LALYTHIA
LALYTHIA
About
- Username
- LALYTHIA
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@afroboi said:
https://forum.deadbydaylight.com/en/discussion/comment/1205693#Comment_1205693
for everyone that says "its not playing the game" are super super dumb i dont hate you at all but where is the "perfect right way to play" i mean you can be survivor with a key and i told you thats not the right way to play the game i genuiely want to understand what people mean
She means that killers have 4 objectives according to the BP / Rank system (as do Survivors) which is the primary currency of the game, and doing these objectives is what allows everyone to get points. Ie: Devout is the emblem for hooking/sacrificing/killing survivors. There are THREE OTHER Emblems: chaser, malicious, and gatekeeper that encompass all the other objectives killers get pts for...gen pressure, destruction, finding survivors, chases, etc. A lot of those things are tied to Survivor Emblems too. For example without a killer participating in Chaser, a survivor will not get points in Evader. If a killer makes it impossible to off hook, so they can rehook someone... Survivors won't get points in Benevolent and killers won't get as many in Devout. This system helps bring balance to matches by encouraging killers to hunt, chase, pressure, damage, etc. And survivors to do gens, save, heal, give chase, etc. You want to maximize your reward, you focus on meeting all of these objectives, which is also how you effeciently gain Rank. When killers decide to focus on only one objective and refuse to engage in any of the others that tie into the objectives of survivors, everyone gets ######### points and rank because this is not the optimal or necessarily intended way to play.
Survivors have to do their objectives in order to use a key. If everyone is alive, all the gens have to be completed. And this is not really a good comparison. A killer can camp every single match without losing a perk slot or an expensive add on. Keys are not that common, cost blood points, and require more work to be able to use.
-
@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/1205829#Comment_1205829
I see less Kate than Jeff tbh ๐
I know lots of ppl who play Kate. I don't know a single Jeff main. Maybe it's a PC thing? Or a streamer thing? Lol
-
Jeff, clearly, since no one uses him. LoL
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1205784#Comment_1205784
You know that survivors can camp hooks too? That's what causes many killers camping. That's what this post is about
(@LALYTHIA )
False.
-
@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1205812#Comment_1205812
I mean, it saves at least 3 of the Survivors and can potentially save all 4.
I think counter is an apt description. Would you prefer I call it a soft counter instead?
It's a slim chance, at best, that it would result the way you are describing and that chance is closing soon. LoL
-
@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1205789#Comment_1205789
They do generators, one unhooks you so you can either use DS to go on a new chase or help do generators if he camps your rescuer. Three Escapes, one Kill, probably a depip for everyone involved.
If they can bait out a chainsaw rampage and unhook during the cooldown while he has a Terror Radius or you all trade hooks fast enough so that both rescuer and rescuee have DS active you might even be able to get everyone out with a safety pip or better.
Granted if you aren't on comms this becomes almost impossible to communicate, but that's how you can counter this.
Not really a counter.
-
@AetherBytes said:
I've seen quite a few posts recently about camping and I'm here to say that camping doesn't exist, at least not the way everyone describes it. Camping (with very few exceptions) is simply a deadlock between killer's and survivors that both sides love to complain about and gave a name. I'm not saying it's not an issue, but it's a lot more than "Killer's camp because they're bad" like everyone tries to claim
Camping, as it is today, is usually described as a killer hanging around a hook with a survivor on it to deny saves, which has a small truth to it, but the main reason killers camp isn't because they're afraid of losing their catch, they're capitalizing on the fact that some players (and most SWFs) will immediately swarm the hook to save their fellow survivor. It became a thing of "Why should I leave and go find survivors if they'll all come to me?" Rushing a hook gives the killer hits, information, and a chase. If you want a killer not to camp, avoid BMing (the one true case of camping with the killer doing it solely to not let you escape) and let the survivor hang for a bit. Punish the killer by doing gens and objectives. They have 60 seconds, the killer will realize quickly they're losing precious time and start immediately moving after hooking. A full organized squad (with a player hooked) can do 180s of gen time all up if they work on different gens before a hook state is lost, 150 if one leaves around 30s to go for unhook. That's almost 2 full gens completed in a single hook state.Assuming every survivor takes 10 seconds to start a gen after hooking, that's still a gen and a half of progress. That's also ignoring toolboxes.
Ultimately, the one group that complains about camping (survivors, for obvious reasons why) are the one's at fault for camping. If they used hook time more effectively to punish camping, stopped rushing (and abusing BT), and the like, killer's would learn camping is not worth it anymore. Of course, this would require a large part of the survivor base to stop, which will most likely never happen, and take time for killers to learn.
TL;DR: Dev's won't punish camping because the survivors already can, they're just too lazy to and expect it to be automatic. They than proceed to cause camping and then blame killers for doing it despite not being willing to stop causing it.
TL;DR TL;DR: Survivors: I shot myself in the foot, but it's the person who made the gun's fault. Now watch me do it again.
Camping IS most definitely a thing. It is NOT survivor's fault. This perfect description you have laid out is NOT realistic in the majority of matches. Especially against with random teams, which is the majority of survivor teams. ๐
-
@Deathslinger said:
I always get a match cancelled if it was a SWF team and I correctly guessed it by bringing ebony mori. I wish If you brought Mori but opted not to use then you could keep it. Iโm sure people might find that OP, but I would feel a lil better as killer if I had some reassurance for when Iโm suddenly against a cheating SWF team (this game wasnโt created with coms in mind). ๐คท๐ป
... It's not like comms didn't exist when DBD was created. ๐
-
This ship has sailed. DBD has spent the last 12+ months making changes to balance the SWF/killer dynamic by making patch after patch filled with killer buffs, survivor nerfs, and environmental changes that solely benefit killers. To change SWF now would completely negate more than a years worth of development and cause severe imbalance in the other direction. No, they would have had to start by doing this as the solution to SWF in the beginning. At this point, especially after 3.7.0, if you STILL feel the urge to cry about SWF, you should probably find a different game.
-
@matchmakingworksfine said:
Hawkins is the most survivor sided map in the game imo.
0 hooks on the second floor
3 pallets in every single hallway and 2 pallets in every room
And with the huge debris everywhere it is impossible to play efficiently as oni and Billy.
If you dont think this map is survivor sided your not past rank 15.
This can't be a real post. This is bait, right? ๐คฃ๐คฃ๐คฃ
-
@cipherbay_ said:
I had a match today in Badham Preschool where i killed two survivors and the last two just hid, no gens were touched, no chests were open, no totems were broken, they legit were able to scout me out and hide so well that crows would not prompt because they were always moving. This went on for over 10 minutes and i was finally able to find one.
I suggest having the devs implement something that limits survivors from doing absolutely nothing. In Identity V, a survivor can hide for X amount of time and if they do not do any objective ie. Cipher,Chests,chairs. The hunter will get a notification to get the game going.
Thoughts?
You could, idk, run any number of perks to counter this.
Asking for a mechanic change for all survivors because you had one uncomfortably long match with immersive survivors is stupid and entitled. Hunt them down. That's your job.
-
LOL @ this guy standing around while gens pop. #kindered
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1205670#Comment_1205670
Then make it so killers can juggle again and make the stun be reduced with enduring :)
Do it baby, lets go vanilla! :)
-
@Zagrid said:
They actually increased the stun duration to 5 seconds because it was effected by enduring. Then they changed it so enduring doesn't effect it.
Then they never changed the time back to 3-4 seconds... so... Another thing to add to the mountain of fixes that this game needs.
Ok, if they are going to revert it back to 3-4 seconds, they should also revert it back to be usable anytime you're picked up. :)
-
@MigrantTheGreat said:
Well you said killer's, but killer's do have a perk that highly encourages them to not camp, but to tunnel. It's called Make Your Choice (MYC), but the perk is underrated, and I see a lot of meta potential in the perks as well.
MYC is actually anti-tunnel because the killer will go for the off-hooker, not the off-hookie.
No, killers are not penalized for camping or tunneling unless, perhaps, it is a SWF team - which is not the majority of teams.
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1205571#Comment_1205571
Make your Choice.
Devour Hope.
BBQ.
It'd be nice to get some more to further encourage killers that it's okay to leave your comfort zone.
Isn't it a little ironic that the killer who provides and runs BBQ most, is the most renowned face camper? Go figure.
-
@scarslookgood said:
https://forum.deadbydaylight.com/en/discussion/comment/1205574#Comment_1205574
I completely understand what you mean, and you're not wrong. I just have a different feeling about it, I think.
I can understand why they feel like it's a punishment, though. When I've healed someone and helped finish a gen, then get downed and STILL have a chance to use DS, it even feels cheap to me and I'm the one running it.
DS is a perk with mutli-functionality. Many perks have multi-functionality or different uses depending on the situation. You shouldn't feel bad about using it - killers don't feel bad about using any means necessary to reach their main objective - including ruining the match for other people. Survivors shouldn't feel bad about using the perks they were provided by developers that can be easily countered. And like I said previously, be "punished" by DS for miscalculating who they picked up first in this match was equal to those survivors being killed for their miscalculation on how to save the person on the hook. Except the killer got a temporary stun and still killed all 4 people. The survivors likely got no points and depipped.
-
@scarslookgood said:
It's hard to calculate that 60 seconds, I think. Survivors get the benefit of a timer in the HUD, but the Killer has to rely on an inner stopwatch.
When someone is really busy within that minute (like OP was), it's easy to miscalculate the actual time passed, especially when you're pushing the 45 second mark, or so.
Sure, we can say 'pick up the first-downed', but it's hard to fault someone for being 10 or 15 seconds off their estimation
Which is fine, but the OP shouldn't then call the results of their miscalculation a punishment as though there is something wrong with the perk. This was counterable and a more mindful killer would have done this differently to reap the full benefit of their downs.
-
@Ryuhi said:
I mean I main solo survivor and get rank 1 pretty regularly so I don't know what to tell you. Strap on Spine Chill and Kindred and enjoy getting at least a black pip pretty much every single game i guess. As for lack of information, that is 100% the survivors fault and comms are not needed to aleviate that. you're not SUPPOSED to have information, and it doesn't exactly excuse playing like a coward. I do agree that dailies and challenges can be pretty toxic at times, especially the key/hatch/mori/EGC/protection hit ones.
also, if you think "just run kindred bro" is a bad argument for survivor, boy you must hate to be on the killer side of things. According to most survivors, you're expected to run 20 different perks to counter the amount of "maybe" situations that are hopelessly exploitable. Now that maps are being addressed, "just run bamboozle bruh" is finally being addressed. So once again it all comes back to the fact that comms are what creates and capitalizes on those unfair situations, not exist as an answer to them.
Ideally, there would be a way to block out all comms from the game, including third party, but that would hurt the health of the game too much and BHVR knows that. That said, you don't patch a hole in a boat by making more holes. If you can't patch the original hole, all you can do is keep displacing water out of the boat to prevent it from capsizing.
"Strap on Spine Chill and Kindred and enjoy getting at least a black pip pretty much every single game i guess." I don't know what point you're trying to make here. Again, perks - IMO - are not the solution. Having to the run same counter meta all the time because you solo sucks some of the enjoyment out of the game.
"As for lack of information, that is 100% the survivors fault and comms are not needed to aleviate that." - So anyone without three additional friends to play with every time they play DBD should just accept the consequences of having much harder matches, and losing most of the time, because the game itself is being changed so that killers are competitive with SWF teams? No. That's unacceptable, as most survivor groups are random. I might agree with you that comms would not be the best solution if you came up with a suggestion that would balance the disparity between SWF and solos, but I have to see a suggest better than continuing toward that SWF balance and leveling the playing field within the survivor community.
"So once again it all comes back to the fact that comms are what creates and capitalizes on those unfair situations, not exist as an answer to them." - If you're saying that comms creates an advantage for SWF when it comes to perk selection, you are right. Just another reason solo players should have comms, since the game continues to change to accomodate SWF. If the game changes that have occurred and are occurring werent repetitively trending in that direction, I might agree with you that comms would not be the solution. But they are. So as long as the game continues to improve things for killers, their abilities, and their interaction with the environment to efficiently tackle SWF and balance that dynamic of the game...the change needs to occur in the disparity between SWF and solos. Comms would satisfy this. Again, I welcome a viable alternative suggestion vs. opposition.
The fact is that the game has been changed significantly over the last year+ to make playing against SWF easier for Killers. Taking away communications would negate all the work BHVR has done in the last year+ to help resolve that pain point for killers and create an even greater imbalance in the other direction. Continuing to make these balance changes and forget the fact that the majority of survivors are random and these changes put continual strain on QoL for random teams would be a huge misstep as it alienates the biggest part of the player base. Thus, the easiest and most logical approach, IMO, is to level the playing field within the survivor community in a way that lifts those on the low end of the disparity up to the level at which the game is being tune: SWF. What is easily the biggest advantage to SWF: comms.
-
@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1204686#Comment_1204686
How dare those killers want *looks at paper* a fair game
A fair game? ๐๐คฃ That's rich coming from a killer.
-
@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1205107#Comment_1205107
In some regards I agree, but the most powerful thing SWF has is unrestricted communication. Knowing where the killer is and what they're doing is the most basic thing all SWF communicate. You cannot make a perk to balance that since that perk will have a counter perk available to survivors.
Yes, and killers are more powerful than individual survivors, as well as are provided an arsenal of perks and add-ons that reveal survivor location. They don't need to be in the conversation to have very much the same advantage, and now maps are becoming easier to traverse and gens are slowing down to make using that information more valuable against coordinated teams. This leaves solo survivors in the lurch, who lack the luxury of communication.
-
@Ryuhi said:
most of the difficulty in red rank survivor comes from other survivors either sandbagging or just straight up not belonging there. And you're right, thats exactly why that change is happening: because right now I can get a chase to last for anywhere from 1 to 5 gens on most maps, especially if abusing a god loop. reducing that possibility is a killer half of the issue QoL improvement, much like the recent ruin nerf, kindred buff, and 2 second sabo changes were solo survivor QoL improvements. Nerfing ruin was what was apparently needed to give them the concrete data that the map changes were necessary, so that would follow that if solo survivors start doing very poorly the counterbalancing will commence.
the priority gap for survivors is more of a variable than comms. If survivors would rather pick their noses than complete their objectives, that hurts themselves and their teammates to a pretty absurd degree. If you're constantly on an objective and your teammates aren't, then you did what you could. thats just how the game goes, its not 1v1 nor is it supposed to be,
Again, I disagree with you. The most difficult part of solo surviving in the current environment is lack of comms. Ruin was only a QoL 'improvement' for low ranking survivors, if any. It's also still a very viable perk for killers adept at gen pressure and is routinely used in its current form at high ranks. The hook changes, including quick sabo, were not a QoL improvement for survivors either. Solo survivors have been progressively struggling all year, and it's resulted in nothing but continual tuning for SWF with complete disregard.
Obviously there are many variables for solo survivors besides comms. Match making. The points system. Player's actual skill level. Objective focus vs. Daily/Tome focus, etc. But the one universal thing that could bridge the gap create by SWF tuning across any match, regardless of those variables, is comms.
Having people not on objective is much more common in random matches because of a lack of information, even when they are actually trying to stay ON objective: example - someone is hooked and multiple people go for a save. At least one person's usefulness is going right out the window. The argument that this is remedied by running perks like Kindred has to stop being the solution to every query about every unbalanced aspect of the game for solo survivors at some point. I currently run DS, BT, Iron Will/Unbreakable, and Kindred to deal with camping, tunneling, slugging, and communication. Wouldn't it be nice to have at least one perk slot you could use for a fun perk and still maintain a build capable of countering the game's most common and objective-ruining game play?
You are right, this game should not be viable as a 1v1 - nothing I've suggested eludes to the idea that it should be.
-
@xTalon32 said:
It's not just latency.
Say I'm the killer. I have an arm, around 2-3 feet long. Add a weapon which is another 2-3 feet. That's a reach of 4-6 feet in front of me, so hitting a survivor just outside a window, or someone crossing a pallet is normal. While it may seem like you should have got away, that's not always the case.
Nah fam. Survivors are consistently hit through windows they are solidly several feet away from, even when the killer is several feet the opposite direction. Killers have in-game hit priority. That is why. #dedicatedserversyo
-
Hex: Ruin wasn't ruined (no pun). Many high ranking killers still use it effectively. It also is one of several perks designed to slow gen progression. This is never going to be an apples to apples comparison, but it is amusing that the Ruin changes seem to be the argument for every change killers want/like. "But Ruinnnnnnnnn". ๐
-
@xTalon32 said:
I have a topic on this in the feedback section of the forums where me and some others have been having a really constructive conversation on it.
https://forum.deadbydaylight.com/en/discussion/142034/suggestion-for-swf-balance
That aside, I don't think Solo + Killer should be balanced to SWF for the most part. I think SWF should be balanced to Solo. Though I'm open to suggestions, I find there's more problems with balancing Solo + Killer to SWF level than the other way around.
This is an impossibility, since numerous game changes over the last 12+ months have been made in favor of killers specifically to address the SWF/Killer dynamic.
-
@Ryuhi said:
tbh you really don't need comms to do well as a solo survivor. You just need to be able to perform each aspect of the role (actually working on gens, wasting time and position in chases, making smart saves) to at least pip nearly every single game, even at rank 1. There will be times where things beyond your control happen, but at worst that's just a -1. If you go into every single game expecting to escape, you're not thinking in terms of balance any more than a killer who expects to 4k every single game.
That said, again, the kindred change gives me hope they could come to a better way of narrowing the gap. Even with the gap where it is, however, a single solo survivor could easily assure the other 3 escape just by being enough of a thorn in the killer's side, its why a lot of killers recognize when a survivor is good at looping and ignores them for easier marks.
I disagree with you there. I am a red rank, mainly solo survivor and random matches, especially between the last patch and now, just continue to get more difficult. Also, the idea that one survivor will be able to play with the killer for long periods of time is ending with the next patch and the closure of pretty much all major loop points. The intent is for chases to result in hooks sooner, and it will happen with the changes to tiles, loops, palettes and dead space. So teamwork will be more important than ever and that is an area that random teams understandably are lacking in.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1205015#Comment_1205015
Absolutely no. I don't want to have to mute rando's raging in their mics every single match because the killer found them urban evading around the edge of the map instead of working on gens. Seriously, imagine how much babyrage you'd hear every time someone gets hit through a window or a dedicated hard doesn't register yet still uses the exhaustion?
I don't disagree with you. And there would obviously be the option to opt out of voice chat or mute people, like every other game. I dont want to hear the baby rage either. I stream occasionally and would undoubtedly run into people who cause TOS violations. But this is how other major, team-based games deal with balance, and this is the only reasonable idea I've heard that would allow devs to tune the game to provide killers the balance they want against coordinated teams, while not continuing to completely alienate solo survivors - the largest segment of the games base.
-
@Thatsmartguy said:
https://forum.deadbydaylight.com/en/discussion/comment/1204149#Comment_1204149
U don't know how many survivors can do the most toxic plays with ds it doesn't even have to be tunneling for them to get it off. U haven't seen the diliverence and ds plays at end game when doors are open or going for another save while ds is up.
How are you going to be mad at a deliverance/ds play? For that to even work, their end-game hook has to be their first hook of the match. I wouldn't want to die on first hook in end-game either. ๐คท
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1204940#Comment_1204940
That's the thing if you're aim is great as Deathslinger then it should be hard to play against him.
And you just can't complain about his hitboxes like huntress because his hitboxes are actually extremely precise.
I don't think survivor hit boxes change from killer to killer? Perhaps I'm wrong about that. I would be interested in the info that confirms that they do, if you know something I do not.
But I'm not complaining at all. I don't think Deathslinger needs a nerf. I dont like him. People who are good at him have face rolled me. But it's kind of like playing against a good vs. bad nurse. There are A LOT of bad nurses in the world who are easy to juke. But good nurses will melt your face off. There are a lot of mediocre Deathslingers...it's the good ones you have to really look out for.
-
@Tarvesh said:
Add in "Decisive Strike deactivates if another survivor is hooked while Decisive Strike is active" and you got yourself a deal.
It's not an anti-tunnel perk if it can still punish the killer for not tunneling.
This is a big fat no, and would break the perk.
-
Listen...you get zero loops and 2 unsafe palettes to use over 3 potential chases. Adapt. [/sarcasm] ๐ Yeah, it's pretty lame.
-
@Oicimau said:
Imho, SWF are a necessary evil. You cant avoid ppl from playing with friends, but it totally brakes the game mechanics (in-built Empathy, Kindred, Bond, and a looot of other data perks), team mindgames and tatics for killers.
So, why should BHVR buff solos to get them as strong as SWF? I mean, you cant nerf ppl just cause they wanna play together, but some kind of rework should be done about SWF and the forum has some good ideas.
But, if they buff solo, it will make things harder for killers. Its like that: "SWF is a huuuge problem. Lets make Solo a problem from the same side?".
I only play solo when playing survivor, as much as they are more exciting to play and i can dive in the game, no chat, just match rythm reading. I dont see a need to buff Solo, but to rework SWF (wich will result in a balanced and fair reduction of its OP).
Well, yeah, why? (Topic question in title)
I think the obvious solution is to provide in-game comms and tune the game for SWF. Because this method of continually tuning the game to make it easier for killers to deal with SWF, while ignoring the fact that MOST teams are not that, is creating a big disparity for the solo-survivor community. So if they want killers to be more competitive against SWF - give every team the main advantage that SWF teams have: communication.
-
@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1204656#Comment_1204656
Saying Jane was not around the hook even though she clearly was in proximity for BT to go off is blatantly biased.
"She was on the complete other side of the building,": This is still within 32 meters range. That's the logic you and some other forum users keep using here. You're describing the building as if it's some massive infinite that I so greedily decided to go far out of my way to find the Jane who is still within my terror radius.
"You decide to go for the 4K": God forbid I do my job and make sure I'm able to kill as many survivors as I can, which I completely outplayed by the way.
"Although you already have two on the ground with 5 gens up": Two on the ground that I outplayed which was possible due to Infectious Fright being used as intended. Again with the number of gens, 0 gens or 5 gens makes no difference in the way DS was used.
"You CHOSE to pick her up knowing the DS mechanic": I'm sorry that through all that was going on with adrenaline gameplay and awareness of the situation regarding 4 survivors, that I didn't realize Hillbilly's stopwatch didn't go off yet telling me to wait for DS to not punish me.
"You were punished because of your haste and choices:" Meanwhile, while I capitalize almost perfectly on all the survivors mistakes, the Jane, who I clearly tunneled and deserve that DS, saves the Nancy with BT, allows her to take a hit to then pick up the Zarina and find the David. But yeah, clearly I was in the wrong here.
"Saying Jane was not around the hook even though she clearly was in proximity for BT to go off is blatantly biased"...I don't even know what you're talking about here...no one was affected by BT in this video. You can't call my viewpoint biased for something that never happened in what you presented.
She was, in fact, completely on the opposite side of the building, which is probably around 25% of the width of that map. The building is pretty big. So no, she wasn't near the hook when you downed the last person and pursued her. You just have top tier Infectious Fright. I'm not begrudging you your perk, or your choice to go after her, but I use phrasing like, "you decided to go for the 4K" and "although you already have two on the ground with 5 gens up" to illustrate that it wasn't necessary for you to do so and still win this match. Probably with more points than you accomplished by face-rolling these four people.
"I'm sorry that through all that was going on with adrenaline gameplay and awareness of the situation regarding 4 survivors, that I didnt realize Hillbilly's stopwatch didn't go off yet telling me to wait for DS to not punish me"...You aren't being punished any worse than the survivors you downed at that hook. They made a huge mistake with timing and as a result were slugged and killed for their mistake. You made a mistake with timing in picking up a Jane you KNEW had DS and had very very recently got off the hook. The difference is, those survivor's mistake cost them a match that lasted less time than they stood in the lobby waiting for it, they got no points, and they depipped. Meanwhile all you were "punished" with for your miscalculation was the inconvenience of having to chase a survivor for a mere 10 additional seconds before killing everyone.
You're asking to change game mechanics because of your own poor judgement. That's not going to happen. That's why this is a terrible example.
I like the rest of the story for how this match went, even though you didn't show that in this thread. How would you know that the Nancy has BT if you didn't tunnel her off the hook...oh ye who never tunnels? I think the key word in your statement is "while I capitalize ALMOST perfectly on all the survivors mistakes"...there in lies the problem. You didn't. So your match was extended...but considering everyone was in the same area and still injured, I have to assume you continued to slug everyone and still won this match.
"God forbid I do my job and make sure I'm able to kill as many survivors as I can, which I completely outplayed by the way"...This is not your job. This is a video game. 5 people enter a match to have a fun, spooky round of hide and go seek. You would do well to remind yourself of that next time you find yourself in a match of unfortunate randoms, like these. I don't know that I would get too far up your high horse about overtly out playing these people. David made an idiot decision by fast vaulting that window. I understand the Feng's choice to stay hidden but close to off-hook Nancy, assuming you would pick up the David. She had no recourse once revealed as an injured survivor. Same goes for the Jane. I would have done the same thing, in terms of trying to stay within a reasonable radius to make an off-hook or a quick heal while you picked someone up. You were well served by your perk. You made the choice to bring the perk, so good on you. But nothing in this clip took a high amount of skill.
At the end of the day DS worked as expected and BECAUSE of DS you and the survivors were afford more game play and more points. Again, this is a terrible example of why killers think DS is OP and the results were the directly related to your choices in game. Devs are never going to change this game mechanics because you don't perform well under pressure.
-
@Cheers said:
The main reason is because the power would be too weak then.
The point of the breakable chain is that if you go for a shot that's unrealistic over a pallet or some other object (other than a window) you get punished with the chain break.
He's already a weaker Huntress, I don't think he needs it worst.
I don't agree he is weaker than Huntress. Maybe for an unskilled killer. But Deathslingers who are great at a quick scope are nasty. I can dodge a hatchet. Its impossible to dodge a quick scope with current hit boxes.
-
@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1204532#Comment_1204532
This is the only video I use to complain about DS because I don't get hit with DS from tunneling in the first place. Sorry if other Killer's have given you bad experiences with tunneling but I clearly can tell that you don't have any actual feedback on the topic.
Oh, that was feedback, whether you took it as such or not. You are clearly going to win this match and depip every one of those people...yet you are still here complaining about perks. It's a terrible example of this issue...and it's hard to find sympathy about having to hit a survivor 1 extra time when you have every other survivor down.
But, since you want legitimate feedback - the person on the hook when the video starts is clearly the obsession. That person gets off hooked as you're walking to the hook with another downed survivor. Everyone is injured. Due to your aura/audible perk, you find and down the next two survivors within 16 seconds of hooking the Nancy, giving you the location of the last survivor, who was actually not "around the hook", but on the complete other side of the building trying to decide how an injured survivor is going to get up 2 slugs or off-hook the Nancy. Although you already have two on the ground with 5 gens up, you decide to go for a 4k and down the Jane. And even though she was just off-hooked less than 40 seconds from the time you down her, as the obsession (I'm not terribly atuned to all killer perks, but you don't appear to be running an obsession perk), you CHOSE to pick her up instead of go for one of the latter downed survivor, knowing the DS mechanic. You got DS'd on. Probably chased her down in no time and still won this match as a 4k with 5 gens up. Yes, DS is primarily an anti-tunnel perk. Yes, it has additional benefits. It's not the only perk that has more than one purpose or function. This situation was avoidable. You were punished because of your haste and choices.
-
@RaSavage42 said:
I think it would be cool (funny) if the killer can close the gate if it has been opened for 60 seconds...
Imagine you hook a survivor (2nd stage) and the others heal up open the door and go in for the save... but you know where that door is so you wait by the door... save happens (they heal cause you're not around) they bolt for the door only to see you close it in their faces...
As a survivor, I hate this idea, but I can totally picture the slo-mo "oh #########" moment when survivors realize the door is closing, running for all their worth to get to the dwindling gap before it closes. ๐
-
@Cheers said:
If the killer killed 3 survivors AND found the hatch first, you don't deserve to win. Simple as that.
False.
-
I'll leave you the same advice solo survivors are getting right now about 3.7.0 - adapt, adjust, learn to play the game better. ๐
-
I love that THIS is the video you choose to use as an example to complain about DS. ๐ Call me when you aren't 4king with 5 generators still up about how DS is OP. ๐
-
@batax90 said:
Let me tell sometging to all the survivor main who are crying about the change that are coming its time to get good and adapt to a new gameplay just like the killer adapt when ruins go destroy by the dev
For starters, Ruin wasn't ruined (no pun intended). LOTS of people still use it, and use it effectively. In addition there are other, strong perks that work to do the same thing - slow down gen progression - and are very effective. This comparison is not even remotely a comparison. People who say "gitgud" about the changes that are occurring are making an ignorant statement and drawing a comparison akin to apples and basketballs.
Obviously survivors will learn to adapt, because we have every single patch for the last 12+ months that have changed or nerfed how we have to interact with the game. But that doesn't negate the fact that for a large portion of the survivor population, that doesn't fall under the hated "SWF group" category (the catalyst for these changes), these changes will have increasingly negative effects on their matches. Which is rightful upsetting in a game you paid money to play.
Survivors are already good, sir. That's why killer crying just resulted in a huge boost to your ability to win a game. ๐
-
I get mori'd enough for being paired with TTV's, I dont need one more thing cucking me as a solo for being paired with a SWF.
Yall just got your massive map overhaul and slower gens...why are there now several posts today about killers wanting to be able to identify survivor groups/perks/addons/offerings/etc. in the pre-game lobby? No, just ######### chill for a hot minute. Damn.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1203650#Comment_1203650
Removing infinites = baby mode? What?
You do realize that survivors are getting some things in the map reworks too, like a window to exit out of the Thompson House on the second floor, right?
This is a massive yawn. That window spawns 3 feet from the top of the stairs. You will take the exact same hit you were going to take before running out of the building anyway...except this time you'll have fall delay whilst the killer has window vault delay instead of running down the stairs and out the door. One marginally useful window does not negate the annihilation of loops across most maps. Don't act like this patch really had anything for survivors. ๐
-
@Cheers said:
Don't get me wrong, I hate campers, it sucks when you're camped, and this advice is going to sound like what a 5 year old would tell you after he won you at something, but get good and rank up.
At high ranks camping doesn't exists unless it's endgame collapse, in which the killer would rather confirm one kill over taking the risk of getting multiple or none.
This is absolutely false. Camping, tunneling, and slugging from second 1 of a match are all very much the go-to game play tactic for killers in red ranks rn. I can assure you that as someone who is on the receiving end of it almost daily. And against random squads, it can be pretty effective - especially with bunk match making.
-
@PeenutsButt3r said:
I want to know more about your perspective on this game, here's what I think
Motivation:
- Plenty of perks with various effects for different gameplay
- Some clutch gameplay moments
- Cosmetics that I have (mostly Rift and shards ones)
- Coop to survive with my friends
Discouragement:
- Repetitive gameplay
- Toxic players
- The bloodpoint grind
- Items/Addons/Offering balance
Motivation:
- I can remember a time when the game was really fun for me as a solo survivor (could run fun perks, make fun item plays, etc.)
- Every once in a blue moon, I have a match that reminds me how fun the game used to be
- I enjoy playing with my sister
- I enjoy being able to play short matches and move on to other stuff sometimes vs. a time-suck game like Ark or 7-Days
Discouragement:
- The game has really gotten progressively more toxic, to the point that sometimes I load it and close it before even getting to the character lobby because my subconscious wants to have a fun round of DBD but my head catches up to remind me that there's a significant chance my opponent will care solely about their own enjoyment and ruin the game for myself and/or my teammates.
- It is exhausting to read a year+ of consecutive patch notes that are laundry list of changes or nerfs that address only SWF group advantages or pain points for killers, ignoring the fact that survivors make up 80% of all matches and the vast majority of teams are random.
- Camp/Tunnel/Slug, every. single. match.
- Knowing that because of the aforementioned discouragements, I have to run a specific set of perks or items to counter unsportsmanlike behavior vs. getting to try new perks or run perks I like just for fun.
- Continual killer-centric game changes: EGC, Hatch, Loops, Perk Nerfs, Item Nerfs, Map Nerfs, etc, etc, etc.
- The inability to control whether or not you play repetitively with toxic players as a survivor (can't seem em, can't avoid em, can't block em)
My time on DBD has significantly decreased in the last 6 months. I anticipate that will probably continue to taper off after the next patch. ๐คท
-
While I agree - with a killer who is good at gen pressure (and actually applies gen pressure vs. standing around a hook with their thumb up their ass), it can be a very strong perk - especially if it is in a difficult to find local. But you have to run into that trifecta...a killer who is running it and capable of pressuring gens, a killer who is WILLING to pressure gens, and a totem that is very well hidden/difficult to find (super RNG)...for it to really present enough of a problem that it ends up being the catalyst for certain death. There are far more issues regarding imbalance that need to be address besides this somewhat rare, perfect storm.
-
@danielmaster87 said:
There's just too much power variability on the survivor side for killers not to have this ability. If I see 3 toolboxes in the lobby, I'm bringing a mori. But then at the end results screen, I see it was just brown toolboxes with no add-ons, instead of what I thought which was green toolboxes with BNP and stuff. Same with yellow flashlights compared to purple instablind ones with Odd Bulb and everything.
The reason we need to see the perks is because of 1 or 2 powerful survivor perks: DS, and Adrenaline imo. DS is just so punishing to get hit by, especially when multiple survivors have it. You have to assume everyone has it, and slug instead of pick them up again. It also works from grabs like from lockers, which I think is unfair and is abuse of the perk. But then there's matches where 1 survivor or nobody had DS, and I played around it for every survivor, causing me to waste time and lose. With Adrenaline, the survivors get a free health state AND a sprint burst, even off of hook. You need to know whether survivors have that or not, because if everyone is pushing gens while injured and then they all get healed to full, that's an unwinnable situation for the killer, even if he was winning.
Should survivors also be able to see what the killer has? No. The killer should be the power role, and this being a 1-sided mechanic gives them a small edge, especially over SWF.
Again, the thing that inspired this idea is the crazy power variation survivors can have. One match I'll play Spirit and get a 4k, but the next match I'll get a 0k. This happens because in the first match the survivors were suboptimal and didn't bring OP stuff and run full meta perks, and the second match they were all good survivors, SWF, 4 DS and Borrowed, and BNP. It's not fair that the killer has absolutely no idea what he's up against until he's losing and it's too late to adjust his playstyle to compensate.
This has to be a joke. ๐
-
@Thatbrownmonster said:
Ds at the moment is a mandatory perk on red ranks because it gives survivors invisibility for 1 minute
I am really hoping for ds to be changed soo it gets canceled if you start doing a generator/totem, or if start healing other survivors
DS should be what it was meant to- a anti-tunneling perk, not a "killers can't do anything against me for 1 minute"
DS already got a rework, and it should stay exactly how it is.
-
@BenZ0 said:
Just funny to see :D
Killer mains are cry babies. ๐คท
-
Yes. There should absolutely be a way to block people and stop them from getting in your lobbies. Without question. Most major MMO's have a block feature that eliminates you having to experience someone in game. The only people who will be affected by this are toxic people, because they will run out of people to play with. I'm all for it, and have been asking BHVR to implement it for a while.
-
None, come 3.7.0.
-
I would add an in-game comms system for survivors, so solo survivors can stop taking every change that balances SWF for killers right in their #########.