Lynxx
Lynxx
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- Lynxx
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Yeah it sucks when you are the only one who earned the MMR advance - and end up getting the camp instead.
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I though it was all the tentacle ah...er....action.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/344689/bhvr-be-like-lets-nerf-all-survivor-perks
It had to happen, its boring seeing the same top perks being used.
So now you'll get to see other boring same perks being used in their place.
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It's when the complaints stop that BHVR should really worry.
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Someone made it work on me last Sunday - I was so impressed seeing it I let them go in the end.
But it is very rare, you pretty much have to make an entire build around it with above mentioned Flip-Flop, Unbreakable, Tenacity to ever see it work - and even then if the killer immediately picks you up it is all worthless.
It's just far too niche when there are much better perks to keep you from going on the ground in the first place.
Oh, forgot the 'buff' part - they really should just combine it with Flip-Flop...another highly niche perk or increase the recovery rate like unbreakable.
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Because it is a chore - after about 5 I'm done.
And you have to do 50 for one prestige level - to get to 100 that is 5000 of these? Is it supposed to be a measure of achievement that you can click seventy thousand times?
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Meh.
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@scawyxd said:
is when youre in a 4 man swf and you all agree to it. does nothing for solo q
As usual.
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It's using an unintended exploit - it should be bannable if BHVR isn't going to at least take direct action right now.
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@Hoodied said:
It could hold the game hostage if 3 survivors and 1 killer chose to hold the game hostage, in which if they wanted to fix that issue they could have just kept attempting and skillchecks in struggle to allow you to end it if this was to ever happen
This for the "griefing" part. I don't understand why they did stop attempts and skill checks during Reassurance, That part on the dev's didn't make sense to me.
Besides there was a way to keep someone hostage for the entirety of their hook states by a survivor repeatedly attempting unhook then canceling preventing any attempts or skill checks, yet devs did nothing about that.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3154959#Comment_3154959
I never named any names, nor was I addressing that comment to you. Multiple people have used that verbiage and words that mean the exact same thing since the article dropped to describe the 30 second once per survivor per hook instance timer.
The exact same scenario you described occurred with old reassurance as well, unless you continued to hang around the hook to make use of the 10 second cd window to chain multiple reassurances then you were 'wasting time' in the exact same way. If you assume the worst case scenario of you being cross map on a large map and making your way to the hook to pop reassurance and then walk back to the gen cross map, you were wasting the exact same amount of time and you were not going to be able to chain the same reassurance over and over again unless you were hanging out by the hook. And in that scenario I would argue you should be punished, you are making a bad play as a survivor resource, You are probably the furthest survivor away from the one on hook in the scenario you described, why are you the one making the reassurance play vs another teammate?
And yes, I know that you will counter this by saying but in solo queue and I'm sorry but I would argue we can't balance around that. If we are balancing assuming your teammates are awful/garbage, survivor perks would need to have their effects multiplied by 4 at least and gen times would need to be 45 seconds base as there's no guarantee you won't get 3 afk people. You can't balance around 'what if my teammates are bad/doing challenges/want to meme' because as soon as you get 4 people who are serious about winning and playing for real the killer will be squished with absolutely 0 chance of doing anything.
Action icons and seeing perks in the lobby + coms or chat or a ping wheel or something would help alleviate this problem a lot, but even with all of those tools, solo queue has no guarantees that your teammates goal will be the same as yours. I'm genuinely curious, what do you think a fair value for reassurance would be? Or do you think just reverting it to have the low cooldown + chain potential is fine?
I've liked the idea just affecting yourself once per hook instance for 30 seconds (or even just once but that might be weak) is ideal for a perk slot. If the killer isn't a camper then even a whole team of people taking it would not matter.
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@Carth said:
Because In some survivor mains eyes if it's not a single perk that can completely change the flow of the game by themselves with no comms or provide a free second chance in chase ala old DH,old ds, unbreakable, CoH then it's a dumpster tier perk that's awful.
Edit: a super fun thing to point out is some of the people calling 30 seconds 'measly', or 'nothing'. Are the same people who claimed that a .2 and .3 second reduction to pallet breaking and survivor sprint from 6.1.0 were massive and huge buffs to killers.
Here's another fun thing - that's an outright lie. I never once commented on pallet breaks or sprint changes.
Another fun thing - my "measly" comment is in comparison to how long it would take me to drop the gen I'm working on, get to a hook, get in a position close enough to use said perk, then make my merry way back to any gen to work resume work. For SoloQ I could be wasting a good minute just using a perk that puts a 30 seconds on a guy's hook timer. That is measly in comparison to the time I had to waste. No Thanks - may as well just dive in and try to save if I'm investing that time already.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3154388#Comment_3154388
Good luck working in a team where no one can communicate with one another.
Yep, that's the thing. Some people think either everyone is in swf with comms or all survivors have some mystical ability to coordinate without comms. You only get some of that after long experience as survivor. It only takes one to not be on the same page and snowball a win for the killer.
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@ThiccBudhha said:
You just need to find a Giga Chad who respects No Mither. A Wraith gave me a free escape because he saw my heart and determination. I too give No Mither survivors a free escape, and lots of value. I will slug the ever living stuffing out of them, so they get to pick themselves up a lot. Anyone who wears No Mither is a king or queen.
Unfortunately the majority of the killer base see it as an easy down and tunnel.
Personally I would like to escape on merit over just the honorable intentions of a killer, as that honor is rare to come across in this game.
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I feel there are two types of nurses - Sight and Predictive.
The Sight nurse needs to see you before they feel comfortable blinking. They are the easiest to deal with because line of sight blocking is most effective as are jukes, and double backs. Though you have to be careful, they usually follow your scratch mark trail closely until they can see you again.
The Predictive nurse just knows through long experience knows how fast you can move and where you are most likely to be and gets it right almost all of the time. If they don't, another quick blink corrects it and they score a hit. You can try to juke this nurse, but really you are just deciding where you want to die at that point. They are by far much more difficult, if not downright impossible play against.
This second group is where the "god tier nurse" falls into - they know how fast you can move, where you are even if you try to double back, and quick enough with a blink that you have no time to react to avoid it. This type is also made much more powerful with any aura abilities. They just need to know your general location and direction. Once they confirm your exact location, it is only seconds until a hit is scored and a survivor does not have the speed nor reaction speed to deal with it. There is no defense, looping doesn't work, vaults only make it easier for her, line of sight blockers are of limited effect. Only old Dead Hard helped and against one hit, usually it was a down anyway just 3 seconds later.
So this is why trying to versus a nurse is often wasted and people are getting conditioned after meeting enough of these predictive nurses that there is no sense expending effort in the match, just to end up with the same results anyway.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3154463#Comment_3154463
I could done that but didn't bother maybe next time if there is only 1 gen left.
Yeah, I find myself feeling it's just not worth the effort anymore lately, hence the "There was a time".
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There was a time when I would of 99% the two remaining gens, then popped them within seconds of each other and forced her off that hatch.
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People like using things that actually help them.
Plus old habits die hard...oops.
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Yeah it's a great feeling that killers never know to rally up with your fellow survivors and go save that one poor guy on the hook in endgame. It's also a great feeling when you see this and you're the guy on the hook.
But now, that feeling of heroism usually fails even more than it used to and it's just depressing. Even more depressing when I'm on the hook sacrificing my life for 3 after getting tunneled all game. Then they turn a 3 escape into a 4k. Happens much more often now - twice in fact just the other day.
Just get out.
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@crogers271 said:
So I don't really have any thoughts on the original post, except it is kind of strange to criticize people who have families and have to work. Do you think a game could survive without people like that?
Agreed, but BHVR seems to think it can survive without people like that judging from its latest updates. imo
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I'm beginning to wonder if a lot of killers think survivors can just teleport across the map to use a perk and then teleport right back to their task and in doing so not waste anytime traveling to use a perk that does very little to make up that time. Also be able to get dangerously close enough to use it without being downed yourself.
If you are going to go to within 6 meters of a hook in the first place just to buy a measly 30 seconds and still have a guy stuck on a hook, might as well attempt an unhook anyway and save the perk slot for something like BT. Even if you trade hooks you now bought 60 more seconds of time - way more valuable that what this perk provides now.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3153675#Comment_3153675
Well I think they should increase the break time from 5 minutes to 30 minutes for the first DC, and going up from there. Even internet issues some might have is pretty much their responsibility to fix.
But even as it is I see less DC people than when the temporary ban was not activated for DC. So it works.
Also it made me shake my head whenever people started new topics about DC penalty to be removed because all sort of emotional reasons they have for DC-ing.
Yep, that should give them plenty of time to think about things and decide to drop this game entirely.
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@scawyxd said:
I just tried this for the first time so its a small sample size, but my new way of playing in solo queue is, if the gens are done, leave. I dont care if someone that helped me all game just got hooked and i haven't been hooked yet, I don't care about making hero plays with my lil beamer anymore. open them gates and get out and become a winner in BHVRs eyes. sky rocket to mmr where players arent hiding in a corner wondering why there is crows flying around their head. problem solved? What do you guys think
That's pretty much the way you have to play it now. They deactivate half the perks that could help make that endgame save - so just get out, I understand, even if it's me on the hook at the end.
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Really MMR doesn't seem to do anything - you might have baby survivors one match, a full on SWF the next.
Majority of survivors though are pretty easy kills now.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3153266#Comment_3153266
It's not a strat the killer can force. Survivors let it happen by doing the wrong gens.
They can and I've seen it. They see all the gen auras and can pick the closest three, then just chase people off them until they have no choice but to try and do them. Eventually one of the survivors makes a mistake and gets downed rather than chased off, so off they go to the hook in the center of this three gen. Then just like that - you only deal with three survivors and slugging gets more useful.
Thanks to CoH this gets harder - but before I'll have to disagree, it is something a killer can force.
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I think it's sad you have to plan for failure with SoloQ over planning for success.
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Usually gets worse when a new killer is released too.
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@sizzlingmario4 said:
Yeah. Imo they need to make botany not work with self-healing at all and remove the medkit penalty it has, then buff selfcare a bit since stacking it with botany wouldn’t be possible anymore.
Even before the update not only where you using two perk slots for it - but self care was still pretty slow over just getting someone to heal you. I'd rather they killed one perk (Self Care) over killing another (Botany) by making it only work on other survivors and end up with two perks that still suck.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3153346#Comment_3153346
You can run kindred for that info though. Is that saving solo queue?
Kindred is good, but only if someone is on the hook. Otherwise, no you don't get any info nor even if someone is in a chase - unless again, someone is on the hook and you recognize the panicked movements of another survivor at the same time indicating a chase.
I don't think it saves solo queue either, since you are using a valuable perk slot for less information that swf get for free. Which keeps soloQ still at a disadvantage.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3153285#Comment_3153285
Well, of course you have to have situational awareness. I don’t just go around destroying totems as soon as I spawn in and I don’t touch totems if a Boon is in play. I swear some people take comments on this forum way too seriously.
Well literally over seriously, no worries far as I'm concerned. It's the problem with text communication you rarely get the speaker's actual intention due to lack of visual queues. Just left with what is written.
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@Thusly_Boned said:
They just need to leave the patch intact, but buff solo. That is the solution here.
I hear that's coming in a year or so...if there are any solos left.
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@ThiccBudhha said:
There is a discrepancy between killer players and survivor players. Not enough survivors during the day, Murican time. I suggest playing at night if the queues are a deal breaker.
But beware that's when the boogeyman swf are out... O_O
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3153086#Comment_3153086
As long as I'm getting 1k and Inner Strength is still a perk. I'll be doing them thank you very much.
I'm sure your entire team that could of used it for CoH to provide a winning advantage appreciates the thought.
I'll only cleanse a dull these days for my Inner Strength if CoH isn't in play.
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Yeah yeah - all said something should be done about the "3-gen" strat.
My most horrid memories of DBD come from 3-gen strat and how long it can just draaaaaaaaaaaaaaaaaaag on a match.
Which if that is the killer's plan from the beginning - becomes all the more worse.
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Not to condone or condemn, my thought on it:
It's basically a way of them saying they are still ultimately in control - they can end it whenever they want.
Whatever it makes them look like, it makes them feel better about things. Many people live without a feeling of control over anything, they don't need more from a game. Now one can argue that this game is a poor choice then - but that's another discussion.
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I keep hearing easy game for survivors...
Being forced to hold M1 for most of a game does not equal "easy" overall. Let's take a look at what a killer needs to KNOW to be decent:
1) How to use their power most effectively
2) How to use their add-ons effectively
3) Finding survivors
4) Map Layouts
5) How to loop or mind game (chase) - rather how survivors may loop or otherwise evade killers
6) Countering common used survivor perks
7) Finding hooks and using them (including evading flashlight, body blocking, etc.)
Good survivors need to KNOW all the above and way more:
1) While killers only need to know how their power works for their preferred killers, the survivor needs to now how the power works for ALL killers plus whatever add-ons could be in play that drastically change the way the match plays out. That's a lot to know right there and there's more with every chapter update.
2) Using your own items and add-ons effectively
3) Finding survivors or rather when to work on gens or otherwise be in the same area to say get a heal vs. stay the hell away from each other otherwise
4) Map Layouts - and where gens are. They aren't highlighted like killers get to enjoy.
5) How to loop and mind game (escape chase) - big one against someone who is faster and with a power and who sees your scratch marks. How to conceal your scratch marks or use them to mislead could be a topic all its own. How to make fast vaults at the right angle.
6) Skill checks - and a lot of them (everything is a damn skill check) - sometimes they can be downright challenging (looking at you Doctor). To my experience I have yet to make a skill check as a killer.
7) Countering common used killer persk - which again can drastically alter the way the game is played over just affecting a chase.
8) Flashlight saves (or knowing you suck and shouldn't touch one ever), when to body block to help another survivor.
9) Finding hex totems and eliminating them (or not - who knows with all the latest perks making past good tactics into bad ones)
10) Reaching a hooked survivor and hopefully how to unhook them safety without ending up on a hook yourself.
11) Healing (when to do it, where to do it, when not to do it)
12) Extra little features like lockers, chests, working Pig boxes, the Hatch, etc.
13) How lead chases in such a way that you don't screw over other survivors trying to get those objectives done being it gens or opening the exit gate.
14) Deciding if you should make that endgame save (and since recent update the correct answer is you shouldn't, cause that's the way they want us to play now).
16) Dealing with the plethora of aura reads that are out there for killers now.
17) When to sacrifice yourself for the good of the team or just cut your loses.
18) Getting that exit gate open and not popping it too early (or too late).
Multiply the above difficulty factor by whatever multiple you feel when doing SoloQ - cause now you have three other unknowns to figure into everything.
I'm sure this isn't a complete list for both sides, but having to hold down M1 while you are waiting for a chase to come along should not assume that everything about survivor is "easy".
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Survivor - Shouldn't disconnect - there's better ways of leaving a game early that don't invalidate their 'stats'. If the killer is being a butt by holding you against your will, well, you got to do what you got to do.
Killer - I never DC'ed as killer. Even during rough matches there's still interaction going on full time over just having to works on gens. You can also just meme with them or ignore them totally, the gens get done eventually then pop the gate. They'll leave in 3 minutes.
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I build on a theme around each survivor I play - same with killer too I guess.
But generally - OTR (must have), Iron Will (still helps, survivors are ungodly loud), and exhaustion perk, and Distortion (or Kindred)
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Distortion is actually a perk now. I just had a match - Undying in play so you just walk past totems you can't even see and it triggers, but I think there was at least 8 aura reads from the killer on me during that one match with a final spicy one from Blood Warden.
With incoming Awakened Awareness and the recent Darkness Revealed - not to mention good old BBQ or a Myer's/Plague/Pig/Wraith/Whatever with certain add-ons that do even more aura reads...
I think it's just fine right now - you can still run out of tokens very quickly.
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@sizzlingmario4 said:
Diversion, maybe.
But stakeout, no, and distortion shouldn't either; it gets way too many tokens now.
Yeah it's actually useful now with being hit with aura reads every 10 seconds it seems these days.
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@WeenieDog said:
Just make it so the hooked survivor and killer can play pong, connect 4 or something.
This is a good idea, listening BHVR? Add a mini-game the survivor/killer can play together - least that will be some interaction.
Who knows, it might become more popular than DBD.
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Prove Thyself doesn't need a nerf.
Sounds like Hyperfocus would be okay if it didn't work with toolboxes.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/3151168#Comment_3151168
if it's end game, add in adrenaline or sprint burst and oh boy that's gonna be fun lmao
Don't forget about Hope - that might be glorious to watch a survivor just go mach 2 away from a hook endgame.
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It's become the survivor equivalent of lobby dodge imo. Since they have no idea what they are up against nor where; and survivor games are near instant these days. They usually just suicide on first hook and can be in another match to try their luck again before the one they just left is even half done.
As for D/C, feels like it's a sort of protest. Statement that in the end, they still hold the power over their fate - by hitting the leave button.
Plus let's face it - half the things you run into out there from toxic killers to builds that make you want to just throw your monitor just plain suck to deal with.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3149197#Comment_3149197
A small part of me is hoping that one of the reasons they nerfed Reassurance is because they have at least some decent nerfs planned for camping. Especially since they are nerfing tunneling properly now in the upcoming patch as well.
But maybe I am being too hopeful.
Prepare to be disappointed.
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Why punish instead of incentivize?
Even with incentives, tunnelers going to tunnel. They only care about racking the kill count and not how they get it.
Now jeopardize that kill count...
Sometimes pain is the only thing they understand.
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They already do. It's called join an SWF.
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I don't encourage my friends to play DBD, because I'm a good friend.
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Used to be fun before the latest update nerfs - now it's just...sad. I'll stick around just so they don't die alone.