LALYTHIA
LALYTHIA
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@EntityDrudge said:
https://forum.deadbydaylight.com/en/discussion/comment/1285310#Comment_1285310
Yeah but he's not being entitled. He won. Or was about to win. The hatch negates all of the work he did to get to that point. Yes it is chance. But it's still throwing the survivor an unearned bone. Sets the scoreboard back to 0. Resets the match. However you want to say it. For no reason except for the benefit of the survivor. Resetting the scoreboard benefits the killer in zero ways.
On the flip side - he didn't win. Not providing the hatch would negate all the work the survivor did up to that point to stay alive. Which doesn't even bring up the fact that end-game and the hatch were both changed to be significantly killer sided and significantly reduce the chance of a solo survivor escaping. You essentially just want a "kill 3 get the 4th free!"...and that's never going to happen.
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A skilled Spirit, Deathslinger, Nurse - in that order.
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Imagine survivors having one, unnerfed iridescent left in the game and Killer's cannot handle it, despite it being extremely infrequent in comparison to the number of times you see their multiple iridescents used in matches. π
Also, you saw that person come into the game with a key. An advantage only the killer has. You could have come better prepared to deal with it.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1285924#Comment_1285924
It's not "certain death", and it's a chance at a free escape when your team has all but failed in every other way.
The only reason I don't like it is because it's essentially a reward for past bad behavior, but oh well. It does its job now.
A) EGC is most commonly certain death. Absolutely. Doors spawn right next to each other. Survivors have zero opportunity to escape most of the time. Getting out during EGC is worse than a coin flip...at least that's a 50/50 shot. EGC is not. It is Killer sided and has been since implementation, just like the hatch changes.
B) There is no such thing as a free escape. If a survivor is the last survivor on the map, they did something to achieve it. IME, at my rank, it's that they managed to play better than their remaining teammates, or they're comfortable letting their teammates die for their own survival, or both...either way is a viable strat and they had to not get caught themselves in order to execute that. In addition to finding and getting the hatch before the killer...which, for reasons I explained in the other hatch thread, is not in their favor. If they get it, they earned it.
C) Solo survivors are individuals that must do some level of team work in order to escape. They are not, however, a team. An individual survivor shouldn't be automatically sentenced to death because their teammates were subpar.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1285837#Comment_1285837
Dude try to take posts seriously, if you don't have anything meaningful to contribute to the discussion then don't.
Personally, I wouldn't be against it if it was for a dc. In any other situation I'd be against it.
I completely understand and appreciated the sentiment of his contribution. So I guess he should post on. π
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Please bring back old hatch. π
Man I loved a good hatch stand off vs. EGC certain death.
Killers have this end game ######### so easy.
Boggles my ######### mind they have the balls to complain, still.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1285395#Comment_1285395
https://forum.deadbydaylight.com/en/discussion/comment/1285391#Comment_1285391
As a survivor, I like this idea as well.
I don't leave with a free escape, and the killer has a chance for his 4k as well.
This is never going to happen.
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It sounds like you had a sweaty match if you didn't tunnel or slug a single person to get 9 individual hooks and yet not a single gen was completed. It also doesn't sound like you were matched with people of your skill level, clearly. The last remaining survivor earned their slim escape chance by enduring your ######### show match. This is not meant to be a 1v1 game, and they cannot help the behavior of their teammates.
The hatch is a necessary mechanic for the game and in its current form is extremely killer sided in end-game. Killer has a much easier time finding it before and during end-game, can traverse the map faster to find/get to it, if the killer is standing even near it, survivors cannot jump in - yet if a survivor is standing on top of it, the killer can close it on top of them, and (same vein) if you reach it at the same time, killer's action takes priority. I would LOVE for the old hatch back, personally. It was much more fun and much more fair.
You should really count your blessings. The current hatch is ever in your favor.
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As a solo: Got into a match with a Deathslinger who had mori and a David who had No Mither. Spawned right next to the killer in a fairly dead area on Ormond and got downed quickly and hooked. No Mither David also spawned in the area, waited for the Killer to barely turn a corner within 10m of the hook and off-hooked me without BT. Killer rounded the corner, shot me, and mori'd me. The match lasted maybe 2 minutes. I got less than 2k points. The David ended up working with the killer to out the rest of the team as well and got the hatch. Because sometimes this game is trash. π
As a team: I made some terrible plays and got myself dead a couple days ago to a huntress. She couldn't land a hatchet but I mind gamed myself twice and got M1'd to death. Just one of those situations where you expect more devious chase tactics and the basic bia tactics end up being what get you, as you try and evade mind games that aren't coming. LOL I did manage to distract long enough for the last gen to get done at the end...all my team had to do was get out. One of them went down. Instead of coordinating to heal and save with the door 99'd or open, they just rushed the hook injured like chickens with their head cut off. It was a hilarious spectacle. One after the other they got downed and hooked by a huntress who couldn't even hatchet. They were all red rank. The last guy literally himmed and hawed by the hook, where she was camping, to see about a save...waited way too long and got seen...tried to run for the door and got ALL THE WAY TO INSIDE THE EXIT GATE HALLWAY, tried to juke a hatchet with a spin (why?) instead of simply side stepping while running and ended getting hit SIDEWAYS rather than falling out the gate to safety...got promptly death hooked in the basement as the shack was right next to the gate, where he belonged. It was a 4-person SWF with my friend who streams and his community members so they got roasted in voice chat and could not stop laughing. It was pretty fun to lose. Had to GG that huntress, we were all morons that match. π
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Killers tunnel survivors when they...
- Spawn into a match
- Touch a gen
- Walk around objects
- Breath audibly
- Get seen
- Walk passed palette or vault a window
- Walk within 16m of a totem (dull or lit)
- Touch another survivor
- Have the sheer audacity to get off-hooked
π
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@xEzekanarioX said:
So lets say theres two people left in the match and im the killer. I havent seen the fourth person in the whole match, so i decide to let the third survivor alive to help me finding this hiding rat. But however i let the survivor who helped me escape. Is this fair?
No.
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@Rivyn said:
Hear me out. I just came from yet another match, as Trapper, where I'm body blocked by a BT survivor. Reset my trap at the T wall, hooked them a half second later, and started to walk away. Sound notification. Turn around, see the unhook, go for the unhooker, only to be body blocked in the gap by the BT survivor. I either smack them, giving them SB, or I go around the wall, and waste three to four seconds and lose the other rescuer. It's not a uncommon occurrence, either. Has a lot of variations that survivors pull.
I don't like BT, at least as it is. I feel it allows for stupid plays by survivors that give them freedom when it shouldn't. Potentially big payoffs, with little risk. Could go into a whole spill, but I'll narrow it down.
My issue is that a survivor can wait nearby, you hook and start to leave, only for them to come in for the save, and able to be protected due to BT. In particular, my frustration comes, not from the body blocking itself, but the fact that I wasn't even given a chance to leave the area, only to be punished by this sort of play.
Simplest way to get around this is to remove body blocking, but I doubt that'll ever happen. So, what if there was a timer on BT? A survivor needs to be on the hook for a limited amount of time before BT activates. Say, four to six seconds. That's enough time for you to exit the area, and not risk BT's activation. It still enables camping players to be punished by it, but gives those that really are trying to leave, the option to not waste time by a protection body block.
I missed the section of the Killer's handbook where a survivor has to wait until you're a specific number of meters away from the hook before its respectful to off-hook...and the sub section where it mentions BT can ONLY be used if you're camping...otherwise it's unfair. I'll have to thumb back through. LOL
They used BT exactly as they're supposed to...within the Killer's terror radius. There's nothing wrong with using it while you're walking away instead of while you're walking toward the hook. If there's reason to believe you're going to proxy and tunnel, it's smarter to do it while you're not looking so the off-hooker doesn't take an initial hit just to off-hook and wind up in a hook trade.
BHVR is not going to make a change to a perk because people use it correctly and you find that inconvenient.
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They complain because being tunneled and slugged by a decent Nurse feelsbadman. It's no fun to have a nurse who zooms back for every off-hook, slugs, then downs the off-hooker. Once they have 2 people hooked close together, it's just a ping pong back and forth. I've had that match. It was not enjoyable. π€·
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Today...
I had a match against a pig with a survivor who would not stop getting downed and refused to do anything but run to the nearest jigsaw box to get their helmet off even when it wasn't active. They died first, despite having been slugged twice and fully healed by me to get back in the game both times.
Same match, my fellow survivor had a key and we had finished enough gens to use it before the last guy died. I passed them walking around the map, so I knew they were looking for the hatch. They ended up getting found and hooked, right as I found the hatch on the other side of the water tower from there they were hooked nearby. I teabagged the hatch, waited for the killer to go around the tower and off-hooked them within radius. They took a BT hit, jet to the hatch and opened it and we both escaped. It was clutch. It was also nice the everyone exchanged some "gg wp" at the end of the match. That killer was a bro.
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@xhunterx260 said:
I think light born is a bit over powered. I get the whole point of the perk is to not get blinded but, is survivors can never blind killers with light born and then if you do blind them the recovery speed is faster. I understand like in the lobby if a killer sees all of the survivors with flash lights then light born but, I think it should just be nerfed to balance the game. Iβve been going against camping killers and stuff too, this is not my idea but the idea is to perhaps provide a penalty when killers camp. What do you guys think?
Lightborn is fine as-is, considering survivors can blind a killer in a 180 radius of their vision, even if they don't see the survivor in their FOV. Flashlights are also not an integral part of the game. Can they be useful? Yes. Can they be fun? Yes. Does it significantly change the outcome of the match if you can't use one? It shouldn't.
Camping is a BS ######### play style that aggravates me daily. I felt at least somewhat enthused by the Dev's comments in the latest Q&A that they are looking into ways to make it less appealing. I welcome those changes.
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Without any explanation of your match, no one could tell you. But It doesn't matter what you did. They shouldn't be calling you a F****t. Report them.
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@SquirrelKnight said:
Slugging is one of the better mechanics for survivors because it lets you crawl away to get help, you you all got slugged at the start of the game then you all had bad luck or were woefully mismatched. I keep hearing how mechanics get "abused" by the killer. I get that it sucks but take the loss and move on.
As for the devs being killer sided. Are you serious? Two patches that attempt to fix issues plaguing killers for YEARS and suddenly the devs have 180d and dont care for survivors anymore..... The survivors have always been in a position to be better than the killer, from the strength of loops to pallets to SWF this game has done nothing but hand hold survivors tot he point that they are throwing fits because the killer is trying to win.
If you want to take away camping and slugging, then survivors need core mechanics adjustments to compensate. No camping and cant slug survivors? Maybe survivors shouldnt be able to run indefinitely, after all, looping is just as much of a mechanic as slugging is.
LOL @ 2 patches
OK buddy
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Slugging is a necessary play style in some cases.
Some people use it to be dicks.
You should have the ability to choose to accelerate your bleed out for just such an occasion.
Otherwise it's fine.
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@Actionjacksn said:
I looked at Mr. Ghostface as hard as never before when no obstackle is between us and i can't reveal him somehow. I was with Bill so... he is an old man with bad eyes... maybe that was the problem or Ghostface buffed silently idk.... don't get me wrong, as a killer main i appreciate the killer buffs but this is somehow too much for him. Help me how could this happen!
He is just broke.
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@Entity_Hugs said:
No, it's not reportable on Xbox, or you could report people for 'ruining your game' by making you lose.
After all, losing is not fun, so your game was ruined when that mean ol' Killer made you lose.
Grow TF up.
Speaking of growing the ######### up, people who camp/tunnel to intentionally ruin other people's games need to grow the ######### up. That's some juvenile, bully on the playground ######### right there. Empathy and compassion for others and thier experience is a sign of emotional maturity. Narcissism is not.
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These posts are so suspect. π
But, the hatch is a completely fair mechanism for survivors, especially since it is Killer sided in its end-game functionality. If you get the hatch, you either brought a key or acquired a key (very small chance) and finished specific objectives to be able to use it, or you are the last survivor and it is fair to have a last, slim chance at escaping - the game isn't meant to be a 1v1 and you shouldn't automatically die because your random teammates sucked. The hatch in end-game is extremely killer sided. Killers often know where it is before it opens because they more freely traverse the map and it tends to spawn in similar locations. Killers are also faster than survivors, so while survivors have to stealth around the map more slowly than Killers by default, but even slower than that to remain undetected - killers can run around freely if they don't already know where it is. The hatch also favors killers in that if a killer is standing even close to it, you won't be able to enter it...but if a survivor is standing on top of it, a killer can still slam it closed, and killer's action has priority - so if you reach it at the same time, you - as the survivor - are #########. I personally would like to see old hatch come back...a 50/50 shot at getting it based on a test of wills. End game was way more fun back in the day.
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π€£
K, now where's the one for DS?
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I like both these perks, but I don't have room for 2 information perks in my build when I play solo - since it's nearly imperative to bring DS for yourself, BT for your teammates, and Iron Will for sound diffusion - since sound is a huge factor in this game. I just need a 5th perk slot and I'd be set. But I'll typically use my 4th slot for Kindered. Definitely invaluable information for yourself and your team. I learned to play without self care and exhaustion perks...maybe one of these days I'll ween off the DS or Iron Will too. Probably right around the time they're inevitably nerfed. π
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1282068#Comment_1282068
Yeah thats pretty much what I figured. You want to ######### all day long about how killers play but cant prove that you can do any better. Youre like the bum that complains about being broke but doesnt wsnt to work. Glad everyone else could see this too. Peace
If coming to that "conclusion" is what makes you feel better, I guess that's fine. My original point remains the same. π€· Thanks for the chat. π
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1282022#Comment_1282022
So prove it then. Should be simple rank 1 killer. Post a vid of you playing a game at rank 1 against rank 1s and 2s without doing anything that can be construed as camping or tunneling.
I "get off" making these assumptions because ive seen you say a lot of clearly very biased things on these forums in the week or so Ive been here.
And 2k hrs aint #########, dont post your hours at me like Im suppised to be impressed. Survivor mains live to do thst ive noticed. Idc
Again, I have no desire to play Killer. I'm not going to waste my time playing a side of a game I don't enjoy to prove a point to someone who really has no legitimate argument in this thread.
And if you want to make false assumptions about my matches because you don't like the fact that I advocate for Survivor's with logic and valid counter points, that's on you. LOL I am very obviously a survivor main and will always support that perspective - especially in a forum that is dominated by Killer opinion.
Lastly, 2k hours in the span of time I've played is a huge number. Probably more gaming hours than I should be investing. I don't expect you to be impressed. I expect you to comprehend that I have played this game long enough at my rank to be able to form a valid opinion. One that you continually reaffirm each time you post here. So, I guess my point has been made. :)
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1282000#Comment_1282000
actually in the dev stream they state they will get a better understanding when the new ranking system is out, they say this because they know the current ranking has issue of bad players being ranks 1-4 that includes swf, but when they fix the ranking they will relook into it and im pretty sure when people are in the right ranks the swf will show a better survival or progression of the game compared to solos in the same rank, i mean is it possible to de-pip unless you get mori`d straight away or camped? i think i have de-pipped five times since the ruin nerf, all to mori`s worst case is a safty pip, most games are a pip
This is the boil down provided of what they said regarding matchmaking:
"it will be able to show a performance increase with SWF groups and change matchmaking ratings accordingly. They'll also be able to change matchmaking depending on your group, for a more balanced match. It's not directly targeted towards SWF vs Solo, but it will have that effect."
Speaking to providing a QoL improvements for solo survivors, which in general just seems to mean that matchmaking overall will be more balanced and increased performance by SWF team will be accounted for in who they're matched with.
And yes, it is very possible to depip as survivor.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1282000#Comment_1282000
Not without providing context for the HUGE amount of factors.
And given their history of not providing context to keep the state vague. These are the same people that said only 21% of Survivors in the red ranks used Self Care before healing got nerfed. Turns out it was only 21% of the perk slots used were self care, so it was actually closer to 84% of Survivors used it.
Good to know you have zero trust in the Devs :)
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1281993#Comment_1281993
1) So they admit it's higher, at least.
2) "Not that much higher" isn't an actual quantifiable value.
3) Would a 5th killer perk cause performance to "not be that much higher"? Probably, so lets just do it.
- Yes, I have always thought SWF had some advantage over solo. I play solo. I would agree with that sentiment. I don't think anyone disagrees wholly with that.
- It doesn't need to be quantifiable - their following statement indicated they were looking into it, but not panicked by it. Which means the data isn't such that SWF is breaking the game.
- Depends on the Killer and the perk. There would obviously need to be testing done before anyone could conclude something definitive on that change. I don't know Killer perk combinations well enough to know if that had the potential to create a combo that would be fairly broken.
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Also, I am also not proposing there is NEVER a reason to camp, tunnel, or slug. There are situations where I think it's a perfectly valid response: any time in end-game, when someone blatantly tries to off-hook before you can even leave (although I would never down the off-hooked person in this case, as it's not their fault), when the match is going too quickly and you need to slug to slow down progress and catch up. Sure. These are not the instances I'm talking about. I am talking about the many people who start every single match from square one trying to camp and tunnel people out of the game as quickly as possible because "3 v 1 is easier LUL". It takes very little skill and it is very unfun to play against.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281981#Comment_1281981
Yeah but youre opinion is irrelevant if youve never had a group of rank 1s fix 3 gens before you get your first down. Go through that and tell me how you came back without proxtmy camping.
My challange is pretty straight forward. Im new to these forums (though not the game) and I spotted you pretty quickly. You're every rank 16 killer rank 4 survivor Ive had in my dms complaining that i didnt let your friend unhook you. This is simple, if you think rank 1's should be able to get there and stay there without ever pmcamping or tunneling, do it. Show us. And when youre dine teach us. Im sure we'd all love to know. Cause as far as Im aware there isnt a single person in red that has never camped or tunneled. But hey, if youve got the secret, prove it.
...I have. Where do you get off assuming that I have not? Especially since one of my favorite Killers to play when I need a survivor break is good 'ol Trapper. It's incredibly common to have a gen or two pop before you really get your side of the match started, if you're front loading traps. LOL
I don't know why you're insistent on making sweeping assumptions about my game play to try and invalidate my opinion, when you already proved my opinion for me. LOL I have 2k hours in this game. I have a pretty well informed perspective. And if I had any interest in perfecting my skill as Killer, I would have done so by now. Why would I waste copious amounts of time playing a position I don't enjoy simply to prove a point to you? I'm sorry, you don't matter nearly as much to me as you seem to think you do. π
But alas, none of what you have said invalidates my point. This play style is perpetuated throughout most ranks because most people don't seem to be able to work out how to rank up without camping and tunneling hooks. All you're doing by stating, "oh yeah, well you try it without playing this way!"...is validating my point. You clearly can't do it. Most people clearly can't do it. But I know it can be done. I have played against it. And I wish the rank system was such that people could feel they had the space to learn without feeling 'punished' by an unbalanced system.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1281993#Comment_1281993
With zero context on how they evaluate performance, but sure.
I have to assume that the people who actually develop this game, with all of the possible stats at their fingertips, are doing a proper and thorough analysis of this data in order to make that assertion. Wouldn't you?
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From the Dev stream:
"The performance of SWF groups isn'tΒ thatΒ much higher than solo survivors when looking at stats, despite how it may feel."
So yeah, you're right.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281917#Comment_1281917
I asked you what rank you got to and remarked how you come across. Its interesting how you avoid the question though. If you want to know what rank survivor i am ill be happy to tell you. Why are you avoiding it so hard?
You know what, skip that. I have a better question, if its so easy why dont you do it? We all know youre not a rank 1 killer, so why not show us? Play as killer till you get to rank 1, do it without ever camping or tunneling. Seriously, whats the harm in giving it a shot?
I'm not avoiding your question - I just see the very transparent argument you trying to make: that because I am not a red rank killer, I can't have a valid point about the play style of red rank killers. Which simply isn't true. I play against red rank killers all day. So my rank as killer is irrelevant - either way my point is still valid and only further proven by your commentary.
But, to answer your question - since you seem to want to attempt to make your point anyway - I am typically around a rank 10 as Killer before reset. I don't play killer nearly as often as survivor for a couple of reasons. One, I prefer to play multi-player, team type games and always have. Two, I don't enjoy killing people in game. I don't find it nearly as fun as a riveting Survivor match...although when I have numerous sweaty matches as Survivor, I do find Killer to be a nice, relaxing escape and often feel it kind of necessary to give other Survivors a break from that behavior because I don't have a problem pipping as Killer, even as a rank 10 against the common red rank lobby.
If you're implying I think ranking up as Killer is easy, you are mistaken. While I am definitely a Survivor main, if you've seen me talk about BP and Rank gains in this game, you will know that I think Survivor is too easy to rank up (as evident by the complete potatoes I play with as a solo daily), and that Killer is too hard to rank up...which is why I think some of the worst game play comes into the game...because Killers feel like they HAVE to play that way in order to advance. I am a big proponent of equalizing the rank system in favor of Killers and fixing the match making system.
That does not negate the fact that the majority of Killers employ these tactics from moment 1 of a match and is most typically the only way they can get/keep their red rank. And, that this play style is not remotely fun to play against. When all a Killer does is proxy, you miss out on some of the most fun aspects of the game...getting discovered trying to reach your objectives...going for a spirited chase...mind gaming each other. None of that exists in matches where the Killer stays within range of a hook to be able to run back for off-hook, down the off-hooker and tunnel the off-hooked. I have definitely played against some really good Killers who never had to use these tactics and wrecked a red rank survivor team. So, I know it is possible. It's just isn't typically a level of skill Killers are willing to achieve, when the aforementioned play style will get them there at the expense of the things that make this game fun and exciting.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281886#Comment_1281886
The relevance is if you dont play both sides then you have no clue what both sides go through, and getting to rank 16 doesnt cut it. If you cant pick up the controller and compete on either side then your opinions have 0 credibility. Thats the relevance.
But your comment wasn't whether or not I play both sides - because I do. It's that if I don't play a red rank killer, suddenly my opinion is invalid, which is a fallacy. I play a red rank survivor every single day and this is my experience. If there is a red rank killer in your match, 9x out of 10 - they are using a form of camping and definitely tunneling to keep their rank up. Very infrequently do I get a high ranked killer (or any killer) that plays to all of their objects and makes the match fun - even if you die. So your question has nothing to do with the validity of my comment. Also, your commentary does nothing but prove my point - this is how Killers play to get to red ranks. LOL So, I guess, thank you for agreeing with me? ποΈ
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281839#Comment_1281839
What rank in killer have you gotten to? Cause you come across as a rank 16 that plays once a month to do dailies
Enlighten me, what is the relevance of your question? Other than to prove my statement correct? π
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@SaltyBigBoi said:
Honestly Deathslinger is just the new version of Nurse at this point. Like he is a very unique killer and yes I think he fit in the game but the stats on him are literally unfair. First of all 24 meter radius on a ranged killer is already kinda bs. Huntress also has a small terror (20m) radius but she has a lullaby (I think its 40m) that you can hear making her more fair to play againts. Furthermore people in rank 1 literally abuse Deathslinger 24m terror radius and use Monitor and Abuse which makes his terror radius 16 meters. At that point the only way to actually avoid him is that you see him coming from the distance. If you hear the terror radius he is already next to you and gets a guranteed hit.
Just please increase his terror radious or add a banjo music like the huntress lulaby because at rank 1 90% of the games I play is againts are Monitor Abuse Deathslingers and its really unfun.
Sry if I sound salty but I am salty at this point.
I disagree with anyone who says he is weaker than Huntress. A Deathslinger who can quickscope is much more deadly than a huntress. I can dodge a hatchet unless she is throwing them directly into the back of my head...and even then its a 50/50. Its pretty much impossible to dodge a quickscope. And the skill cap to do it is not that high, because hit boxes are not that small. Anyone with FPS experience picks it up pretty quick. And, as you said, he can get much closer to you before you know he is in your vicinity and which direction he is coming from. So even though he has a more limited range, he can easily get even an M1 hit before you start to run and then immediately quickscope if there's nothing for you to get around...which is common with more gens in dead space now. Plus he doesn't have to veer off a chase to reload if he wants to use his ranged ability. The only place a huntress has an edge is in her addons.
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@Cassandra_Alexandra said:
Yup I just played a rank 1 proxy camper. I mean come on I have enough of a hard time as it is dealing with red rank killers tunneling me but this? I had kindred open handed so yes Iβm sure thatβs what he was doing. The other two were a good distance away and I was waiting in hiding. Finally I gave up and just went for it. Feels good to rant on here though thanks.
Its pretty much the only way Killers know how to get to red ranks. And its "smarter" than straight face camping because survivors are more likely to try and save if you proxy, so you get constant hook trades without having to do much...and if you're really thirsty you can tunnel as well and make it 2 hooks for every 1 save attempt. Its most matches, if the killer is smart and wants more pts than the average face camper, and isn't very fun.
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@TheOneTrueTristan said:
https://forum.deadbydaylight.com/en/discussion/comment/1280876#Comment_1280876
There's still the like 5 tome challenges, 2 of which require killing *all* survivors. The other three require from 8 to 10 kills. Best case scenario thats 7 ebony moris but that's being pretty optimistic.
I do get it, there are genuinely people out there that wish to have the most unfair advantage possible but ya shouldn't just assume cuz someone uses a mori that they wanna be a pain in the ass.
Sometimes it's nothing personal, it's just business.
Those should really be removed. Along with the one to kill all 4 people in the basement. Why BHVR encourages the most unfun and obnoxious game play for survivors is beyond me.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/153145/face-camping
The survivor who was caught and failed to hide and escape shouldn't get compensation for being bad at the game.
Of course they should, because survivors are designed to get caught. The idea that if a survivor is found/caught that they made a mistake is a total fallacy. There are aura reading perks that reveal you when a gen is done, reveal you when someone is hooked, reveal you when you're healing, audibly guide the killer to your location...and survivors are purposely slower than killers with nothing but a limited number of repeated window jumps and palettes to utilize throughout the entirety of a match. So no, this is not a valid argument for why camping should be some form of "punishment" for a surviving being found. Getting caught doesn't denote they are remotely bad at the game. Camping denotes that a Killer is bad at the game, because they cannot secure a kill any other way. In addition to be a being completely toxic, and not just to the hooked person. It ruins the match for everyone. This behavior is ridiculous, and I look forward to the devs finding a way to make this tactic even less appealing/rewarding.
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100% toxic AF.
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@Zaitsev72 said:
Gives the survivors way too much of an advantage. When four survivors have a flashlight the killer might as well disconnect.
Clearly you have never seen me use a flashlight. A killer has never been safer than me with a flashlight in my hand. π
For reals tho, this is not remotely common enough to be nerfed. Flashlight saves are pretty situational and I have only ever had one team that made it impossible to get hooks.
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"In my experience killers have no way to actually be toxic to survivors, meaning spamming an action just to bother them, Ghostface perhaps and when you're the last survivor in the EGC and the killer finds you and let you for 2 mins or so in the floor so the EGC kills you but more than that, I see toxicity spread more by survivors toward killers."
Killers have numerous ways to be toxic:
- Several killers can teabag
- Incessant nodding at hooked or slugged survivors
- Hitting survivors on the hook
- Stutter following survivors they leave slugged
- Slugging and allowing survivors to bleed out for the entire duration (4 minutes)
- Body blocking
And none of these include what survivors find to be most toxic: camping and tunneling. So this notion is invalid.
"A lot of survivors stay at the exit gates for two mins because they want to see you going toward them and laugh at the killer when he/she doesnΒ΄t stand a chance to catch them (You only get a chance when the survivor "miss", meaning he is not as closer to the end than he thought)"
Some. More often than not survivors chill in the exit gate to see if their fellow survivors are going to make it out. So, while you may have to 'endure' two whole minutes of survivors crouching in the gate - and that hurts your wittle feelings - just be glad it's not 4 minutes of bleed out while a pig repeatedly sits directly on your face.
"Why survivors has no collision when colliding into a wall?"Β
Because they are very slippery. And because Killers are all already basekit faster than survivors. If a survivor hugging a wall is THAT MUCH of an issue for you in a chase, perhaps you should work on improving you chase skills.
ποΈ
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280972#Comment_1280972
It's fine but this aspect is sort of bs
Not really. Killers could not stop complaining about gen speeds and the size of maps/loops. So, Maps just got smaller. Gens just got slower. Loops just got shorter. Imagine that suddenly the new hot topic of the moment is no longer how to slow gens down, but how to keep them regressing longer while the killer is in a chase...a chase which was already shortened...? Give me a break. π
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@Noob27 said:
Survivors should be able to see who the killer in pre game lobby so they can adjust their perks just like killers can
for example if a killer sees a 4 man with flashlights they use franklins so survivors should be able to adjust their perks based on killer
Survivors do matter too - contrary to what DBD and the Killer community seems to think.
This would not work, since survivors would lobby dodge. Killers can see survivors because no survivor has a unique-to-them ability. Killers do. So the second you see a Killer you don't like...you would just leave the lobby. So I understand why this is not a thing.
I do, however, think you should be able to see the Killer's gamer tag prior to a match, especially since they don't seem to have any interest in developing a block system. That way if you get paired with someone who you just went against, who was a completely toxic #########, you CAN avoid them - since Killer's get that same privilege by seeing everyone in the lobby before the match.
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TL;DR most of this.
I did read the first line, however, and am please to let you know that DS is not an anti-tunnel perks, so fear not - it works exactly as intended with absolutely no changes. You're welcome.
:D
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I like how Killers complained non-stop about DCs...so DC ban was implemented. Now Killers ######### all the time about DC penalty. What did you think was going to happen? It was only going to apply to survivors? If they're going to implement a concede button, they may as well reverse the DC ban.
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I find it interesting when different accounts post the same issue. With the same main talking points. In the same order. And the same proposed solution. In a very similar time frame. When it's not been a topic broached very often previously.
And no. The way gens function currently is fine as is. ποΈ
Thank you, and goodnight. <3
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It seems like a decent amount of the questions pertaining to "are you working on...", the general answer was no - either directly or by saying "maybe in the distant and non-descript future". π
Are there other streams where they just talk about what they ARE working on and their timeline? It seems like it would be a time saver to just watch that.
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@FixThisGame69 said:
Hello everyone,
I am new to this forum, and I love this game. I play it as a survivor rank 1 and a killer the highest I got was rank 4. I watch many top streamers who play this game and do not have corrupt intervention to help slow the game down.
First of all I'd like to say that I have been trying to get rank 1 as a killer, but I admit I am not as good as the streamers who play this game, but it shouldn't be that hard to get to rank 1 as a killer. The amount of points you need to rank up as a killer with the way this current emblem system is... It's nearly impossible unless you are a professional streaming killer, and even they lose to SWF groups.
Now here are some suggestions I have for the devs about how we can make things fairer.
The first one makes the most sense to me to balance out the game, make a ranked, and a casual mode, and within both these modes, make one Playlist where partying up with your friends is disabled, and one Playlist where you can join with friends.
If this feature is never implemented then new players will always have a bad experience in my opinion. The main issue with this game is that it was intended originally to have no communication on mics with direct call-outs that hugely help the survivors. I have noticed I can win as a killer even against top ranked survivors, as long as they weren't SWF. So thats one huge problem.
To help out killers against SWF groups, there should be some changes such as: killer movement speed increase, bloodlust is obtained faster, bloodlust doesn't go away when breaking pallets, generators spawn closer, maps are cut in half in size, get rid of the injured state to eliminate tiers of killers based off M1 vs 1 shot down killers, have pop goes the weasel be a default result of kicking any generator, bring back the old hex ruin.
These buffs to killers would make it fairer to fight against SWF groups, but make the game impossible for new players who aren't SWF.
There is clearly a bias war dividing this community between survivor mains, and killer mains. At the games current state I have little incentive to want to play as killer, because I feel I have no power, and that I am the victim getting bullied by 4 people on communications. This is why you see so many killers farming and trying to derank so the games can be fun again.
But since Gen Rushing is the current meta and strategy, I think to really get the devs attention, as killers, who are required to even play this game, I suggest to all the killers who feel my pain to start a new movement. I do not know what the hashtag should be, but the movement involves fighting fire with fire. Gen rushing does nothing but make the game not fun. No one really pips from a true gen rush, and it deranks killers like me who are trying to get to rank 1. So I suggest we all start Bubba insidious face camping survivors to give them a taste of their own medicine. You want boring games? Bring it on. You want to hold the game hostage as retaliation to my protest? Bring it on. Eventually people will stop playing this game, which will FORCE the devs to do something about it. At least just change the way the emblem system works, and give killers 2-4 times the amount of blood points for having to deal with this Gen rush meta and give us incentive to play killer again.
Thank you for your time,
#FixThisGame
First of all - I agree. Ranking up as a Killer is a lot harder than ranking up as Survivor. As a survivor main, I honestly wish it were on the same level because in order to rank up these days killers use play styles that make the game really unfun for survivors. Maybe making it easier wouldn't help at all and people choose to play like jerks because they're jerks...but maybe, if they didn't feel such immense pressure, people would feel like they had room to be more considerate.
However, the idea that the devs never anticipated people using comms when they implemented SWF is simply not true. They are video game developers. They are fully aware of third party software used for communication and IMO, it makes sense for them to spend their time/energy/money developing other things into the game instead of a comms system, since so many viable systems already exist. At the very least, they knew that SWF would be communicating somehow.
Next - a slew of changes have occurred in the last 18 months to try and bridge the SWF vs. Killer gap. The latest were just most recent in a long line and have really put solo players in a weird spot already. I understand your frustration with SWF, but you're asking for killers to be faster, maps to be 50% smaller (can't even imagine), all players to be one shot, and basekit 25% gen regression for kicks on top of zero progression outside of great skill checks? That's super excessive. If you need all of those things to win against a casual SWF team, you don't deserve to be a Rank 1 Killer. Not every SWF team is a SWAT team and no team could win under these circumstances. This would not be a 'fighting chance', this would be a face roll.
It's also very immature to suggest that everyone should insidious camp survivors because you cannot get to Rank 1. Because you're miserable, everyone around you should be miserable? I have news for you - the game is plenty frustrating for survivors as well. You are not the only one frustrated by things currently happening in the game. What you blame survivors for doing, like it is some toxic play style, "gen rushing"...is literally just survivors doing an objective that makes your job easier and allows you to actual net more points. If survivors just stealthed around the map and refused to do gens you would have no point of reference for where to look for them and would end up being held hostage - getting no points and having no fun. You NEED survivors to get on gens to allow you to flush them out, to chase them, to damage their gens for your emblem points, etc. So this massive complaint about how toxic survivors just 'gen rush' seems very stupid. I understand you, and many people, feel like gen speed is still too fast and that's a valid concern to discuss...but survivors aren't doing anything malicious to you by doing gens, since it's their only means to escape and it actually helps you do your job. It doesn't take you out of the game and disallow you to play. Unlike insidious camping Bubba, which literally ruins everyone's match - including the Killer. So because you're having a bad time, there should be a movement to ruin everyone's time. That doesn't sound selfish at all.
Killers already gain BP at a higher rate than survivors. You don't need "2-4x" more blood points for simply playing your side of the game. I agree - fix the emblem system. Fix the rank and match making system. These things are absolutely broken for everyone, and the rank system really does have a more negative effect on Killer's, which I personally think drives some of the least-liked game play. So, I do agree with you and want you to have a good time, but not at the expense of everyone else.
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@PigMainClaudette said:
THEY are extremely entitled and up themselves for playing terribly and getting lucky with the hatch.
YOU are being extremely entitled by using the leniency and silver spoons line.
This is not the devs' fault. The hatch mechanic is designed so that there is hope for survivors who have had a bad game, and to not just guarantee death by being the last one standing. It was changed so the "hatch standoff" no longer occurred. It is FINE in it's current iteration. Yes, they are a terrible teammate and what they said to you is unacceptable, but they're trying to get under your skin and it's clearly worked.
https://forum.deadbydaylight.com/en/discussion/comment/1277055#Comment_1277055
Wonder how I fit into that then, since I do play more survivor than killer, but have a name that encompasses both, with a killer avatar. I must be the exception then.
You are like a forum unicorn. π¦