MadEyePopo
MadEyePopo
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- MadEyePopo
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@Kira4Evr said:
Pinhead 100%
I find that mind boggling. I don't own Pinhead but when I play survivor, I am destined to be sacrificed. I just cannot play well against needle guy.
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@ad19970 said:
You shouldn't care, the devs should care and finally nerf such an unfun and skillless strategy.
I don't know any other online vs game that has such unhealthy, unfun and skillless strategies to be so effective like tunneling and camping are.
It is awkward to watch DBD tournament killers consistently face camping in order to win the match. They are supposed to be the best in the world? What crap. They must suck.
I believe the OP wants to know a valid reason why facecamping and tunneling are not good strategy - although the OP digressed into the emotional turmoil of they-make-me-sweat-so-ima-do-same.
If you are in a tournament, facecamping and tunneling are fair game and can win the match because the scoring system in tournament play are often structured around number of sacrifices instead of number of bloodpoints. Although I did see a clip of a Bloodpoint scored tournament and it looked amazing.
If you are going against decent survivors in a public match, facecamping and tunneling in early or mid-game will often leave the killer in gen-pop purgatory as they just stand there and not get players off the gens. Pop! Pop! Pop! There go 3 gens in trade for one sacrifice.
Now, in end-game, facecamping can make more strategic sense. If I ever face camp it will be in end game. I don't feel good about it, but sometimes it is the only decent option if a team is well coordinated. However, that is rare because well it just doesn't feel good to me.
Whatever floats your boat, I guess.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3113554#Comment_3113554
more flavor is a bad thing? You will always have those who try to use things for troll stuff. Even if they did take away tbaging and clicking they would still find way to provoke. Better solution is to add more imo
I would have nothing against them adding more gestures. Not a whole mess of them, but yes a few more would be great for player communication.
I was just stating that no matter how innocent a gesture is, someone will find a nefarious use of it and hey, why not? I'm all for flavour.
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@JacobiusWick said:
Yeah I'm literally just focused on tomes at this point as survivor. I gave up after 6.1 and just run games for challenges now.
Killer on the other hand is so much fun rn.
I wonder if a lot of survivors are focusing on tomes which can explain why survivors are seemingly throwing matches by doing irrational things. I got sacrificed endgame one match as the last survivor because I needed a new item to escape with but couldn't find any chests! Then post chat was asked what the heck I was doing. So I didn't ruin the game for anyone but myself, but definitely some head-scratching going on from the spectators.
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There are many perks that only work well for a few different killers.
I think it is fine and still serves a purpose for certain killers. It doesn't mean I don't wish it were stronger.
It is no longer a meta contender though.
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I always love getting stunned playing Huntress. It perfectly expresses how I'm feeling. Tantrum time.
Surprised Clown wasn't on the list though - his is great. He's like you got me there, Haaaw Hawwww
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@ArchAbhor said:
but they should give more gestures to survivors and killers other then point beckon tbag and click and hit with weapon and nod. That way theres a friendly way to interact with the other side. Like survivors could just use a wave, and each killer could get their own gesture.
It feels like with those being the only gestures that it creates a more toxic environment.
Any useful gesture they could offer will be found to be turned in to a taunt one way or another.
I am killer and I am fine with clicky t-baggers. It is salty and fun. If I find I am getting annoyed with it then I know it is time to take a break and do something else.
It is the only communication method unless survivors are on comms. Taking it away would be silly.
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I have to agree with the No crowd. I mostly play killer. I don't encounter squads like that too much but when I do, I have a good laugh and at the same time build my skill in timing grabs and the like.
I suppose some SWFs who do that have bully or malicious intent, but most of them I feel are just wanting to have a fun time. It can be at your expense if you let them, or join in the fun and build some skills.
Most likely they are also carrying flashlights and stunning that way too but really just play along, build some report with them, and at least they'll let you get a few hooks out of it and often one will be a volunteer sacrifice at the endgame.
Every one wins (usually) ;)
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@CaulDrohn you have brought forward an excellent idea and very well though out as well.
This would be an amazing improvement to the game.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3110890#Comment_3110890
Bleedout timer going twice as fast when there's only two survivors left is definitely something I'd be down for. I'd also be okay with EGC triggering as soon as only one survivor is left.
I love it any time the game throws in a plot twister mechanic such as hatch. It helps keep the game more interesting. I never feel like I lost or had less fun just because a survivor hatch escaped against me.
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I think Make Your Choice alerts you in some way - maybe pair it with MYC until there is something better?
Yes I agree, Monstrous Shrine should signal when the minimum distance is met.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3112043#Comment_3112043
Which is what 99% of the killers do: get their best add-ons and camp to death
I'm going to play the BS Card on your estimation that 99% of killers run sweaty add-ons and camp. I think 20% is more believable.
Now, is camping higher than it was pre-patch? Definitely.
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@Ayodam said:
Killers recently received some QoL updates whereas survivors received nerfs. Camping & tunneling are more efficient now because of changes.
@cluxdx (OP) stated that they did not camp or tunnel. Are you suggesting those who camp/tunnel are the ones skyrocketing the kill rates? That may be true, but the OP's evidence suggests there is more quitting and forfeiting going on. I think both sides, survivors and killer, need to take ownership.
What can developer do? Re-adjust so the game can be more fun for both sides. This is a tall order but is worth putting in the effort. I congratulate BHVR for bringing in some bold changes to the game in version 6. Lessons are being learned but I hope it doesn't put a damper on stepping up and bringing in bold new ideas. Some will be detrimental but when they find the sweet spots it will be amazing.
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@jajapinkpeach said:
I just want mates who doesn't use selfcare, it's all I'm asking..
Why don't you want to play with me?
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@Coffeecrashing said:
I’m more concerned about the perk being a 60% nerf, because the big bonus that requires it to be active on all 4 survivors at the same time, will be a very short and rare occurrence for anyone besides plague.
Why is the perk balanced around this unrealistic big bonus?
Thanataphobia 4-person slugs, enter stage left.
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@Seraphor said:
I've been getting nothing but sweaty genrushing survivors all day, there's absolutely no way my MMR has suddenly skyrocketted.
So much for this patch making killers stronger, the added gen time has done absolutely nothing.
As someone who doesn't use a ton of slowdown/regression perks, I'm now finding that I'm being forced to.
This "arms race" is bullshit, forcing each side to take the most toxic builds possible because nothing else works.
Give me my old BBQ and Chili back and I'll be more than happy to watch 3 or 4 survivors teabag me as I watch them walk out the exit gates :P
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@D4RK1 said:
I posted a subject on this a bit earlier here, https://forum.deadbydaylight.com/en/discussion/337716/a-newbs-opinion#latest, which I believe is honestly the best way to combat this situation.
Overall, the only real time I believe camping should be acceptable is once exit gates are powered and/or there are only 2 Survivors left just because there's real reason or way to discourage the killer otherwise during these times because of the obvious strategic advantage or not during these times. Tunneling I don't really view as a Killer problem necessarily because it's not really an advantage you can just take away without changing base mechanics.
In my opinion, the solution to this problem is just to create mechanics to discourage these types of behaviors and also to encourage other behaviors. Like for example, tunneling is a much larger problem in solo queue and lower MMR because taking protection hits isn't really encouraged except by a handful of BP so players tend to either to try to rush Generators instead or just hide and wait it out for Hatch or... just ide without a plan because they're scared of getting caught on Generator.
Honestly of the 2 issues you bring up, I feel like camping, particularly facecamping, is the bigger of the two issues. I've run into many games where killer would just hook 1 Survivor at a time and literally just be right next to them, watching them. Sadly while in Solo Queue I've had exactly 1 game so far where another Survivor actually worked with me to save a camped Survivor and sadly we still got out with only 2 Survivors that game. To put things in perspective, during a game where a killer is facecamping, if the Survivors are really good, they'll usually be able to get Gens done in time (unless it's a Killer like Pinhead whose box must be solved), but 1 usually 2 survivors will go down and 2 Survivors is a generous estimate because especially in Solo Queue there tend to be Survivors who go to go in solo to rescue a camped survivor and go down themselves which means Gens are slower which means that the Killer will usually actually get a 3-4k. In the situation where 1 Survivor got downed very early in the game and got fully camped out of the game followed by a second who just got unlucky and got caught afterwards, and the last 2 survivors successfully escaped via Exit Gates, the first Survivor got around 4k BP, the second around 6k BP. Meanwhile the Killer got 10k BP and the escaping Survivors got 15k BP. I'm sorry, but right now the game absolutely is not discouraging face camping because the two Survivors who got facecamped not only got screwed out of a game, but also out of BP whereas the Killer made a decent chunk of BP just sitting around for most of the game and then the Surviving Survivors got only 50% more BP than the Killer. Sadly Facecamping kinda punishes EVERYONE when it really should just punish the Killer because of how short the game is and the amount of BP really feasible to gain from such a gain (considering that a decent chunk of BP comes from Unhooking, Healing, and getting chased none of which really happens if the killer is just face camping Survivors).
Maybe something like a negative haste effect on the killer the closer they are to a hooked survivor?
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@BlazePyron2 said:
Wait is killer-based mmr not enabled? Is my mmr the same for all killers? no wonder I was getting sweaty swfs on demo who I'm not good at, it's cause I just came off a bunch of pinhead 4ks.
Yes, your MMR is not per character killer. I combines all your previous matches no matter which killer you play.
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@pooPyrus said:
I just got out of a game of solo queue where the wraith I was playing against decided to slug the entire team for 4 minutes with 3 survivors down. Is the game supposed to be this toxic? If so I think I’d like to know so I can quit.
That sucks. As a killer main, I apologize on behalf of the !@#$#r that did that unsportsmanlike act. Maybe when 1st learning and everyone crawled into tall grass where they couldn't be found - but never on purpose would most do that.
I can assure you this is not as typical as you may currently believe. They were probably having a bad day with DS, head on, flashlight saves, or pallet stuns while carrying survivors to hooks but really there is no excuse.
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@Olafaloofian said:
I don't know what exactly caused this massive shift in killer tactics. Maybe the increased gen time? Perhaps the fact that killers can down their first survivor much quicker now? Whatever the case, I have noticed a massive uptick in killers who will:
- Down one person
- Camp or proxy camp them
- Down them again if they are unhooked (the 5-second BT timer is easy to work around)
- Repeat until that survivor is dead
From that point forward, they will continue to play without camping anymore. But the damage has already been done. I can't think of a single game where they didn't get a 4K after doing this.
Just for research purposes, I went in as a killer and tried it out. I'm not that great but can get 4K games almost 100% of the time by camping the first survivor. I think this works out so well because once there are only three survivors in the game, they are all occupied the whole time. One on hook, one being chased, and one going for the rescue = no gens = ez win. I don't really know what can be done about this, so if you all have ideas I'd love to start a conversation about it.
It is because BBQ lost its bloodpoint stacks. No incentive to spread hooks across all players.
Camping is least path of resistance now.
I promise, I hardly ever camp but the temptation is very high right now.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3109534#Comment_3109534
Wait I thought it was Project Walrus? Or was it Project Waldo
It stands for Project Shift-W. Just keep holding it, or die.
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@I_am_Negan said:
It should be 3 survivor rituals and 3 killer rituals
Difficulties Easy, Normal and Hard
Easy gives you 50K BP
Normal 75K BP
Hard gives you 100K BP plus 1000 Shards
Plus 1 weekly survivor and killer rituals
That give 200K BP and 2000 Shard
Very good idea. Rank BP payout of rituals based on difficulty and give more choice to players.
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As soon as BBQ was changed (removal of Chili bloodpoints), didn't everyone notice there was a major upswing in camping? Like, I mean to disgusting levels.
The carrot and the stick.
The carrot was removed for killers to go for what @Ghoste calls the alternate win condition offered by BBQ & Chili.
Now if you remove the carrot, it must either be replaced with another carrot (it wasn't) or a Stick, to give a punishing slap to killer players every time they camp.
Yes, I acknowledge BBQ has half-decent value now even without the bloodpoint stacks, but it rarely finds room in my build anymore.
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@AdmiralPiett said:
Can someone understand why killers are so toxic after the update? I had 18 tunneling and or campers in 20 matches as a Solo Surv.
I'm at the point, I dont even get mad about people killing themself on hook, if the enemy is a legion, pig, nurse etc.
Probably because toxic survivor players switched to playing killer. That is the best explanation I can think of.
As a killer main, I can't help but shake my head and smirk at the unreal amount of face-camping when I do play survivor. There is no way seasoned killer players would suddenly switch their playstyle to the 'shameless no-skill' setting after the update which admittedly makes it easier to be a killer that doesn't camp.
It is behavior that is quite dishonorable and very unnecessary.
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@Tiufal said:
Let's be honest. The midchapter is a desaster on several levels. When do we get some statements on the miserable situation? Will they try to sit it out? Do they think data will change miraculously if they waitlong enough? Feedback from ptb was ignored, they purposely forced their "balancing" unto the community. How long do we have to suffer from this disastrous midchapter? How many players are they willing to sacrifice for their unreasonable changes? They really need to put up some extraordinary statement to justify this mess.
I think they did many good things in version 6 release but can agree that emotions are running high right now - especially for survivor mains.
One of the best ideas was to make action around generators more participative by both killer and survivors.
In doing that, they made some over-calibration in buffing/nerfing some slowdown perks. However, this can be corrected and I believe that they will.
It is a delicate balance to make a asymmetrical game that is fun for all roles all the time.
Give them some time to re-balance. I don't think making knee-jerk corrections are the best way forward as the collection of perks/add-ons/powers are immense and sometimes you just can't predict how conniving humans are going to exploit them.
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@Beatricks said:
Same here. Going up against cracked Nurses and Blights that have mastered their respective abilities and being paired up with Jake's that urban evade and go down as if they were being chased by a Bubba. Seriously, what is with potato Jakes lately? SoloQ is unplayable at the time so either SWF, wait longer in Killer que than your matches will be, or play something else.
Sorry.
Sincerely,
- -Mashed Potatoes Jake.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3099408#Comment_3099408
The problem with current gen regression meta and high mobility killers is mostly lack of information in solo q. There is no balancing it without giving solos some communication tools and BHVR already said that they will do it soon(tm).
"BHVR already said that they will do it soon"
Well, that should be interesting, and, pick one of:
- Fun
- Useful
- Degrading to the SoloQ player getting bossed by overly-intense SWF'ers
I was mostly joking on choice #3. I'm on soloQ when I play survivor and look forward to having a tool to interact with other queued survivors when not invited to their comms (which is 99.999% of the time).
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3098599#Comment_3098599
Since you have to grind through trash bloodwebs in order to get the stuff you want players will inevitably end up with way more lower rarity addons and items than they used to. That's fine for killers like demo who's best addons are lower tier, but what about doctor who is very unpleasant to play without shock delay addons? It also unfairly hurts killers who's iri and purple add-ons are key to their viability. Imagine going through 50 levels of bloodweb and not getting a single iri remote? Absolutely devastating. I want to use the stuff that makes the game fun more often than once every thirty games, especially with the RNG inherent to dead by daylight.
Although I still appreciate the changes made, you make a good point about Bloodweb offerings being "trash". BHVR never said anything about carrying over the slightly better chances you had to get better add-ons when progressing to P2 or P3 but it appears they took that away. It seemed insignificant at the time and I questioned as to whether the old Bloodweb add-on boosts made any difference, but I am seeing a glaring quality degradation in what that Bloodweb offers to me now.
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@Marigoria said:
I'd like to believe the ones still bringing self care is because they don't know any better...
What do you mean? Self-care is my go-to perk.
Is there something better that lets me self-heal besides equipping a med kit?
EDIT: OK, I read the rest of the thread which answers my question. So Self-Heal + Botany it is, which is what I usually do anyway.
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Why, don't you believe the original poster? I was 90% killer before the 6.1 patch and now I play over 50% survivor in soloQ.
Like the OP, I can't fully explain why, but it just feels better. I kinda suck at it, or am at least below the average survivor in skill, but I find doing what I can for the team is fun and fulfilling - even if it is running around touching gens and being a distraction.
Soon enough I am sure I will be back to 90% killer but for now survivor is good. Maybe it is because I have low expectations of my performance but I don't find myself tilting?
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@amazing_grace said:
https://forum.deadbydaylight.com/en/discussion/comment/3098219#Comment_3098219
Not necessarily, I think it's moreso killer dependent. Some killers you can max out categories pretty easily because of their power. You just need to get the separate hook states on everyone mainly to get that category high.
Personally I think the scoring events are okay for each side. The only was they could improve QoL is give more points to people who got camped or tunnelled out.
But what if it is Dwight with manager's vest and flashlight? Doesn't he deserve to be camped out with no points? hehe
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@Beatricks said:
I'm trying to clean out the new tome, but after three hours of SoloQ I realized something. It's genuinely not entitled crying and overblown exaggerating. SoloQ is literally unplayable. SWF or play another game and support devs that care about their players I guess.
For me I almost exclusively do soloQ. I don't see any big problems except that I do not end up escaping as much.
I mostly play killer/murdler so I'm below average skill on survivor so that may play in to my perspective. This will all sort out once the meta begins to clarify itself.
As for killers camping/tunneling, I wonder if it has to do with BBQ losing bloodpoint incentives. There's just not the motivation to run around all over the place? I don't camp, but I must admit it has crossed my mind in some cases when nothing is going my way since the BBQ BP stacks are gone.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3091932#Comment_3091932
lol thx.
Yeah I've already encountered a flying Blight that (Prestige 100) slugged everyone on the map in 20 seconds.
Don't really know the appeal of that. If I were a hacker I'd be working on something lucrative, but different strokes for different folks I guess.
I don't think it is the actual hacker that runs the hack. The hacker sells it at a large price to players who want to pay. Lucrative + insidious.
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I would be happy just to get a bigger Disconnect Bonus to compensate me.
I realize this may create an issue where people play like punks just to trigger someone to DC to award the extra points but I still believe in people enough to not be like that.
The best solution would be to substitute DC players with a bot so the game can continue and players can't deny the killer a Scourge Hook by immediately disconnecting while being carried.
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Could it be that many survivor mains are trying killer knowing that they have a chance?
At the same time, they don’t have the skill to avoid the urge to face camp?
I works think survivor mains would know better
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1. Nemesis
2. Nemesis
3. Nemesis
He can take his stupid RPD with him too.
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@JimbusCrimbus said:
There is no "use less meta perks". There is only changing the meta. There will always be a meta. In every game, ever. Meta's change, but people will always use meta.
The Meta is dead. Long live the Meta.
This is the way.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/3071625#Comment_3071625
Was there any other offerings in it?
I have been trying to make sense of the amounts I get and I can't. I did see the last match say double though.
For me I was getting close to 100k BP but that was because people were bringing some Flans and Bloody Party Streamers.
Yes, big offerings paired with the +100% Bloodpoints is amazing and am willing to forget all about the BBQ & Chili razing if this is how it will be normally.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3071510#Comment_3071510
Having survivors needing to collect things around the map in order to repair gens. Gens get repaired in chunks at a time where a survivor sits down and adds the item to the gen. Survivors would have to play around the killer more trying to get their objective done.
I'm going to say this is the perfect solution, but at least in my opinion a problem this game has is survivors don't really put themselves into dangerous situations to complete their objective which leads to complaints about gens being boring to fix.
I like it. I like it a lot!
Bringing other interactive objects and interactions into the game would be a boon. Pun intended.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/3071529#Comment_3071529
The weird thing is that i get the 100% bonus for the survivor role but the queue still takes a few minutes.
No bonus for the killer role but the queue time is just a few seconds.
Someone at BHVR has to explain this to me because i don't get it
Since most want 100% BP bonus, they are choosing survivor instead of killer. That is why queue times are the same and really that was BHVR's goal with this, wasn't it?
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Find a different favourite perk, slightly alter your game play around it, and have fun.
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@Crowman said:
Repairing gens has always been an issue. And personally I want to see BHVR make the survivor objective more engaging. I doubt bhvr would ever do anything as game changing as that as they would have to fundamentally change how some perks work and given this update with their perk changes, even some of the most experimental changes they did still kept the perk similar to what it did.
Do you have some ideas on how working on gens can be made more engaging? I like the thought of it, but would love to hear what it could look like.
I don't mind the extra 10 seconds for a gen. I have only played 1 killer game and a few survivor games and I would say the games go longer and less snowballing from killer and less gen-rushing from survivors.
So far this update is a thumbs up and moving at least in the right direction.
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I only played one game in new update and guess who killer was? Spirit.
I didn't last more than 3 minutes.
Then again, I was playing as Wild Bill Overbeck and his whiskey-cigarette grunts are a give away in the best of times Stridor or no Stridor.
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1 match playing Bill Overbeck. Going against the Spirit.
2 minutes and two of us were sacrificed. I mean, I'm not great but never this bad.
Won't judge too early but this could be good as I am a killer main jk
I was offered 100% bonus for playing survivor.
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I have resolved that I am taking a wait-and-see approach.
As a killer main, I am forced to grind to get anything worth playing. It is quite a toll.
However, I do not think BHVR is sinister in their planned changes. Does it miss the mark in some places? Yes. At the same time, I really won't know until I see it.
BHVR has bean counters like any for-profit company and have health-of-business to think about. Unfortunately, they tend to win against those in the company advocating for quality of life for the customers.
We will see how it all shakes out.
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I knew it would be an unsettling, salty match when I saw a plague-of-Dwights in the lobby all wearing the Dwelf skin...
I was not wrong.
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I'm a killer main with a no-tunnel credence. However, I horrified myself when I proxy-tunneled someone this week. Maybe its all that pent-up rage in negotiating with the Bloodweb vendor cretins to get the right amount of perk tiers before the mid-chapter update.
Actually, it was because of a Tome challenge that was extra vexing and I would NOT dare try another match to meet it.
TEMMD
The Entity Made Me Do It.
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/3065797#Comment_3065797
You have information about your team perks (Not as SoloQ players) You have information about map if your mates are going to drop offerings and you can build around that map (Not as SoloQ players) You can coordinate to repair gens and avoid trigens (Not as soloQ players)
So, you can have tons of information, but me as killer not xD I get your point man, you want to keep abusing no matter what.
I´m not wasting more time with you.
So maybe make this information available to ALL in the campfire lobby - including the killer? I would really love to be part of a test that would see how that might work. That way SoloQ and Killer would both be able to deal more fairly with a SWF.
As a killer main I don't mind SWFs so much. Sure, it keeps me from getting Iri 1 rating on the 13th, but at least it keeps the player numbers up. I get used to not being able to climb the MMR too much as I just get stomped but at least there are real players to go against.
Another thought: Maybe when they release bot survivor feature, put a bot in as the last spot for a 3-man SWF? Bots don't have desires, goals, feelings, or any form of self-respect.
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I'm a killer main and was worried about longer killer queues in mid-Chapter, but with the new matchmaking I think I'll just go with the flow and play soloQ survivor if it lessens the wait time, plus get a little BP bonus.
If I change to doing that, then if anything, my wait times will be the same or less.
Only after mid-chapter comes out should we bother trying to speculate doom and gloom.
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Something with a Possession power. I mean, like a doppelganger that completely impersonates a survivor that you have trapped in your lair or while they are on hook?
Like literally look exactly like them where you can work on gens and stuff but instead of powering the gen you are secretly knocking down progress.
Would be neat that if survivors identified you (for sure a SWF would) then they could do a special action against you to leave the body.
I'm all about seeing killers with new mechanics and clever ways for survivors to thwart them, too.