LexTalionis
LexTalionis
About
- Username
- LexTalionis
- Joined
- Visits
- 88
- Last Active
Comments
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1976827#Comment_1976827
Well I have something tragic to say to you: homophobia, biphobia, transphobia, etc, aren't opinions. They're all objectively wrong and you can't class them as opinions when they aren't bestie
Who said anything about those things? I certainly didn't. Perhaps you should consider throwing less labels.
-
@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/1976698#Comment_1976698
Usually I would say there's no problem with having an opinion, but this is one of those where your opinion is wrong. And yes I will read it, it's on a public forums for a reason.
An opinion can't be wrong. That's what an opinion is - one persons feeling on a subject.
You can disagree with an opinion, and have your own differing opinion. But you can't simply declare an opinion wrong.
I say all of this without stating an opinion on this subject one way or the other. Simply stating a fact (which can only be right or wrong, and it can never be an opinion).
-
@KateMain86 said:
I would like to see an "Avoid as Killer" option at the end of each match. There are killers I just simply do not want to play against. If I'm not having fun and having a constant annoying and toxic experience with the game then I would like to be able to avoid matches with killers who make those experiences happen to me. Just something I thought about that could potentially make the game a lot more fun and enjoyable for survivors.
While your intentions might be noble, this would be abused, pure and simple. People would avoid players who outplayed them. If this was to be implemented, then it would need to be like Blizzard's system in Overwatch - you can avoid a maximum of 3 people at a time, and for 7 days only. It can't be permanent and it can't be for everyone at once. And it would need to be for all sides (survivor and killer).
All that said, it would also royally mess with the matchmaking system, making it take even longer to find games for survivors. I don't see this as being a positive change for the game.
-
-
@lucid4444 said:
Desolation - Whenever you hook a survivor they are completely blind - no aura readings, and cannot see anything other than their player model.
Solo survivors that got hooked won't mind too much, all they can do is wiggle if the killer is near. SWF can't communicate where the killer is or where he's going.
Honestly, this should just be the default in the game. This would make mystical comms from across the map useless, and survivors would actually have to rely on skill to rescue others than voice comms.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1823037#Comment_1823037
To clarify, because my last response was hurried, the point of Dragon’s Grip isn’t to reliably and regularly down exposed survivors, it’s to make survivors too scared to touch kicked gens, and allow the gens to get reasonable amounts of regression.
I.e. you WANT survivors to waste time allowing gens to regress, and you WANT exposed survivors wasting a whole minute waiting the exposed timer out.
And to clarify, survivors (myself included) will simply tap the gen to stop regression, and run off while other survivors then jump on the gen and finish it without any risk, while I go find a different gen to work on while Exposed status wears off. The perk does not add enough value over other perks to make it worth running.
If the effect lasted longer or even indefinitely until the gen was touched again, that might help.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1823013#Comment_1823013
https://forum.deadbydaylight.com/en/discussion/comment/1823036#Comment_1823036
I've never once tried to argue that balancing for lower ranks was more important than balancing for higher ranks. I've consistently advocated for balancing primarily around higher ranks because I believe that is how it should be done. That does not mean that lower ranks should get left in the dust.
The problem with this argument is that you're advocating that new survivors should be given a hand up simply so they don't quit playing the game. By this logic, players new to first person shooters should be given aim assist so they don't get frustrated, and then wean them off it over time.
Better logic would be to balance for higher ranks, and force players who want to play the game to actually....get better. I know, a shocking concept, developing skill to advance to higher ranks.😂
-
@Pythonheir said:
https://forum.deadbydaylight.com/en/discussion/comment/1818757#Comment_1818757
We really shouldn't only consider one sides perception on the game. By balancing the game so that newer players have an easier time playing Survivor - that directly makes the game harder for the Killer role. Too often I see dev's, and manager's advocate "Make the game easier for new players is our goal", but by doing so you are gradually making the game worse for the players you require to even start a match. It's just going to drive more players away.
Seasoned Killers and New Killer's can't play the game, because it's too easy for Survivors. It becomes stressful. They even get forced to play in a manner that is unfun simply to progress. This all drives the Killer away. More Killers that leave will make ionger for Survivors (4 players at a time) to get into games. Survivors sitting in lobbies are going to grow board. Start to distract themself. Play other games. Gradually float to those other games.
This is why most games do not balance their game "around lower ranks". They balance it to be fun and fair across the board. At this moment if you're looking for my opinion - the dev's would do well if they straight up ignore survivors and directly only buff Killers till the Killer playerbase grows substantially. Then watch the statistics at this point a fair amount. Making even balancing changes to both sides only at this point.
https://forum.deadbydaylight.com/en/discussion/comment/1818855#Comment_1818855
As someone who plays both killer and survivor, I agree with this 100%.
While playing killer, my queue times are less than 15 seconds every single match, because the number of killers out there continues to dwindle. I am constantly encouraging people to play both sides to be better at the game and enjoy the entire game, not just half of it.
While playing survivor, I pull up Words on Stream while in queue so my stream chat isn't bored watching me wait for 5-10 minute queue times. I have friends that play Diablo 3 in the background while waiting in queue, because it takes so ridiculously long, and is always getting longer as more and more killers leave the game to find something less one sided on balance changes.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1823037#Comment_1823037
If the gen hasn’t been touched for 30 seconds or more, that still gives the perk value, and gives valuable information
Not really. Good killers kick and then are in another chase well within that 30 second period, and will rarely go back to go after the Exposed person triggers. As someone with over 2k hours who plays both sides, and has played both with the perk and against it, it is a very poor perk, highly situational, and rarely bears fruit that makes it worth bringing. You can get better information from Discordance, and it doesn't alert the survivor in any way.
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1823027#Comment_1823027
Well what about how long it takes the door to open is the time now fast enough to accommodate getting rid of hatch? and what about perks like left behind? If there is no hatch then how would this perk change?
In removing hatch, a number of things would need to change. Achievements, hatch spawn addons they recently put in, perks related to hatch, key functions (swapped to chests in my opinion, maybe add new special chests that can only be opened by key that give a high tier item). But in my opinion, they would all be changes for the better.
-
Dragon's Grip, unfortunately, as it is now, is fundamentally worthless, as generally the timer runs out before the generator is touched again, and even if it does not, with the gen pressure necessary to maintain map control, you are often too far away to make use of the Exposed status (survivor simply hides or goes to another gen). It is highly situational at best. Not to mention that after the first time it occurs, combined with Trail of Torment, whatever gen has Grip is highlighted in yellow for 60 seconds, almost ensuring no player will touch it.
Oppression is a reasonably decent perk, and I run it with Surveillance for excellent information effects, as all regressing gens will highlight in yellow if touched before fully regressed. The skill check also takes people off guard and gives good information via that alert as well.
Pop, Discordance is a staple for most killers, as it provides the most information and gen pressure. Combining with Oppression and Surveillance is strong.
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1823000#Comment_1823000
This also have problems, the door location RNG is just as bad as hatch sometimes they are spaced out far out from each other, other times they are literally a small walk away from each other where the killer can stand in between them watch the doors. With this its also leaving it down to dumb luck.
No argument there, sometimes the RNG on gate proximity to each other is very poor. But that can be programmed to be better with relative ease. Hatch placement is true RNG as it can be anywhere on the ground floor map wide.
-
@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1818802#Comment_1818802
This is correct. As long as HHL affected some powers and not others, we'd have to make an independent judgement on every new mechanic involving a skill check. If you allow that kind of design, the number of perks that need individual judgements as you add more features slowly grows. It's not maintainable. You want as few exceptions in your design as possible. This is also why Kindred lost its "trumps all Killer stealth abilities".
By this logic, the progress made when Snapping Out of It should not be maintained when it is interrupted in the same way that progress on Jigsaw Boxes is not maintained when it is interrupted. Consistency is important, and the changes made to nerf Snap Out of It when Doctor was revamped in this regard do not track with similar abilities.
-
@TAG said:
Balancing for lower ranks matters more than some people realize. If something ends up being miserable to play against in a lower-skilled environment, it can very much push people away.
Balancing for higher ranks matters more than some people realize. If something ends up being too easy to play against in a higher-skilled environment, it can very much push people away.
This is why they need to scale these things based on your rank - lower rank survivors have larger skill check ranges, and as they get better, the skill check ranges get progressively smaller, providing more challenge and requiring more skill at higher ranks. Then everyone is happy, and people actually learn to get better.
-
@Nun_So_Vile said:
The hatch will always be necessary because it is the last chance of escape for survivors. What is a survivor supposed to do 1v1 with no hatch option, just roll over for the killer and give into them? In the majority of 1v1 situations, any halfway decent killer will always down the last survivor because that is how the game is designed. For this reason, the hatch is the great equalizer and even then its not guaranteed a survivor will get it before being sacrificed. Even with endgame, how many times do you see a solo survivor escape when the killer closes the hatch and powers gates? Chances are it's slim-to-none because killer holds all the advantage in this situation, leaving the survivor to fight an up-hill battle. If the gates spawn close to one another it's pretty much a death sentence for the survivor regardless of what they do.
Dezzmont brought up solos, which is another good point because as a solo survivor you can only do so much but you still rely heavily on your teammates' performance. While there are good survivors in higher ranks, you also get idiot teammates and selfish ones that do nothing but ruin your game and be a hinderance to the teams' performance. Ever had a survivor suicide on first hook or DC while at 4-5 gens? I'm sure we all have had a similar experience or heard stories of that happening and it ######### sucks because now the killer has one less threat to worry about and that can easily snowball to a hopeless match. That's where the hatch comes in because it provides the last survivor (assuming there isn't a pink key) an out, but not a guaranteed out. I do wish they'd bring back hatch interrupts for killers though, always thought that was a neat and dynamic feature but they took it out which is definitely a bummer.
Except it isn't. If EGC starts as soon as the second to last survivor dies, then the last survivors chance of escape is in one of the two powered gates. Any halfway decent survivor can start gate without giving away their position, avoid the killer, and cleverly get the gate open before they return. The hatch is a dumb luck get out of jail free card that requires no skill.
-
@TragicSolitude said:
The hatch is a necessary mechanic. The hatch gives the last survivor something to do, a goal they feel they actually have a chance at, and it means they can't hold the killer hostage forever by stealthing around the map.
The problem is that the hatch should be less rewarding for survivors and less punishing for killers. It feels like the hatch is treated like it's even better than escaping through the exit gates, survivors will stop working on gens and play for the hatch, and that's just totally backwards. The hatch is supposed to be a consolation prize for a bad match. It should be that the fewer gens done, the fewer points received for escaping via the hatch; it would require completing all five gens for the hatch to reward the same number of points as an exit gate escape. And like I said, killers shouldn't feel punished by the game's RNG when a survivor escapes through the hatch, because that's what it is, RNG.
Hatch isn't a necessary mechanic - there are two exit gates that could simply be powered after the second to last survivor dies, giving players a chance, if they play it right, to open a gate. The hatch is instantly open, and it is a pure dice roll on who finds it first in many cases, giving it a very unfair feeling, moreso for killer than survivor (survivor can STILL escape through an exit gate if the hatch is closed, whereas killer is just SOL). EGC should simply start when the second to last survivor dies and gens are not complete, and the hatch is removed. This then requires skill on the part of the survivor to sneakily open the gate and outfox the killer, or the killer to outfox the survivor. Not dumb luck.
-
@MrLimonka said:
There are a lot of achievements and previous tome challenges which require hatch. So there's no way they will delete it.
Just make it so that opening a hatch with a key takes 10-15 seconds, and the purple key only lets 1 survivor escape. Moris are still a very powerful offering.
Kind of like how merciless killer for adept used to be just getting a 4K (as it almost always resulted in a merciless), and then they revamped the emblem system and made merciless as killer nearly impossible, even with a 4K, making adepts for killers extremely difficult if not impossible without farming. 🙄Nah, they'd never change something that would so heavily effect achievements. Riiiiight.
-
Tested this - sounds that should be coming from the left are heard in the right side, and right side sounds are heard in the left. Not a configuration issue, tested outside of game, and sounds are in the correct place in every other program/game. Only since the release of Tome 2. Why does this always seem to happen?
-
@AshleyWB said:
There's been talk about noed getting nerfed and talk about noed staying as it is. One thing which stands out is that noed is a frustrating perk to go against. It's almost shameful to equip it to begin with.
I like noed but I think it's due a nerf and when perks get nerfed to be less annoying, they tend to lose their function.
So here I am thinking of nerfs which will be less annoying but still as lethal at the end game.
Waiting 7 seconds for the noed cooldown to happen would mean the perk is more strategy based and not as crutch as it is deemed now. It would reduce the slug potential due to the fact that if you hit one Survivor down, for the next 7 seconds if you hit a survivor they will need 2 hits to go down or the 7 second cooldown to be complete.
This isn't a nerf noed thread, this is more of a I know noed will eventually be nerfed and when it is please make sure it's use remains, which is of course the insta downs once gens are completed.
And yes I know some Survivor perks need nerfs to break them out of the meta but that is irrelevant to my point however much I agree with you.
"Frustrating to go against"
You've said the magic words! Devs will be sure to make NOED just as worthless as Ruin is now next patch.
Get real, and just do totems. Lazy survivor.
-
Agreed, if they removed great skill check bonus progression entirely natively, it would honestly fix gen speeds going too fast. Because the above times do not take items or perks into account.
-
Or here's a brilliant idea. Remove keys, hatch, and mori. Just get rid of stupid luck based instant game ending mechanics, and let skill determine if the player gets out or not. 3rd player DCs or dies, start EGC immediately and gates are powered after 15 seconds. Problem solved.
-
@BenZ0 said:
The idea is not bad but and makes sense. The risk of a hex perk is waay too big atm for my opinion.
So you're saying the risk of using a hex perk outweighs the reward at this point? I agree, I think the changes I proposed would help with that.
-
@PigMainBigBrain said:
I like this idea, but devs don't care about killers, there I said it. We're a minority, and you only need so many of us to start games. We've been asking for a hex rework or something to assist with them for a while without running a full hex build and we never get any answers. And since we don't get any answers, hex's outside of the old ruin and the spirits hex rarely ever get used. So most of the hex's outside of that are ghost perks. Either completely useless or never used. To go along with the many other trash tier killer perks that.....considering your limited perk space are a complete waste of space.
I wish they would do something about them, hell your idea sounds amazing....but time and time again hex's get ignored....so I'm not holding my breath...
While that may be true (recent communication has really shown that mentality to be the case), the best we can do is try and offer better solutions than the ones they've come up with.
Thanks for the feedback!
-
@Almo said:
Hi!
Just wanted to address one common concern I've seen from the community. "They nerfed Ruin so it wouldn't be hard for new Survivors."
That's not quite what the intention was. This is subtle, but bear with me.
New Ruin is in fact really brutal for new Survivors... because it is insidious. They have no idea what's happening, and they struggle to get gens done at all. That little zap effect when you take your hands off a gen? Barely noticable to a new player who's panicing because of the L3 Terror Radius they are hearing. It's not even noticable that the gen is regressing twice as fast as if the Killer had damaged it.
What we wanted to do was not "make it easy for new players" but "make it less frustrating for new players". In playtests with newer Survivor players, it was 4k with 4 or 5 gens up almost every time. But they didn't hate their time in the game as much because those red skill checks weren't in their faces.
I'm looking forward to playing on the PTB with some of you tomorrow; see you in the Fog!
Your designer notes directly contradict this.
<quote>
Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games.
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
</quote>
"Easy" for new players is "less frustrating". Learning skills to play certain game mechanics is part of every good game, otherwise different skill levels in a game will not exist.
-
@PB182 said:
With ruin being reworked and some people threatening to stop playing because of it, just thought I'd ask if either of these were done would you be more accepting of the rework.
I would say yes, but it is an ineffective tweak, because changing it like that necessitates revisiting any other regression style perks (Pop, Lullaby, etc.), including the "improved" ruin.
If they made ruin a non-hex, I think it would be just fine. That type of design would result in rewarding players who maintain gen pressure, and killers who maintain gen pressure. Balance. The ability for survivors to remove it because of the hex means it will NEVER be the "late-game perk" that BHVR claims it will be.
-
@greekfire774 said:
You killers keep winning "oh ruin was our only chance to get a hook before a gen popped"....and "how dare the developers be survivor sided"...you know why ruin got nerfed? Not just because of new survivors. It got nerfed because this game is balanced around killers getting a 2k each game not a 4k and even then, if you aren't good you're not getting a 2k. The Gen speeds are not a valid concern as yet again, the game is balanced around 2k. Increasing gen times as is almost guarantees you to be the role in favor during a trial which simply is not how it is. I also find it absolutely hilarious y'all can't do good without ruin. I've never played hag, don't even own ruin or bbq or any of the meta killer perks, I main Oni and ghostface and I usually get about 3k and that's because I let the last person live usually. You don't need ruin or a crutch perk to succeed in red ranks you just need to play survivor more and figure out how those people play so you can adjust accordingly. You're all currently blaming your lack of skill on behavior and it's ridiculous.
If this game was balanced around 2k, the scoring system would reflect that.
It doesn't. Hence, you are incorrect.
-
@Infinity_Bored said:
The Ghostface should be the next part of this game that has to be revisited. This killer is totally unfun and frustrating to play against, especially for casual players.
There is no real counter to his power, since you can be exposed while literally standing in front of him and staring at him. This killer is the ultimate tunneling machine, since he can easily counter BT and down people right off the hook again.
Most GF players rely on tunneling and slugging.
GF should not be able to hide his red stain and his TR. It benefits the killer way too much without requiring any effort any effort.
The ability to crouch spam should be taken away, since it is abused by almost every GF killer.
I can see the devs' original intention when creating this killer, but sadly these things are abused by killer main players.
Please make facing ghostface enjoyable for survivors.
Unsure if trolling or serious. You did use the magic words "unfun" and "frustrating", which are known BHVR dev trigger words to induce massive non-iterative nerfs for killer.
-
@luka2211 said:
So why are you going to remove them?Why can't you fix this mess you have put yourself into,instead of digging yourself an even deeper hole?
So people stop posting screenshots about matchmaking issues. This should be the obvious answer.
-
@Peanits said:
I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.
"ONCE YOU GET SOME PRESSURE"
I swear, everyone at BHVR plays at green ranks at best.
Your patch notes say that you see Ruin used in an overwhelming majority of red rank games. Yet you say the changes to Ruin are to alleviate the difficulty of hitting skill checks for lower rank survivors. Do you not see how these two statements contradict each other?
At RED ranks (a place many BHVR testers have likely never seen regularly), by the time you "get some pressure", Ruin is either cleansed or has been found and you are working to protect it. By changing it to what you say it will be, you have removed the impetus to seek it out. This means that EARLY game, there is no pressure, survivors at red ranks will simply stay on gens, completing them in 60/44/30 seconds without items, less with toolboxes, etc. This is why you had to change Gatekeeper, because you KNOW this will be the case. You are catering to survivors getting 2-3 gens done before the killer even has time to pressure, hence the Gatekeeper change. You truly do not understand how quick gens go at red ranks.
Real feedback? Make the changes you have made to Ruin - fine. But change the BASE LEVEL GEN SPEED mechanic. Make good skill checks result in no extra progress, and great skill checks result in 1% or 2% more progress.
-
Still hoping this idea will get some traction - still only playing dailies, and watching the Steamcharts numbers for DBD drop lower and lower. Seeing more people complain about queue times as survivor. This is because killers aren't enjoying play as much any more on the whole, and so less are playing.
Please change to a merit based system instead of trying to force players on BOTH sides to play "ideal" games where all the right events occur. That makes for a stale and decidedly non-fun game. I'm not a trained dog - stop making players jump through your hoops!
-
@Anzi130 said:
For killers it Can be hard to rely on their strengths if you want to pip, and that makes no sense. The trapper’s strength is his traps.. the emblem system should be tailored around each individual killer..
as a survivor you have to play 4 different roles on a team instead of focusing on one certain role like... healer or genjockey.. and thats difficult
Designing the emblem system around each killer is not good design either, as every new killer needs its own design, and if any older killers are tweaked or changed, it might require rebalancing the emblem system for that killer.
Designing the emblem system based on outcome merits would make it simple - Chaser based on did you catch the player or not, just like Gatekeeper is based on generator progress before a certain time. It isn't based on damaging gens versus preventing gen progress in other ways - simple, objective based scoring. This should be the mantra for all emblem progress on both sides, survivor and killer.
-
@Zarathos said:
The chaser emblem is a trapper problem and an instadown killers problem. If you trap a target it does not count towards chaser meaning your losing points for time you would have spent doing the same. Traps should earn you double a hit value for a fast chase. This is fair considering the skill that goes into excellent trap placement.
I disagree that it is a problem for Trapper alone, though him more than others certainly.
Hag doesn't get huge chase when teleporting, neither does Meyers if stalking/T3ing, Spirit if she is phase walking and hitting and not chasing after, or grabbing off gens, and Freddy only gets chase once they are drawn into dream, so he doesn't get as much as other killers.
My ultimate point, however, is that it shouldn't be based on how long you chase someone, but only if you catch them or lose them. Meaning a trap should count as a "catch" if you pick them up, and if they escape the trap, they get points for escaping.
Results based on the outcome, not happenstance events and duration of chases. This punishes the killer if the survivor is bad and the chase ends quickly. That is poor design, and can easily be fixed.
-
Edited for clarity and added TL;DR...I kinda wrote a lot.
-
@switch said:
Agreed 100% with you on this, used to play easily 20-30 hrs in 2 weeks now i barely play 1 or 2 in 2 weeks.
They listen to the feedback from the deranking podcast or whatever, but they failed so badly on how and when to implementt it.
Just revert the rank system and matchmaking + add rewards for rank reset and stop trying to make DBD competitve.
They either revert something or the game start to dies off quickly.
I don't want them to stop making DBD competitive - killing that dynamic is the last thing I want to happen. I'd like to see rank actually mean something, as it is right now, it has literally no function other than to progress to a point that only really indicates time spent. Rewards for rank reset would be a good step in that direction, but I think in order for that to work, the ranking system needs to be fixed.
-
Guys, Colgate is just posting troll bait posts. Don't feed the troll.
https://media.giphy.com/media/srTYyZ1BjBtGU/giphy.gif -
-
@Blueberry said:
I'll make you a deal. Enduring doesn't effect DS now, but if any other survivor gets downed other than the one that has DS active, it deactivates. If a different guy goes down, that means you weren't tunneled. Now you get your stronger DS if you are being tunneled and this change guarentees it will ONLY be used for tunneling, of which currently it is not. Deal?
Hey, that's my idea that you liked so much :P
-
@NeaJovovich said:
https://forum.deadbydaylight.com/en/discussion/comment/381111#Comment_381111
Exaggerate much?
https://forum.deadbydaylight.com/en/discussion/comment/380862#Comment_380862
Not quite.
You all act like the Killer is this helpless person in the game.
And you act like a person who only plays survivor and hasn't played as a high level killer.
At Rank 1, organized survivors would abuse this utterly.
-
The problem with the ranking system as it is now is it doesn't operate on a scale based on each game as a whole. It's operating based on what the dev's believe a "perfect" game should look like for all players. The belief that killers should get 9 hooks every game assumes that the survivors actually save each other. If they don't, that isn't the killer's fault and they shouldn't be punished for it, but they are. It also, by the same token, assumes survivors will let themselves be hooked rather than always trying to escape, because if they're never caught, or even better, if they're never chased, they're punished as well.
The ranking system should look both at individual play, as well as the play of all others. Survivors choose to not unhook a player, the killer gets full hook credit for the death. Killer face camped that player, then the kill credit is decreased for it and survivors get bonus points for objectives completed during that hook time period.
This is how a scoring system based on whole game picture would work, and it would not be based on hard number targets.
-
I got to rank 1 with Trapper only, minus dailies on other killers. He isn't mid or trash tier - killers in general are only as good as you make them.
-
@HURRI_KAIN said:
Agreed, It shouldn't be exhaustion perk, also it shouldn't have a cooldown. It already has a 3 second prep, shouldn't have a cooldown also.
Why skimp? Let's just keep the name, but instead of a locker, you get a steamroller and get to run the killer over and win the game. That's sure to be fun, right? Right?
-
Ok, here's the compromise I'd propose.
The effect of Enduring on DS is 40%, but DS can only trigger for the last person to be hooked. If the killer hooks someone else, your DS timer instantly ends, and if the newly hooked player has DS, they'll have the timer for 60 seconds after unhook, or until another person is hooked.
This keeps the perk valid for anti-tunneling AND it prevents hook diving and punishing the killer for doing what they should be doing - hooking targets of opportunity.
-
@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/377352#Comment_377352
You guys should actually care about tunneling early. Dcing is becoming rampant because of this "play style" just like how people DC after getting hooked and the killer not moving an inch.
Eventually, a majority of all survivor players will adopt this reaction to getting tunneled. It won't be salty or because they're in a SWF. You do know if all 4 survivors DC from your game, you will derank right? It happened to me when using Legion trying to do his adept ach. They all left after seeing the killer, leaving me with 1200pts and jack squat. meanwhile, bye rank.
And the developer won't ban 3/4 their pbase. That would be absolutely stupid. If they do, you may as well uninstall seeing as how you guys are going to start facing huge queue times soon if thats the case. Or you will be facing rank 20s at rank 1, like how rank 20 survs are actually getting rank 1-5 killers after the patch, which is really demoralizing for new players.
After being in several discussions on discord and the emblem changes, its in your best interest to not tunnel. but i know, you guys don't give a #########. It's obvious. That's cool. Use Billy's shovel to dig your own metaphorical graves. There is no reason to stay in a game that's toxic. I don't condone DCing but, I fully understand. Its not about surviving. It's about sportsmanship and trying to earn your way through the game and as it is, unless you're a SWF you have a very long road ahead of you.
Yall made tunneling a play style, so survivors made DCing a play style. Have fun with that. lmfao
Actually, you're wrong. With the changes to gatekeeper, if all 4 survivors DC, killer black pips. Which I'm fine with, because DCing is stupid. Stop throwing tantrums, play the game, and take your losses with your wins.
-
Agreed. The matchmaking is stupid. So is the ranking.
The only upside - I have plenty of time while I wait as killer for 5-6 minutes to come here and rage in the forums.
Revert both!
(also, killers do not have an easier time pipping - it is just as hard, if not harder - esp given the number of SWFs I've seen because it reduces queue times)
-
You're never going to get anyone on board with this except those who rely on DS as a crutch.
It's an extra chance. That's all. Not a get out of jail free card. It's a "oops I left the jail door open - see if you can get away before I catch you" card.
-
@The_Crusader said:
Killer pipping was the problem, not survivor. They said this themselves that killers were abke to pip too fast which meant empty lobbies as survivors pipped slower.
Tru3 said otherwise, and let's face it, he's one of the most prolific killer players out there. A slight tweak was needed for killer at most, but even without, unless you triple hook 3 survivors and double hook the last one, you would only get one pip. Two pips took exceptional play - now exceptional play, you are lucky to black pip, maybe one pip.
-
Agreed, simple answer. Don't fast vault, just like you don't sprint if you don't want to use sprint burst, and you don't fall off you don't want to used balanced landing
-
It doesn't make a huge difference either way, as you can see. But it can't be fun for the newer players. (This was my next match, and they were very clearly in voice comms too)

-
I am seeing this, exactly. Every match I've had today has had usually at minimum 3 very low rank players, and I've been at R1 killer for a while. This isn't fun for anyone.

-
@CptainPotato said:
Same goes with killers that DC when they see survivors put 3 Hooks offering, or when they put a map they don't want to go.Couldn't agree more, but I've never done that. However, survivors who "win" by escaping keep their addons. Killers do not ever get to keep them, regardless of their performance.