets is not the main objective of killers, slows down their gameplay and allows survivors more time to work towards escaping. Spending the time breaking it might pay off or not at all, if the survivors never play in that area again you just wasted time. If you get looped around a pallet and they vault back and forth, isn't it in a killers best interest to break it? It is a secondary objective, but according to you those shouldn't be required to be done.
The same thing applies to Hex perks, they don't stop you from escaping, working on generators and opening the gates... but if you choose not to do it, it might make your game more difficult if the killer even brought them. They cost a perk slot for killers, can be disabled by the survivors... you don't have to do bones, but you shouldn't complain about hex perks if you don't want to spend time to disable them.
The choice is on you... you need help doing bones, then bring a detective hunch. It costs the killer a perk slot to make bones important, why shouldn't it cost you one to find them or bring a map? They aren't even important according to you, 5 generators are your only objective... the other 2 can be ignored, the 5 totems can be ignored... so why should the game tell you those that are left in the game.
Killers bring hex perks to gain a strong effect... that is why they spend a perk slot on them, the choice to remove the perk is on survivors... if you find it a waste of time to remove it don't complain about the fact that the killer benefits from the effects they give. Removing them even gives you bloodpoints... which seemingly is your only objective in the game so why are you not? Do bones they give you bloodpoints... win/win
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As a new player that is mainly playing killer it is horrible. I rarely get matched with people on a similar level as my own. I got to rank 13 and rarely meet anyone that isn't purple or red ranks. I get more rank 1 survivors than green ones in my lobby.
The game is a lot of fun, when it feel like you are at somewhat of an equal footing. I try to usually identify whether the survivor I am chasing is out of my league or not and break the chase searching for someone new if they are. If they can loop me for 30+ seconds I am already losing, prolonging it more will just mean I lose without getting anything.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/1632172#Comment_1632172
Not sure how long you've been playing, but this is nothing to be jealous of, BBQ was in Shrine two weeks ago, just got Devour from Shrine, and Pop I think I got two months ago before I even touched killer. I got it for Pig cuz I had just bought the DLC
Euhm... you are complaining that you meet people of higher ranks with 3 perks that are max rank that aren't a part of your killer of choice.
I haven't had months of access to the shrine, being able to pick up some of the most used killer perks. I haven't had months of play learning the maps, flow of a match, the movement patterns of survivors and their tricks, abilities and perks.
You know how long it is going to take me to get a similar build to yours? How much of an impact your perks can have on the game?
You think you have it bad? You are a pumped up version of a new player... you have a ton of advantages over actual new players, don't kid yourself.
I am an actual new player to the game, I have to meet people with full meta perks, map knowledge, experience. I am a rank 13 killer and meet nearly exclusively red and purple rank killers... Please... go play one of your other killers, you may not use any of your teachable perks, you may level them up to level 20 for the 4 slots and then tell me how bad a new killer has it... minus the fact that you know how survivors move, play, loop, map knowledge and all that. Then come back and tell me I have nothing to be jealous about.
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Euhm... as a new player approximately a week of play, that reached rank 13 I am jealous of the perks you have. I am still busy simply unlocking the teachables. You may be new to killer, but clearly have experience with the game.
The issue you describe is true though, I meet nearly exclusively purple and red ranks.
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Be mean to (new) killers, so they learn to be ruthless and inconsiderate towards survivors, so that you can complain they camp and tunnel as they no longer see the need to learn to play in a way that considers the survivors enjoyment of the game.
