LordGlint
LordGlint
About
- Username
- LordGlint
- Joined
- Visits
- 10,121
- Last Active
Comments
-
I knew this was happening to Wesker, didn't know it was happening to other Killers too.
-
@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888665#Comment_3888665
I really don't blame people. I love perks that help the rest of the team. Not too long ago I went through a period of running a healing build to help others but gave it up because it became pointless no one was working with me and I was getting rare value from it . I was excited for Shoulder the Burden and I ran it for a bit but it became another pointless perk most of the time.
Besides always using Kindred the rest of the perks I run are more beatifical to me but I figure if they help me I can stick around longer in a match an hopefully help my team in other ways outside of perks.
Kindred is nice for both your teammates AND you. I was running Kindred+open handed for awhile and that aura reading was really nice.
-
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888604#Comment_3888604
Like how Keys were in every game for weeks when they announced the rework.
Yeah and don't forget map offerings are going to be nerfed. That is going to be annoying until then…
I was using sac wards anyway, so I'm good there
-
@MrMori said:
Also 240FPS cap or uncapped framerate on PC. It's sad that 120fps is still the cap in this game when 240Hz is becoming so coommon in PC monitors.
They'd probably somehow introduce a completely unrelated bug by introducing that. Huntress hatchets would fly backwards or something.
-
In general, ppl tend to be somewhat selfish with their perk loadouts. They like using perks that help THEMSELVES rather than perks for their teammates.
-
I HIGHLY doubt the changes are gonna do anything to break the game. The devs saw what happens when you give survivor teams basekit unbreakable... they made hooking impossible. Stuff like the anti- facecamp doesn't affect anyone who isn't facecamping and I doubt any of the changes they DO make are gonna hinder gameplay.
On the other hand, I AM looking forward to the kb/m support for console as well as to see what they do for all the ragequitters.
-
@Aven_Fallen said:
You are not really forced to go there, you can do Gens. If the Killer decides to camp someone on the ground for up to 4 minutes, you have time to complete the rest of the Gens. (Unless there is a 3-Gen and the person is right in that 3-Gen, but this is another problem which hopefully will get fixed at some point…)
The second part is very valid tho. The Surrender Option does not fix slugging at all and might just incentivize Killers to go for 4 man Slugs, since it is a Victory for them if all Survivors surrender. So it does not do anything against trolling or that slugging is just a bit too good currently.
If someone is slugged in a spot that makes it difficult to rescue, they can still crawl. I feel like people forget that part, lol.
-
@biggybiggybiggens said:
You're never going to fix people wanting to go next. There are too many reasons why a person would want to go next. Maybe they don't like the map, Killer, their teammates, equipped wrong perk, their mom told them to get off, they got caught playing at work, they just feel like it, etc… Obviously they actually can't solve the overarching problem with a players mentality where they feel they just have to d/c for whatever split second reason during a game.
These are the same people that won't be stopped when it comes to disconnecting. Ah, they can't kill themselves on hook anymore..? Now they'll just press "Esc" and d/c. Wait..now they can't press "Esc" and d/c anymore..? Time to just Ctrl-Alt-Delete to end the process. Oh shoot…now BHVR somehow implemented a way that they can't press Ctr-Alt-Delete anymore in this alternate reality..? Looks like it's time to just unplug the CPU power cable from the wall and throw it in the street.
You can't make people do what they don't want to do and if the amount of people that are "Going Next" is a big enough chunk of the DBD fan base, I'll be in the background ROFL while watching BHVR try to fix something that simply can't be fixed. Hopefully the amount of players that do it is moderately low.
You realize that whether you hit the end game button, unplug your router or whatever else... it's still a DC and the game counts it all the same. That part is already in the game.
-
@JPLongstreet said:
You mention that achievement for Outbreak Breakout.
What has to be kept in mind is the near-impossibility of them ever changing any Trophy or Achievement. So long as it is still able to be achieved Sony and Microsoft and Nintendo resist mightily any changes at all.
I think sometimes they don't think those achievements through completely, knowing they're very much locked in once released.
I think achievements like that are just something that's meant as a long term goal rather than something to speedrun in a weekend. It's kinda like how you can TECHNICALLY rush through the Huntress 1000 hatchet achievement by chucking hatchets at a wall as soon as you load in til the survivors leave, or you could also just...play Huntress for awhile.
-
His router is using smoke signals.
-
@TheSaltySaloon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887145#Comment_3887145
Most people (survivors and killers) are playing 2V8 for some goofy fun and to get away from the sweatiness that is the current base game. The fun from playing Killer in this mode is having a mate to hunt with you which significantly reduces the stress of playing killer by yourself. likewise it’s a more chill experience with the survivors having the most basic perks and passive abilities that bring the experience back down to a vanilla, tag like experience.
However solely throwing in killers who were designed to deal with the ever growing meta of the base game into this mostly vanilla sided survivor mode makes this game mode just as sweaty as the base game and one sided.Its odd to say that it's more sweaty NOW considering what was already in the 2v8 game mode. Nurse and Blight have been in it with ATON of buffs over their basekit, but somehow a nerfed version of Legion with the equivalent of 1 brown addon is MORE sweaty?
-
I saw the kb/m thing and freaking cheered. I already have a keyboard plugged into my PS5 for typing messages. Just wish they'd release this sooner. For some reason they can't just give console the same options as PC without waiting til the 2nd half of the year...
-
@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886169#Comment_3886169
It is actually more fun than playing against toxic people as I said. At least the bots are not t bagging me every second or if its a bot killer he won't be camping me, hitting on hook, or have a loadout that is outright unfun. Also do I have to remind you that playing against players actually doesn't give you anything anyways. What is the point of bloodpoints when they are almost worthless and in cutom you HAVE ACCESS TO ALL PERKS so its actually fair game and not p2win if you play with friends. And yeah playing the custom game with friends is more fun because none of you try to be ######### to one another.
While for the most part you're right about the BP thing... you also don't get shards though. In normal gamemode, you have the option to grind shards and earn a good portion on the characters that way. While this might not matter as survivor since it's just skins and you get the perks... it DOES matter as killer.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884525#Comment_3884525
well its just that isnt it, the other killer can see their killer instinct too, that's whats so powerful about it, you cannot hide anywhere against them
This isn't true
-
I've played like 8 rounds and have only had 1 loss so far as killer, so... I'm gonna have to disagree.
-
@xGodSendDeath said:
I had this happen to a Wesker yesterday. He got locked holding a Steve on his shoulders. He just walked around for the rest of the match pressuring gens lol. They lost horribly
How do you pressure gens like that? I know the BOTS would run, but who else?
-
@Massquwatt said:
It's a crutch perk for sure but outside of dedicated end game builds I actually don't see it all that much anymore. Maybe once every 15 matches or so? It's kinda surprising just how much out of favour it's fallen.
It makes sense considering how many perks are in the game now. People forget that a big reason new players used NOED is cuz it's a general perk. Most of the playerbase at this point have been playing awhile and have access to other perks. The change to prestige have also made it so even if your lvling up a new killer, you already have access to other perks.
-
That last part is your problem. "Seems like all my teammates refuse to do the one and only win condition…". If that is true, it makes sense why they would lose. You can't gut the win condition requirement so it is feasible for 1 person to do it alone.
-
@UndeddJester said:
I did wonder if Legion really needed his 8 hits change... it felt like his basic power would be good enough, since it naturally does well with more Survivors.
Against Legion you want to not mend until he's out of power... but having 8 hits makes this last even longer, and as a bonus gives him the power to track down and tunnel survivors fresh off the hook with ease...
Basically him passively existing prevents anyone from mending and holds everyone in stalemate while his teammate just cleans up the injured Survivors...
The 8 hits thing is a nerf. Instead of getting a down on your 5th hit, you don't get it til the 8th. This increases the likelihood someone will stun him before he gets that far.
-
@GuineaGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/438336/bots-making-queues-even-worse
I have a feeling BHVR is adding two bots in each map. I have yet to see more or less than two bots per match.
I've only played 1 game so far today, but there was only 1 bot. Funny enough, the Dwight bot actually was one of the survivors with the most BPs, lol.
-
Just played my first match and it only had 1 bot... I don't think it was a 7 man SWF since they joined in separate.
-
@Na1ts1rhc said:
Console killer detected. Please install mouse and keyboard for full killer experience.
Jokes aside - I think you may be over reacting just a tad. It seems like you've had a rough few games but you can bounce back I believe in you :)I WISH I could just plug in a mouse and keyboard. Even though other games allow it, DBD still doesnt.
-
People talking like the chapters are free, lol. They release new chapters for money, not JUST to keep up playercount. Even if they knew for sure that the player count wouldn't drop if they only did 3 chapters... you're still asking a company to be OK with losing out on 25% of their yearly revenue.This is ignoring cosmetic sales because I have no clue how much they earn for those since there's alot of cosmetics that can be earned/bought with shards.
-
@jamally093 said:
I don't know how I would title it but SoloQ has taught me one thing there is always a killer that your other teammates just don't know how to counter.
For me it's two
Hag: Any time I face her I'll see my teammates just running near the hook when they should know you have to crouch. You don't need to remove it just crouch to rescue it's safer
Freddy: So far his re-work brought something...everyone drops dream pallets when he isn't nearby now here's the kicker it's token based so leave them if you wants to reuse a pallet then he'll have to use a token plus I have a feeling they work like actual pallets making loud noise notifications appear meaning your gonna let him know where you are. Either I'm smooth brained or something else.
Fairly sure the tokens on dream pallets work similar to Hag traps in that if you place a new one while at max pallets, it just replaces the oldest. I could be wrong though.
-
The only real problem I'd see is if a teammate essentially "steals" my boon. If I'm working on a gen with shadowstep next to me, I don't want my teammate across the map to boon a totem and turn off MY totem.
-
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877979#Comment_3877979
I mean... regardless of whether or not something is a bug, having differing behaviour based on which skin you have is something that shouldn't be tolerated or expected in any game...
So if you buy a skin you don't want, just to acquire behaviour that is unintentionally unique to that skin, it's kinda on you if that unique behaviour is then patched out and you no longer want the skin.
Would it still be a scam to fix the other skins to not have the bug? No one I think would agree, and yet semantically there is no difference in how much of a "scam" it would be as defined here.
It's akin to people choosing or avoiding different survivors based off how loud they are. IDEALLY, the different skins wouldn't be bugged at all, but I really can't blame people for trying to mitigate it. It's just odd that BHVR would notice a sound bug and choose to break the sound on the new skin as opposed to fix the sounds on the others...
-
I don't think your SUPPOSE to be playing "Pallet Freddy" it's a PART of his power. Use it to trick survivors into running to areas that don't actually have pallets, then use your snares once the trap is set.
-
@Wibwob said:
It could definitely give some pretty big advantages even if you have the stream muted, even with a ~5s delay.
If a survivor gets sniped, they can't really hide and when they're downed or on a hook the killer can see where all other survivors generally are.
If a killer gets sniped, a survivor can tell what their all their perks are, where they are, and which resources get used.
If it's a sweaty sniper they might even have a friend relaying what the streamer's saying/what their gameplan is without the doubled audio.
And one of the worst parts is, there's no way to be sure that it's even happening. I've never sniped in DbD but I definitely understand why it'd be frustrating if I thought it was happening to me.
That all said, a skilled player is still miles better than a bad one who snipes.
This just feels like it would be distracting. If I'm constantly looking at another screen, I'm likely to miss things I'd normally spot. This is why I'm kinda impressed by streamers who can keep up with chat mid match... while also INFURIATED with those SAME streamers sometimes for missing the Claudette that was RIGHT THERE because they had their head turned at the wrong time.
-
@Aven_Fallen said:
Is this another Huntress-Skin situation where people just bought the skin because it gave an advantage and are now mad that this advantage was removed?
Kinda different since the "advantage" was just how the killer is SUPPOSE to be. Can't really blame ppl for trying to avoid a bug.
-
@[Deleted User] said:
4k= Win
3k= Win
2k= Draw/Tie
1k or 0k = Loss
This is the general consensus among many players I believe. Though I'm sure some would argue you need that 4k mori.
That's the general consensus for killer, but survivor varies more. If your the 1 person on your team who escaped... would that be a Win for the individual but a lose for the team? Would the opposite be true if you managed to do WONDERFULLY for your team but you yourself died alone after going on long chases all game resulting in a 1k?
-
@Shroompy said:
What I can recommend is creating her a steam account (if she doesnt have one already) and family sharing. That way she can play the game on her account which would be brand new as long as you arent playing anything
Kinda depends on if the characters andsuch was bought through steam or through the in-game store. If it's bought through steam, the DLCs would be shared. If not... you miss out on alot.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874247#Comment_3874247
I think you're misunderstanding what I meant.
I didn't mean that slugging isn't intended ever, it's a part of gameplay. I've always said that camping, tunneling, and slugging should be situational, so they have a time and a place.
However, if the killer decides that the time is "always", and the place is "everywhere" there's a problem.
Slugging occasionally is fine, if for situational reasons. But we're now talking about a killer meta where the goal to win the game is to slug at 5 gens, no matter what. That. Is a problem.
Which is why I brought up hatch. Hatch is perfectly fine because it's rare. It's a situational mechanic, that barely continues to escapes. However. Before it was changed, people would go into matches with idea that they would escape by hatch, sometimes the entire team, no matter what. That wasn't the goal behind the hatch mechanic, and shouldn't be how hatch is used, so they changed it.
Slugging every survivor, every down, in every game, as the killer's win condition, is clearly not the game design. Killers get BP penalized for bleed outs, hooks are clearly the intended way to sacrifice and kill survivors.
That's my point. Excessive slugging is a problem, especially when it becomes the goal to win the match in the lobby.
I'm with ya... partly. As far as slugging at 5 gens goes... If there's an opportunity to down multiple survivors, what's it matter how many gens there are? That's like saying a survivor shouldn't get a flashlight save on the first down if they COULD get one and should wait to only save ppl on deathhook.
You said survivors should be sacrificed via hook. That much ill definitely agree with. Bleedouts shouldnt be someones goal going into a match unless your dealing with a squad thats hellbent on sabo or something. That however doesnt mean a killer cant down 4 ppl and do cleanup duty at the end of the match by hooking them.
-
@AmpersandUnderscore said:
I generally agree with @jesterkind on this topic.
The biggest thing is that the killer generally creates gameplay for the survivors. What I mean by that is that if the killer were afk at the start of the match, survivors will just do gens and leave. (Or likely do 4 gens, 5 totems, then finish gens to counter an end game build).
Most everything else survivors do in the game is responding to the killer's actions. The biggest three being chase, being on hook, and rescue/recovery. Some killers have specific interactions that also consume survivor time: turrets, EMP's, RBT, pinhead's box, even zombies, are there to give survivors something to do besides gens, with consequences ranging from information and time waste to outright killing the survivor if they're ignored too long.
Spreading pressure, imo, is the macro game of giving the survivors enough to do that they can't efficiently focus on gens.
When I play, I typically use something like lethal to get into chase fast (and ideally find 2 or more survivors I can interrupt immediately), then another info perk like BBQ to keep in chase. I don't want to stay at the hook, that survivor is already busy. I want to give someone else something to do instead. Spreading pressure is juggling the survivors so each of them have tasks they have to complete (chase, stealth, hook, v healing), with those they want to complete (gens/escape).
Unfortunately, many killers in this forum hard focus on "strategies" that actually minimize the amount of pressure on the map.
Tunneling, and camping, for example, put all of the pressure on one survivor. The killer is banking on the survivor team falling apart and panicking into making mistakes (which is more likely in solo q), but in reality there just pressuring one survivor on hook or in chase, forcing one survivor to rescue, and the other two survivors are left completely alone. So they'll do whatever they want (hint: it's gens), although the killer is hoping that they all come rescue, in reality they can have half the team on gens for most of the game.
Which is why people complain gens go too fast. Using these strategies, you're only occupying half the team, and hoping that you can tunnel one person out of the game before 2 survivors can finish the gens.
The new slugging meta is basically the same thing: relying on the survivor team panicking instead of giving them something to do.
As to the reason these strategies are complained about, well that can vary by person. But usually it revolves around one player not getting to do anything but chase and die (not the entire survivor catalogue, which is heavily punished by both don't and getting next to no BP), and the rest of the team also doesn't get a full survivor experience (basically do gens and hope the one being tunneled can give you enough time).
One person gets all of the killer interaction, and no hope or chance of escaping the match, and the rest of the team is playing "do gens and leave" which is exactly what happens if the killer is non-existent/afk.
With slugging, you have the extra problem that it's clearly not how the game was designed to be played. It's similar to the old hatch: yeah you could get an entire team out via hatch in the old system, but obviously that wasn't the way it was supposed to work (and they, right, fixed that part). Hooks are the game design, so bypassing that for the match win feels cheap, which is also how old hatch felt.
As far as the slugging not intended part... why would they introduce slugging perks if they didn't intend for killers to slug people? Deerstalker is a general perks that's been a part of the game since the beginning, before we ever got perks like plot twist that introduce methods that could down a survivor without the killer being involved. I have a hard time coming up with a point to perks like deerstalker, or knockout OTHER than slugging. It sounds like that was 100% the intended design of those perks. Maybe not to bleed people out... but definitely to leave them on the ground for awhile.
-
@TwinsMain2004 said:
It basically means try to twelve hook every game while only using perks add-ons and killers I find acceptable (none are acceptable)
People who say spread pressure either know it's futile to do so vs good survivors and just want easy 5 min gens 4 man outs or are very misinformed about what good play actually it
Of course a Twins main WOULD say that you toxic fun hater!!! Teach Victor how to hook ppl!!!
Seriously though, I recently got to read the complaint of "abusing game mechanics" when talking about slugging. Last time I heard those 3 words were from a Killer main who would report ppl for looping after every match. It sounded just as dumb and I didn't think would EVER be said to actual people with so much confidence.
-
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874140#Comment_3874140
We never said people are reasonable as people whine about everything and this is just our take. But it's technically just keeping survivors busy trying not to die, the most obvious is downing fast. You don't specifically need to down them but that's the "go to". Devour hope creates pressure damn quick once 3 stacks hit as people pretty much drop everything to go looking for it or die less the last gen is near done. You don't need to keep downing ppl with it but the threat is there creating pressure itself. A stealth killer has a weak universal map pressure against injured survivors as they can come outta nowhere to down you (it's weaken against swfs but that's beside the point). The survivors should try and heal or risk a untimely random down which is example 2. When those people whine about example 2 or a stealth killer, yes they're whining about that killer creating pressure and worthy of eye rolls.
We're also mildly sure that post shouldn't be taken seriously…we think anyway…
There's so many posts on these forums that just come off as whining and the killer is just denying everyone fun. WHY DO YOU HATE FUN YOU VILE KILLER!!! -grabs pitchfork- When discussing why people felt the need to kill themselves against SM, I'd get ppl saying I shouldn't have picked a killer that ppl hate, but... People hate EVERY SINGLE KILLER it seems... I saw a complaint against Bubba for daring to try to down ppl with his saw rather than M1ing. What's the fun way I can try to win that's gonna result in ppl dying and saying "That was EXACTLY the kind of match I come here for. I had so much fun."
-
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874093#Comment_3874093
Then for us it's keeping survivors occupied with something other than the gens or creating a risk for ignoring things other than gens.
One example being the common 1 hook, 1 chase, 1 rescue, 1 on gen scene. You have 3 occupied and 1 working ideally. If 2 are working and if you down and hook the chased one then the killer will either force no one working or people hitting the next hook stage if the killer finds one of the remaining.
Another is all survivors injured. They can keep working, but the killer can easily snowball because each survivor can be downed and hooked much quicker which then leads to a much more risky version of the above.
In either case it either makes Survivors focus on something else or risk being in a worse position that would require a full reset to try and comeback from.
Just wanna start that I'm not trying to be argumentative here, text doesn't convey TONE too well...
Your first example is essentially "Down ppl faster". That's kind of obvious, but generally just leads to people insisting the killer is "overtuned". Chucky got recently nerfed because although all he HAD was chase, apparently that was too much and other Killers that have mobility as well are probably on the chopping block for being able to do multiple things (Dracula and Lich).
The 2nd example was what I was talking about with hit and run. Every time a stealth killer gets complained about, it's generally due to THIS. The killer just gets a "free hit" and doesn't commit to chase. There's a thread up right now that are just filling up with complaints like this, with a ton of em just being eye roll worthy...
@Musxussu575 said:
Any additions y'all would like to add?
Trapper: Placing traps on the exit gate switches is the biggest 🤓 thing you can do in this game.
Wraith: No beef; a nice, balanced killer.
Hillbilly: Players have forgotten he has a hammer. 🤯
Nurse: No beef; I just believe her terror radius should be larger.
Shape: PTSD whenever I see a Léry’s offering.
Hag: Drops half her traps around each hooked survivor. Seriously? Overkill, much?
Doctor: Always use Static Blast when you’re in the basement or a subterranean area; think they have to run Merciless Storm.
Huntress: Sweats and tryhards who spam aura-reading perks; hatchet hitboxes are pathetic.
Cannibal: Also forgets to use the hammer provided to him; Barbecue & Chilli is like riding with training wheels.
Nightmare: Lousy, fake pallets.
Pig: Chases and hooks survivors with an active trap. That defeats the purpose of them.
Clown: Annoying SFX that makes them appear ultra-edgy.
Spirit: Knows where you are when phasing, even if you’re uninjured and walking - and not in grass.
Legion: Can see where everyone is from too far away via Killer Instinct - including inside lockers.
Ghostface: Should not be able to pop his power mid-chase; I roll my eyes when I face him - which is too often since he’s so popular (for whatever reason). 🙄
Plague: Those who chase you around and puke on you until you're broken instead of just hitting you for the same result. (BTW the vomit has an absolutely horrific hitbox - needs Huntress love).
Demogorgon: No beef; my favorite to play as.
Oni: Recharges power too easily/quickly.
Deathslinger: No beef; my second favorite to play as.
Executioner: Always returns to the hook for a Torment hit on both survivors.
Blight: Can turn too sharply while rushing - if out in the open, he won’t miss a swing; also needs a larger terror radius alongside Nurse.
Twins: No beef; starting to see more players than historic trends, which is good.
Trickster: Used to be annoying when everyone played him but is calmer now; strafing does not allow you to dodge his knives.
Nemesis: Jumpscare SFX when he reaches Tier 3.
Cenobite: Invisible Configuration add-on makes me want to cry; too hard to time the solve just right when harassed by chains.
Artist: Can easily protect the last three gens with constant crows; can’t escape via gate as last survivor for the same reason.
Onryō: Will do nothing but spam teleport to blowout Condemned on everyone.
Dredge: No beef.
Mastermind: "Oh, hooray, another Weskar." 😴
Knight: Those that run alongside survivors until the guard hits them to get an insta-down. 🙄 Probably my third-favorite killer to play as.
Skull Merchant: Every SM plays the exact same, like drones programmed to act alike.
Singularity: Sweats who will stop mid-chase to switch to cameras just to shoot/teleport to the person right in front of them. Seriously?
Xenomorph: The tail attack never misses - ever; introduced easy-mode perks that make you facepalm.
Good Guy: Annoying SFX; another traditionally tryhard killer.
Unknown: That lame spitting power that almost gives an auto-hit because it's AOE, not pinpoint precision (e.g. Plague); the ear-splitting SFX when he jumps to his illusions is terrible.
Lich: Some cringemasters waste all four of his powers in chase with a single survivor. Calm down, bro.
Dark Lord: Very lenient hitbox with the fireballs.
Houndmaster: Dog runs faster than a cheetah; the legendary skin is a poodle (omegalul).
-
@jesterkind said:
I can give you my understanding of that topic, at least!
To me, "pressure" in DBD is best defined (on the killer side, at least) as "forcing survivors to take actions that aren't generator repair". By "spreading" your pressure, you're putting that force onto multiple survivors at once, and forcing them to react with something that isn't directly progressing their own objective.
The best kind of pressure you can get in this game is hooks, since they inherently occupy multiple survivors. With one person on a hook, one person typically has to come save, and if you can get into a chase before that happens, the person you're chasing has to run away from you- leaving only one free to do gens.
That, to me, is spreading pressure. Any time you have multiple survivors occupied, any time there's only one or potentially no survivors able to freely do gens, you're spreading pressure.
There are some cheap, shortcut-esque ways of applying pressure, don't get me wrong, but the basic fundamentals don't require you to do anything in that vein.
Also, y'know, people will complain about just about anything, so don't put too much stock in complaints. If you don't do anything objectionable some players will just act like you did anyway.
Found it...
https://youtu.be/wmyh6gVq_qA?si=ZKxEPqSgtzqqqJhEBESIDES the constant commentary of gen defense perks, this was kind of a crazy match with regard to gen speed. It kinda draws attention to just how drastically gen speed can be affected by perks. I honestly doubt any specific gameplay could've changed this match's outcome. If Xeno COULDVE been able to match this speed with hooks... wouldn't that just show Xeno needs a nerf? What was the play here? You could argue he wasted like 10ish seconds at the start getting his power, but thats about it.
-
@jesterkind said:
I can give you my understanding of that topic, at least!
To me, "pressure" in DBD is best defined (on the killer side, at least) as "forcing survivors to take actions that aren't generator repair". By "spreading" your pressure, you're putting that force onto multiple survivors at once, and forcing them to react with something that isn't directly progressing their own objective.
The best kind of pressure you can get in this game is hooks, since they inherently occupy multiple survivors. With one person on a hook, one person typically has to come save, and if you can get into a chase before that happens, the person you're chasing has to run away from you- leaving only one free to do gens.
That, to me, is spreading pressure. Any time you have multiple survivors occupied, any time there's only one or potentially no survivors able to freely do gens, you're spreading pressure.
There are some cheap, shortcut-esque ways of applying pressure, don't get me wrong, but the basic fundamentals don't require you to do anything in that vein.
Also, y'know, people will complain about just about anything, so don't put too much stock in complaints. If you don't do anything objectionable some players will just act like you did anyway.
Generally you'd be right... but that would also imply your getting a new target on hook as fast as they get OFF hook in order to constantly be pressuring more than one person. If a killer is downing and hooking people that fast, they often get put on the chopping block ala Chucky. We hear alot of "This killer gets easy downs" even if they have no map mobility or anything. It makes me wonder what is the goalpost here? What's the IDEAL spot?
I remember someone had posted a Tru3talent clip afew months ago with him playing Xeno on Glenvale. It was one of the shortest matches I had seen in AWHILE with every gen cranked out at record speed. Match was over in under 4 minutes. I could understand if the chases were really long... but they weren't. There was basically 0 looping and I don't think a single pallet was even used, meaning there wasn't really any way to speed the downs up any. People kinda just wrote it off because they don't like Tru3, but... If ANYONE had gone against that squad with the same loadout, would it have been ANY different? I feel "just apply pressure" was just a joke that match. I'll try to find the clip so you can see what I'm talking about. I'm not a Tru3talent fan, but I can still see that that match was kinda ridiculous for the sake of the sheer speed.
-
@Rulebreaker said:
Umm we're not entirely sure if you're looking for like our definition or something else so we apologize but ask for clarification.
I'm asking for clarification on what spreading pressure even means since any tactic of it I can think of is typically complained about.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872892#Comment_3872892
You typed, “the only thing that really changed…” what does a change mean? It means something is different, correct? And what’s different? It isn’t the action—slugging for a 4K—which by your own admission has always occurred. So what is different? All that is left is the prevalence; the rate at which it is happening. Otherwise there has been no change and your comment would surely state that.
You win alot of shower arguments against yourself don't you...
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872769#Comment_3872769
They aren’t teammates. They’re other players with a goal to live. And to imply killers aren’t slugging anymore now than they did before the finisher mori is disingenuous at least. More accurately though it’s just a flagrant lie.
I at no point said it happened at the same rate. I said slugging for the 4k was already a thing. I can EASILY find plenty of posts complaining about it before basekit mori was a thing. By all means point to a SINGLE thing I DID say that was a lie and not something you THINK I implied.
-
Slugging for the 4k was a thing that happened before basekit mori was introduced. You getting bled out while the killer is looking for your teammate isn't really a mori issue. The only thing that really changed is killers waiting while your teammates are dying on hook. Depending on if your teammate wants to speed that along or not could be upwards of 140 seconds.
-
I would say things like the basekit BT and anti facecamp. Im curious how various gen speed/slowdown perks wouldve been released in what states if we got THOSE 2 things sooner.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871020#Comment_3871020
Genuine question here
Outside of losing the ability to "go next" which i believe is a problem in itself, what makes being slugged more boring to you then being on a hook?
While on a hook:
- You can't do anything
- You rely on a teammate to come save you
- Killers can tunnel you off the hook
- Killers can proxy camp you
- You take 210 seconds to completely die and move on to the next game if your teammates don't save you
While slugged:
- You actually CAN move around, albeit very slowly
- You rely on a teammate to come save you.
- The killer can tunnel you off of being picked up
- Killers can camp you
- You take 240 seconds to completely die and move on to the next game if your teammates don't save you.
The main differences i see here are.
- While on a hook, you can do nothing, but while slugged, you can still move around
- It takes 30 seconds longer to die on the ground than on the hook.
- Camping a slug is a bit stronger than camping a hook because you can't facecamp a hook, but you can "facecamp" a slug.
- Camping slugs is rare though, usually its done when the timer is already near the end and you want to let them finish dying, the entire point of slugging is to save the time you would spend hooking to go chase another survivor, so camping the slug is a bit counterproductive there. If you are gonna camp the slug, you may as well hook then camp the hook.
So, OTHER THAN THE FACT THAT YOU CAN'T "GO NEXT" (which should be bannable IMO, but again, a different discussion entirely). What is so horrible about being slugged? You trade 30 seconds extra of bleedout for being able to move around, which is something i would take any day.
Just a quick note, its 140 on the hook. Everything else though I agree with.
-
@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870998#Comment_3870998
If the gens wouldn't have been blocked, there could be a lot of progress done, so in that sense they do lose progress, but I guess trying to avoid being the 4th stack at all costs is the best choice of counterplay as you said.
That's only the case if the survivor just stands there and does nothing. With gen block, survivors are still free to be productive. Gen regression deletes the time survivors were productive already.
-
@Xernoton said:
I have a feeling that this will be a real hit or miss thing. It could either be really strong (and probably feel pretty bad for survivors with how fast they can be put to sleep) or it could end up extremely weak but feel a lot better for survivors.
TP cancelling will be necessary for healing teleports. Otherwise, you would simply fake tp whenever they heal, which would be a horrible thing to play against with Hemorrhage.
The term rework isn't really misplaced here either. They have changed a lot of Freddy's mechanics and the new dream pallets will work quite different from the old ones. I am a bit confused though about the part with the dream snares. It says that dream snares will move at 12 m/s. Does that mean Freddy will be able to place those from a distance?
It sounds like his snares will be a projectile similar to Artist crows rather than a trap anymore.
-
@DBD78 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866513#Comment_3866513
Why would anyone heal in the dream world when you can go to any alarm clock on the map to wake up? Survivors will learn this very fast just like don't hide in lockers against Dredge.
You also have teammates. Most healing takes place with a teammate. If either person is awake, they'd just wake up the sleeper first.
-
Freddy can teleport to ANY survivor via using gens. The dev post section your referring to was pointing out a new info buff. Like I said though, I'll come back to this in a week or however long it takes PTB to come out. Something tells me you're going to make excuses about what you're picturing not being there.
-
@typervader said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866567#Comment_3866567
No they littrely said he can teleport to healing survivors
I'm not going to argue with you... I'm just going to come back to this comment when PTB hits live asking where the separate "teleport to a survivor" interaction is.
-
@[Deleted User] said:
Twins were nerfed because the power was ridiculously overpowered.
Freddy will really depend on the healing teleport. I'm still not totally sure on it. I feel like a lot of killer players will be as annoying as possible with anti-healing builds. Luckily Freddy has anti-synergy with Coulrophobia and you can wake up+pre-position. But we'll see. There's a chance that he's just really tedious to play against a la Onryo.
I don't think they meant Freddy can teleport to survivors if they're healing, but rather Freddy can see sleeping survivors if they're healing while asleep and can teleport to a nearby gen. Considering freshly unhooked survivors are awake, this shouldn't lead to an increase in tunneling or anything.