Laluzi
Laluzi
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2650915#Comment_2650915
Now that I’m thinking about it, inflicting Deep Wound with he Ambush would be thematic and a bit of a buff. Deep Wound is obviously mainly just additional slow down, but that’s ok. If she needs a buff at all it’s only a minor one probably, just something to make using Ambush more worthwhile compared to just doing a basic footchase out of stealth.
Eh, it'd be a buff, but I don't think it's the one she needs. Deep Wound only matters if you don't commit to a chase, and Pig doesn't have the map mobility to be an effective hit-and-runner. Her stealth mode is too slow - she can't do what Wraith can do. Even Ghostface can do a better job on this front than she can despite being built as a one-hit downer.
Pig needs improved chase power or improved stealth mode. More than anything, she needs to move faster while crouched; 90% is too slow to be feasible when roaming around looking for survivors, and crouching once you've located someone doesn't work because they've already heard your TR and are on alert.
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Kicking the gen applies some small amount of base regression.
If they hit the skill check, there was extremely little point to you kicking the gen. And after they expect it, they'll likely hit it. Make it so that you still get some benefit out of the perk.
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Waaaaait, wait wait wait. You're claiming Trickster is OP on RCPD? That's one of the worst possible maps Trickster could get! It's huge, he's a 110, and there's constant LoS breaks you can use so that he wastes knives or has to stop throwing.
Really, that might be the single worst map Trickster could load into. He's not as screwed as Huntress, but he's still pretty screwed there. I'm not surprised your killer was camping hooks; that map is not built for Trickster to have actual chases.
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1931 hours, and hard to say. At first I only played survivor, then after maybe 200 hours I branched into killer and spent a while playing only that. Now I mainly play survivor during the day and killer at night - except when there's a bloodpoint event going on, during which I almost exclusively play killer. But it's probably about 50/50. I can't see a clear skate one way or the other. I have way more P3ed survivors than P3ed killers, but more fully maxed killers than maxed survivors.
The surprising part about me having nearly 2k hours is that I'm not that good at the game. I'm pretty mediocre on both sides. Perhaps stronger at killer than survivor, but I'm no good at any of the Meta 3 and my mains are on the weaker side (barring Plague - the others are Wraith, Pig, and Nemesis.)
I'll get good at looping some day, I guess, but passive observation only took me so far; instinct is another story.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2650576#Comment_2650576
I sort of passed on through that a while back.
At first I tried to be nice, went easy from the start - and got mocked and gloated at.
Then I got nasty and started playing ultra-sweaty.
Finally, I realized the trick. Hit them hard and as sweatily as you can right from the start. Obtain a solid lead and complete control of the game. Then, if you feel like it, ease up in a way that's obvious to everyone.
These are basically the only games I never get BMed in.
The sad thing is, this is correct and I more or less stumbled onto the same solution. The only way to get survivors to consistently be good sports and be nice to you is to beat the snot out of them and then very obviously mercy them. Then it's all item offerings and pointing at hooks and friendly behavior in the endgame chat. But if you ease up and let them win through weaker perks or intentional mistakes, they think they did it themselves and it's because the killer sucked, and you'll get mocked for what was probably the kinder choice of the two. This isn't really even a conceit thing, it's that nobody ever expects that the other side is doing something for their benefit, so unless you're extremely blatant about it, it makes more sense that you just screwed up and made a bad decision.
You won't get recognized just for playing fair; if you don't blatantly go out of your way to be nice to people, they'll ignore you at best and trash talk you at worst. You have to prove that you can kick their asses and then abruptly stop doing it. (And if you're nice to people from the start, people get mad because they wanted to play the game - which is fair. But I've still had a few survivors complain that I didn't kill them and turned friendly after 2-hooking everyone, which only furthers my belief that you can't possibly please everyone and should therefore do what you want, as long as 'what you want' isn't deliberately ruining other people's experiences. Strategies are valid unless you're doing them to grief.)
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650928#Comment_2650928
really? I had no idea it was supposed to be anti-loop. I've only ever used it for, well, ambushing.
try pretending to lose chase at a jungle-gym, entering stealth, and then watching them predrop the pallet and go right into you.
Pig has a better ambush game by uncrouching and stabbing the normal way. Her ambush power has too long of a wind-up time and alerts the survivor very early in its charge.
Ambush can be used at short loops; you locate yourself at the pallet and then swing around one side. The survivor has to guess which way you're coming or leave the loop. Wraith used to be able to do this before the lunge nerf, and he was arguably better at it.
Otherwise, it's largely useless in chase.
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It would increase the areas she can use Ambush in, but it's not as strong as Demo or Nemesis's pallet breakers due to the longer charge time and the way Pig uses her secondary attack. I's hard for her to use it dynamically in chase because of the immense slowdown overhead. She can only really pull off such a move at a small loop; it's just that if she can break the pallet, she can do it from any part of the loop, not just while standing under the pallet.
I'm not sure 'killer M2 powers break pallets' is the right direction to use as a baseline. I don't really think it fits Pig.
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I don't see why not. Repressed Alliance is a pretty limited use perk. It counters Pop Goes The Weasel, and... prevents a killer from kicking a gen when you leave it. Which doesn't happen often, and in most cases, the killer will chase after you instead of stopping to kick the gen first, so unless you go down quickly, the killer can kick the gen once they're done with you even if you Repressed Alliance'd it. Other uses are generally not great - you can block Ruin for a bit if you're being chased off a gen, but you also prevent any other survivors from picking up where you left off, making it likely Ruin will continue once RA ends. It has its uses, but certainly not enough to merit being run in most builds, and it's definitely a SWF tool, not a solo one. Being able to temporarily counter gen-blocking perks would expand the umbrella a bit. I don't think it would even work against Corrupt Intervention because you need to do gen work before you can activate it; you'd be on the tail end of Corrupt if you got in enough work to turn off a blocked gen.
I don't know. Nearly every time a survivor has used Repressed Alliance in front of me, I have not cared at all. It feels like a perk that could use more utility than just being a PGTW counter.
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There is no course of action a killer can take that will please all survivors. I've been yelled at for every permutation of farming and/or playing the game there is. I've been accused of camping the hook in a game I farmed and let everyone go. I've been tbagged and GGez'd by survivors I carried to the gate and dropped there. I once played my typical survivor rulebook playstyle (absolutely no tunneling, no intentional camping, only slug if I'm being forced to by would-be saviors or if I intend to let someone else pick up the slug) as Myers on the Game, got clicky-clicky-tbagged the whole game and the usual exit gate tbag brigade, and when I asked what their deal was, the SWF told me that most killers are toxic so I probably deserved it. And then spammed "wHY sO ruDe!?!?!" until I left.
There's some correlation between your playstyle and survivor BM - if you do things that people dislike playing against, you'll get more of it - but a lot of people are just habitual douchebags and they'll be nasty to you no matter what you do.
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@Marigoria said:
I actually wish this was real.
It would be unironically useful. If you've got clowns in your lobby, you're probably better off leaving and finding a new group.
I wish serial ragequitters came with labels.
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I've had too many to count. Just went against a group of Scoops Ahoy Steves last match. I was Trickster going for the Main Event challenge, and it wasn't going well; I was getting pretty stomped that game until my Devour Hope went off and suddenly I was getting downs left and right. But I didn't want M1 downs - DH was just part of my Trickster build from before this challenge and not conducive to what I was doing - so I started ignoring the slugs and using them as slowdown instead of hooks/kills, and going for blade hits despite the Steves being full health and within smacking distance. I think the collective Steve hivemind figured out I was behaving weird, because at some point one of them crouched in front of me and we truced. I tried taking them to my totem, but they were more interested in pallet stuns and I couldn't get any of them to follow me to the little nook it was hiding in. They didn't run away once I started plinking them with knives and later let me Main Event them.
I'm kind of shocked that they trusted me to KO all of them despite me having 5 stacks of Devour up. But I wasn't about to betray that trust and we all ended up getting a crapton of bloodpoints out of that game - two double bloodpoint offerings and everyone with 20k+ points.
For older stories, I'll never forget the invisible bartender Demo that let me get the old 'Where did they go!?' achievement. Halfway through the match, the Demo disappeared turned into a mobile red stain. Would have been terrifying if he'd been doing anything more aggressive than playing the saloon piano.
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I've found improved value from Haunted Grounds lately. The Mikaelas can't resist; it's like one of those outdoor bug lanterns.
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Nope, it's just that some Piggies don't care about the boop. I've had bad luck on that front lately as well.
Running into a Pig in the wild tends to yield either a total memelord or an absolutely ruthless, nasty player - Pig has pretty above-average options when it comes to removing a player from the game and some people play her for that part of her kit specifically. You boop for the first, but sometimes the snoots you reach out to are not friendly. Boop with caution.
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-Everyone's hooked and the last survivor is on a gen
-At least one of your teammates is urban evading in a corner
-Claudette crouches towards you and blows up your gen
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@oh_salutations said:
https://forum.deadbydaylight.com/en/discussion/comment/2629968#Comment_2629968
Understandable but the main point I was trying to bring is it's not even what the story is about and only briefly mentioned if your actions killed 100s-1000s of people that you were trying to protect you won't just instantly forget about it and take a trip to chile. they seem to have multiple unfinished storylines within one survivor story. The beginning is the Childhood + CIA working for black vale, the Middle is the bombing, and the last part is the code in the cemetery. if they wanted to have the survivor in the same area as the killer why not just have the art museum where the paintings are on display In his hometown.
altogether it's nothing too bad, but the lore itself is very underwhelming and the bombing side plot makes it all the more confusing. Jonah doesn't really sound like a real person compared to the other survivors from this year Yun-Jin and Makalia.
Your second paragraph really sums it up for me. I'm not getting Jonah as a character. His lore feels really disconnected and thrown together - it's a bunch of disparate pieces that don't seem to relate to each other, little of which strikes me as compelling. There's no cause and effect.
Having a survivor being an unwitting war criminal could have been a really interesting theme to work with (we already have Blight filling a similar role on the other side), but in Jonah's case, they don't do anything with it. It doesn't affect his personality or change his worldview, the story doesn't focus on the aftermath, and his narrative focus jumps back to Numbers Numbers Numbers immediately despite having a really good window to realize numbers aren't everything, there's lives behind the statistics, etc. Something to give the choice to include that event a purpose.
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You're using old gremlin Quentin and Jake. New Quentin and Jake are total hotties. But seriously, between Felix, David, and Leon, I'm pretty sure male survivors have got their bases covered.
Also, shame on you for not having Steve in A++ tier.
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Punishing people for being DC'd against is one of the most bonkers things I've ever seen suggested on here, and I've seen a lot.
Should I be banned because I brought Lightborn against a flashy squad? Or I didn't fall for some streamer's super brilliant CJ tech and ruined their bully simulator compilation? Or because I went against a salty SWF who all DCed when they were downed on death hook? People DC for all kinds of reasons; your first mistake was assuming that there's any validity to them.
Even DCing because it's a basement Bubba type situation doesn't count. Disconnecting because you don't like how the game played out was never an intended part of game design. The 'leave match' option is meant to handle hostage situations, hackers, and other bugs that might prevent the game from ending. It's not supposed to be a 'screw this game, I'm out' button.
This is advocating for banning people for using strategies the devs have repeatedly said are fine and part of the game. Do I like them? No, but that's not the point; they're within the rules and trying to work around this by banning them for getting ragequits would go wrong in so many ways.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2648997#Comment_2648997
Honestly, Blast Mine always gets value against me. It's one of the rare perks that I genuinely dread seeing.
It's more emotional damage than anything unless the survivors do a wombo combo with it and chain-stun you or swoop in and finish the gen while you're stunned. It doesn't really buy that much time, and it's pretty rare that the added 5 seconds will time out a Pop or allow a slug to be picked up (in the case you downed a person, went to kick their gen, and then planned to hook them.) It's just really satisfying to watch it go off.
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Blast Mine. It's pretty useless for a perk slot, but damn if it's not satisfying to see that gen light up in the distance.
Had a Wraith ragequit on me today because I lightburned him with it. I was just running it for the current tome stun challenge...
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Plague gameplay isn't as simple as always/never. React to the situation, what your teammates are doing, and what the killer's tactics are. If they're hard slugging with Corrupt Purge, stop giving them more ammo. If all the pallets are gone, they're proxy camping hooks, or they seem to locate you when you're sick uncannily well, cleanse. Cleanse if she already has a bunch of fountains - resetting them is your best-case scenario as a team. Don't cleanse if you're going to get infected again in the next minute or so (obviously don't do it if you're about to save a fully infected person, but also if the Plague is keeping a tight lockdown on infected objectives, or everyone else is sick so the gens are all infected anyway.)
Maps also play a factor - you can afford to give Plague more fountains if the fountain spawns are awful and bundled against the walls (Swamp is a huge offender), or if it's an indoor map and you have tons of LoS blockers. Be warier of giving her fountains on open maps or low loop maps like Coldwind or Ormond.
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I can't answer the first question, but for B and C...
It's definitely got to do with the Entity dictating how things work in the realm, because Clown's knockout gas definitely chloroformed people in the real world (or in the case of Mustache Man, burned through his skin), but only stumbles them and makes them dizzy here here. So I'm guessing it works the same way that you can get picked back up after being chainsawed through or you can patch up having a harpoon shot through your gut by getting a backrub for 16 seconds, or you can jump from a two-story height and only stumble, or how Plague's disease progresses in a matter of seconds but can't kill you, or how the T-Virus can't turn you into a zombie... and so on. The Entity would never allow the Afterpiece Tonic to actually knock out survivors; an unconscious person can't feel fear and is worthless for the purpose of the trials. As for chlorine, doesn't that one cause Mangled? Or am I misremembering? I don't play much Clown...
As for how the Clown has those compounds, he probably originally took the contents of his trailer into the realm and once the imprint of the Afterpiece Tonic was in the realm, it was able to be replicated endlessly, like every other item that was branded with a designated purpose.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2648018#Comment_2648018
Disagree. Killers are at the mercy of the speed generators get finished. Survivors set the speed of the game.
You're not wrong, but I think that's adjacent to this topic at best. Killer still sets the tactics. Survivors don't have much say in who gets chased, who's in the best position to get an unhook, whether or not anyone gets tunneled, whether the killer's slugging, whether the killer respects pallets, whether the killer knows how to protect from a flashlight save, whether or not there's any point in healing someone or doing bones - all things that challenges focus on.
And if worst comes to worst, or it's an especially badly designed challenge, killers have a much easier time throwing the game to get a challenge done than survivors do. If you think survivor challenges are easier than killer challenges, you're playing with SWF as a baseline and at very high MMR. I cannot think of another explanation, because trying to get challenges done in solo is like pulling teeth.
None of the three killers you brought up had especially difficult challenges anyway. Nurse's challenges in particular were all extremely basic and the other two were 'use your power a bunch of times' kind of challenges. They're more hindered by the map than anything else and they still have the ability to backrev (or whatever you'd call Blight bouncing into a parallel wall and immediately getting a hit.) There's some BS killer challenges out there, but those three aren't among them.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/2648069#Comment_2648069
The only ones I still haven't done are the 2x Plague corrupt purge one and the clown ones. Plague because its impossible, clown because it was bugged when I first tried it, and ######### playing clown for more than a game or two lmao
For Plague, if you don't want to farm, use Corrupt at unhooks or slugs - make sure to fire as soon as the slug gets up, otherwise you only hit one of them - or groups of survivors tbagging at the gate. Discordance + Tinkerer can possibly help you (the undetectable is vital, survivors with any brain activity will scatter if you show up with CP active), but don't count on it.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2648006#Comment_2648006
It could cost the game, every second is precious. I was speaking to all Rift challenges on both sides. See the mention of Self-Deprecating Joke above.
I got super lucky with Self-Deprecating Joke and eventually found an afk survivor. One of the biggest whews I ever had in this game, because it wasn't enough to intentionally lose chases - you couldn't get survivors to run through the yellow gas period. They were too afraid of it. Ugh. Any challenge that requires other players to behave a certain way is a pain in the ass.
@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/2648018#Comment_2648018
The thing about killer ones (outside of the practically impossible ones, IE the ######### corrupt purge one) is that they're almost entirely controlled by you. Like yes, a survivor has to run into your trap twice, but you can use iri stone and put it by shack window, and corral them into it.
The bloody survivor ones rely on other people doing things for you to do them, its infuriating.
Yeah, that's exactly the problem. The killer's the one that controls the dynamic of the match unless they're drastically out-skilled by the survivor team. The proactive side has far more ability to gun for specific achievements than the reactive one, so even for stupid throw-the-game type challenges like 'kick 5 different gens in one game', the killer has more ability to make them happen than survivor equivalents. Plus the killer can farm more or less whenever they want, and survivors can't do that.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2648016#Comment_2648016
Not mainly for call-outs. Just to be a part of the action as if you're there. You know why people love to watch streamers? They love commentary because it puts you in the situation. That's why Friday was so popular. You could beg Jason not to kill you and offer an item to appease him or tell him he can eat a bag of ***** until he catches you then kills you lol. Made the simple game so much more fun and interactive since these are real people talking to you. Every match was unique.
I would absolutely love that layer, and that's an experience that's easy to remove by adding a mute option - you can either play interactive or you can have the classic silent experience free of trash talk. The problem is that you also got people who'd blast earfuck noises, or make fun of other players based on their age or gender, or start saying really inappropriate #########. I've been watching some old Monto vids lately and there's one point where he runs into a Jason who spends 7 minutes raving about white genocide. BHVR can barely police text chat as it is (if you call the censors effective policing); I can't imagine what they'd do with voice.
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@ManOMaker said:
https://forum.deadbydaylight.com/en/discussion/comment/2648000#Comment_2648000
I think adding a way for solo queue to communicate would be a nice idea, but I’d rather have the text lines rather than voice chat for moderation reasons,
Yeah, unfortunately. Voice chat would have far wider utility, but also far worse abuses. I've seen enough F13 gameplay to know how this goes.
I'd like the opportunity to be chill, comment on funny stuff that happened in the match, or ask for help on rifts ('Let me get this unhook, Meg, I have We'll Make It and you don't', or 'Can I stun you with a pallet before you put me on a hook?') but it's not worth getting called slurs or putting up with really creepy weirdos or having somebody shriek into the mic for five solid minutes. If there was a way to moderate it, definitely, but I don't think that's possible. Certainly not without BHVR changing its stance on baked-in match playback.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2646736#Comment_2646736
Have you seen some of the Nurse, Hillbilly, and Blight challenges? The survivor challenges are easy compared to killer ones.
Nah, not really. I can't speak to Blight's because I don't own him and haven't tried, but a lot of the killer challenges are, while difficult, doable in a shorter timeframe than the equivalent BS survivor challenges. There's only a couple that I rate as outright stupid (off the top of my head, '2x hit 2 survivors with the same string of Corrupt Purge', 'catch a survivor in a trap, reopen the trap, and catch another survivor in the same trap', 'hit survivors 5x with one Feral Frenzy', and 'kill everyone in the basement') and it's much easier to farm a challenge as a killer than it is as survivor (since it's the killer who decides whether or not you're farming.) Even if you don't want to farm, most of the pretty bad killer challenges can be handled by aggressive hook camping, and you'll get it when you face an altruistic team, which isn't rare to find.
Killers have more opportunity to progress and complete tome challenges than individual survivors do, and they can plan the entire match around trying to get them (unlike, say, 'open the hatch with a key 2x" or 'escape through the hatch while holding a map' or 'complete 4 gens in one trial.') Survivors are more at the mercy of how the match plays out unless they're in a SWF that's trying to help the player get a challenge done.
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@ManOMaker said:
https://forum.deadbydaylight.com/en/discussion/comment/2647969#Comment_2647969
Yes, I know. I don’t want that to happen either, I’m just giving criticism to the specific topic of new modes and dealing with SWF.
I should have elaborated - I got truncated loading into a match and it was either stop typing or get hit by a Billy who spawned really close to me, but I meant to write that as more of a general agreement. It is a topic that shows up quite a lot and you see the same solutions floated often, but they don't really address how the playerbase would end up using those solutions.
Personally I think the only real fix to the SWF-solo disparity is to add a voice chat option, or at the very least, drastically improve the info game that solos have (improved HUD status for survivors that displays the action the survivor is currently performing, full perk display to other survivors, and pre-written lines; "being camped," "somebody rescue me," "I found a hex," "stop doing that", "be ready to take a hit", "killer has [perk]", etc. The game isn't currently balanced around survivors having perfect information, but SWFs are here to stay and we'll never get rid of comms, so it's either stagnate or adapt.
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Competitive and casual modes will never work. Relatively few killers want to play against SWFs and many non-casual players will join casual for the purpose of getting easy stomps.
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Version 2 seems fair to me. You can still use it to hide, but you can't spend over half your chases completely untrackable by sound.
I wouldn't mind if you were 100% silent while walking, too - silent running is the major issue with this perk.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2647817#Comment_2647817
I did not advocate for that. That was just all you saw because of your limited thinking.
I said you should pick out a 3-gen from the start to defend, not that you should do nothing else but that. But if you refuse to be educated, then that's fine. I'll keep on winning where you keep on failing and crying for changes because you won't learn.
The fun thing is that you didn't actually refute anything I said. "Your thinking is too limited to understand how I did this" is an insult, sure, but it also cleverly passes off the burden of having to explain how your strategy makes any sense. If you want me to take you seriously, give me some examples. I'd really like to see some footage or at least an explanation for how you managed to maintain global map presence on RCPD as Myers, of all killers, that didn't rely on a potato feeding you at the start, or a cluster of survivors you could T3 and down all at once. Stuff you can do in, if not every game, then a majority of games. Or, y'know, explain how RCPD is fair and balanced for most of the roster without resorting to 'it's because you all suck at the game and refuse to git gud, unlike my enlightened self', ignoring the killers who play worse than a powerless M1 on it, and proposing community 'solutions' that make the map even harder for killers, not easier.
I watch high-level killer streamers and they can't do what you're proposing unless the survivors blatantly screw up. So all I can assume is that you're either not facing strong survivors or you're not being very honest.
But sure, I'll lock down the best 3-gen and clean out its area but also not defend the 3-gen by instead controlling the entire map like you're simultaneously advising me to do (and should be able to do if I'm not 'a limited thinker' and 'too lazy to get good at the game'), despite the fact that if a survivor goes to work on one of my gens while I'm chasing someone off another gen across the map, that gen will be at least 2/3 done by the time I can get back to it, and that's assuming it's a single survivor without a toolbox. If it's not... according to your own words ITT, I "######### up and deserve to lose." And if I come back earlier because I'm wary of this situation, then I can't commit to the other survivor I went across the map to find (unless they screwed up and went down in <30 seconds, which they should not in an area where I haven't cleared yet due to not focusing on it) and all I've gained is a hit that gets erased in 16 seconds with the CoH meta.
You keep giving contradictory advice. No. Either give me a coherent strategy or stop grandstanding. (And yes, it has to cover controlling the whole map. That's where you chose to have this argument - stick with it.)
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2647768#Comment_2647768
You do not have to 'give up' one side of the map unless you just lack the skill to control a large map. M1 Killers are disadvantaged, but it's not at all impossible or even prohibitively hard to do. I win on RPD more often than not no matter the Killer I play and that includes M1 Killers like Myers and Bubba.
Sure. Whatever you say. It's not like you didn't advocate doing the same thing a few posts ago.
@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2647752#Comment_2647752
You pick the side that is easiest to defend, then you start getting downs. Ideally you picked a 3-gen to defend from the start and didn't let Survivors finish any of those gens while also forcing pallets down and getting as many hooks as possible, but that requires planning and thinking ahead, which most people can't or won't do.
In other words: Why did you let yourself get in that situation in the first place? if you have 2 gens left to be done and two sets of 2 gens on opposite sides, you ######### up and deserve to lose.
I'm really not a fan of this 'you all just need to get on my level and learn how to play the game' attitude you're throwing around here. M1 killers struggle to control large maps. That's just a consequence of game design and RCPD exacerbates a lot of their problems. On a map where you're at a disadvantage, 'git gud' only works when the people you're playing at are below your skill level. If they know what they're doing, trying to control the whole map will lose you the game. "Impossible" is entirely dependent on the survivors you're playing against. I can win at five gens using only Monstrous Shrine if the survivors are potatoes or run at me to get a save; that doesn't mean it's feasible.
Playing RCPD on an M1 is similar to playing Azarov's or Suffo Pit. One side of the map is dead to you until given a compelling reason otherwise because walking back and forth gives competent survivors way too much free time to work on objectives and because you can't exert pressure when you're chasing people on the wrong side of the map.
Also, you still haven't addressed ranged killers hardly being able to use their powers while being stuck with the full extent of their drawback. Or Billy, who has the worst time here by far of all the indoor maps.
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I don't even agree that he needed a nerf. Guy had a deadly 1v1 but a horrible 1v4. That's still a balanced design even if people didn't like that they couldn't loop him without throwing pallets early.
And when it came to the nerf, they decided to pile in a bunch of downgrades at once, addressing every single thing that comprised his identity. No quickscope despite his number of shots being more limited than any other ranged killer (and having a very thin hitbox), no relative stealth despite him having the most limited range. They turned him into a straight downgrade to other ranged killers. He's in desperate need of a buff in his current state.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2647705#Comment_2647705
Because it's a maze and I like indoor maps. Also, I took the minimal effort to learn the map and I rely on prediction to find survivors, so...it's not a maze to me.
RPD is further proof that people are too lazy to bother trying anything that requires even minimal effort.
Let's not pretend the labyrinthian layout is the only issue with the map. There's only a couple of areas I still get lost in with RCPD (mainly first floor left side, by the top, there's one dead end I always run into), I know how to get to hooks, and I know where gens/totems spawn. It's still an awful map. No-mobility M1 killers have to act like territorial killers and give up one side of the map unless the survivors are completely lost, ranged killers are now 110s that can barely use a power because survivors can constantly break LoS from virtually anywhere, and things like Shadow Step and Lucky Break are the most absolutely murderous that they can be in any map.
Mobility killers, (some) stealth killers, and teleporting killers can have fun in there. Trapper also has some potential fun because the corridors are narrow enough to completely block with traps, though stopping to obtain said traps will be even worse than usual. The rest range anywhere from 'ugh' to 'shoot me now.'
Besides, people learning the layout is in favor of the survivors, not the killer. One of the great equalizers with that map is that people would waste time looking for objectives and you'd get free hook states out of the confusion.
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Another thing you forgot to mention is that it's the epitome of Hold W gameplay. You can't cut off a survivor by moving in diagonals/more favorable routing between your distance and their location. You're all stuck with the same tight corridors.
And several killers just can't use their power in that map.
Edit: Literally just loaded into this map once I hit submit. Against a Billy.
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I always give hatch unless I have a rift/achievement that requires a 4k or the last remaining survivor did something I didn't like - BMed me, let their teammates die, sandbagged, hid for 15 minutes, etc.
Though sometimes, if I find the hatch before the survivor, I sit on the hatch and force the survivor to boop me or give me their item before I'll move off of it.
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Got another one! I initially changed my run keybind from shift to Q because I used Q as a sprint key in a lot of other games I played. This made me completely incapable of looking behind me in a chase because it was really difficult to hold Q and S or D at the same time (or at least, impossible to hold Q and then dynamically rotate between WASD.) I was really confused and frustrated as to how people looked behind them in chase and I was convinced there had to be some other method to it.
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It's a pretty obnoxious challenge. Incentivizes you to go down first and then race people to saves even if that save is unsafe. At least they haven't tried to do "unhook a dude who unhooked you earlier 2x in one trial" yet, knock on wood.
Overall it seems like survivor challenges are designed to take way more games than killer challenges, between the chance element of so many and the lengthy requirements of others (repair 10 gens, get 15 unhooks, etc.)
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Oh, remembered another one. Jane was one of the first survivors I had, since I bought Demise of the Faithful with the game. Newbie-me could not figure out how to use Head On because I didn't know how to do a rushed action. I kept gently exiting lockers right in front of the killer.
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I've encountered it twice before, and they were both console Huntresses. One of them, one of my teammates said they did hear a lullaby. I think it's a bug, not a hack.
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I thought the Myers was friendly.
He was not friendly.
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The cursed seeds were especially terrible on survivors. +2000 for personally completing a tangled generator, which would be 2/7 gens in the trial. You had to be the one to complete both of them, or hope other people brought seeds too, in order to make out with a positive 1k BP after buying the offering.
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Obviously being farmed without BT is infuriating, but I have a near-equal amount of hate to players who have BT and think that it means they should unhook you in front of the killer. I don't care if I can take a hit now - you should still wait for the killer to leave the area unless there's no other options. BT is an anti-camping and anti-tunneling perk, not a pants-on-head yolo perk.
I know the option would cause more problems than it would solve, but sometimes I see a Meg chasing the killer while they carry me to a hook and wish I could refuse a 'save.'
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I love that screenshot. Jake's just doing the headturn like 'this new survivor be lookin' pretty sus"
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2643563#Comment_2643563
I miss catching people in the isolation room.
Especially when you dont have a 1 down power so everyones just standing their awkwardly for a while
I once found someone in there as Mikey and went all the way from T1 to T3 because they didn't realize I didn't have collision. I let them go just out of pure appreciation. I'd been stuck in T1 for a while that match.
I also remember the room with the chest being a really good spot to find people healing. Only one entrance, sometimes multiple people. Nobody can leave without the hit tax.
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@BlackRabies said:
Plague challenge hit 2 survivors with a single stream of red vomit twice in a single match.
The worst ever imo was tome 1 stun the killer 4 times with a pallet in a single match.
Plague is slightly easier since you can AFK by a red fountain and hope the survivors get that you just want to farm that challenge. The 4 pallet stuns in a single game took me 3 or 4 days to get. Since it's impossible to pallet stun certain killers or it has to be some new baby killer player. Only reason I got it was cause the killer just wanted to farm and I even changed my name to "tome 1 4 pallet stuns"
Hah, I did the same thing once - got desperate and changed my name to 'I need 3 stuns pls" for the "3 stuns as Jane" one. Still took me like 25 matches to find a killer that'd take pity on me. I'll never forget you, Mr. Puddles.
Definitely not looking forward to the 3-stunner in today's chapter. How many times must I bring Smash Hit...
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/2643741#Comment_2643741
"Complete 4 gens in one match." Almost literally impossible. Gave up and not even gonna try it.
Stun the killer I guess is hard too...? But not really... Not like that BS challenge that should never have been in the game... >.>
It's the 'stun the killer 4x in one match' that's really a problem. The killer needs to be either incapable of learning or running Enduring/Spirit fury.
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Complete 4 gens in one match. It's fine if you have a SWF. I don't.
I'm also never going to get the 'kill all 4 survivors in the basement' challenge because I'm not mean enough to try for it.
I really hated 'stun the killer x times in one match' because red rank killers were too smart to pull that on more than once or twice a match. MMR's made it considerably easier. Still, it's frustrating when so many killers in the roster are ranged or semi-ranged; you can't even try with them or you're just going to get hit.
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It wouldn't be that reliable anyway. Only dumb campers hit the survivor on hook - it creates an opening for survivors to rescue.