Maelstrom808
Maelstrom808
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- Maelstrom808
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318434#Comment_3318434
I’ve got 500 iri tags and about 500 c33’s for blight..
Yeah, how long have you been playing, and how much was before they reworked prestige? I came in about 3-4 months before the whole prestige rework and I get 2-4 iri addons of a given type per prestige level these days. You can't just sit at a level 50 bloodweb and farm it over and over for good addons anymore. You have to go through about 30-40 garbage webs before you get to ones that reliably provide purple and iri addons.
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I mean, I went 3 prestige levels without ever seeing a green medkit on my Ace, so yeah....RNG.
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Lethal Pursuer and BBQ are base kit in most of my killers. Knowing exactly where to go to immediately put pressure on survivors is worth more to me than a 2nd or third slowdown. In addition, you often catch sight of the rescuer which is a solid target if you want to try to force two hook states off of a single hook without camping.
I'd personally like to see a thing with BBQ where for every "first hook" on a survivor, it would reduce the minimum range on the aura reading by a bit.
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One that I like to do from time to time is Obsession Roulette. Put Nemesis and Furtive Chase on your killer of choice, other perks and addons are whatever you want based on taste or challenge level. You may only ever hook the obsession. For the spirit of the game, no camping, no slugging.
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I'm a big supporter of punishing survivors that screw over their teammates, while giving the guys that got screwed over a bit of a boost. That said, I'm gonna get my hooks. If someone bails on the match in one form or another, I'm getting two hook states on everyone else then letting them go. If some of them also bail, that's on them, but they'll get an escape if they stick around.
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You have almost useless pallets and you have god pallets and everything in between. What's the issue? Want to get rid of all the terrible pallets, that's cool, but we get rid of the god pallets as well.
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315324#Comment_3315324
People would use the perks as much if there wasn't so much of that stuff.
No, that is absolutely not what would happen.
BHVR: "let's add 10s to gen times so killers don't need as much slowdown." Killers: Stacks more slowdown. (Granted, BHVR released Hyperfocus right after doing this.) BHVR could increase gen times to double what they are and Eruption+COB would still be meta.
If BHVR "fixes" tunneling and camping, survivors are still going to run DH. "The game is too easy now so I will stop bringing DH" is not something that is going to happen unless DH stops being the best survivor perk in the game.
Both sides are generally going to bring stuff that makes it easier to win. Stop pretending like it's killers' fault that DH still has the highest pick rate; it's BHVR's fault.
Exactly this. People need to stop pretending (including BHVR) that players (not all) will stop taking the path of least resistance. "Most Effective Tactics Available" is a thing. Making something easier to do does not mean players will stop gravitating towards the easiest way to do it. It's on BHVR's shoulders to make sure that the easiest path is overall something fun for those involved, and that the meta for both sides gives them a roughly equal chance to win. Nothing else will fix the problems. Full stop.
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@MaTtRoSiTy said:
had a universally understood in game gesture to indicate I want to have some chases and don't care if you all escape after I get some hooks. Same for survivor - I don't care to sit on gens pressing M1 so lets have some fun chases rather than sweat and I don't care if I get sacrificed in the end.
Any attempt I make to indicate this as killer is often misunderstood as me wanting to farm and I can end up with pet survivors I now feel I cant kill and they just want to farm rather than actually have chases.
There are still many of us who want fun over 'winning' at any cost!
Usually my approach to this is to chase each survivor in turn as normal and get a hook. After that I'll chase and down, but let them wiggle off. If you get a hook on each they'll still be cautious enough to generally not try to farm right away.
If I get one that's better than me, I'll let them wiggle off right away if i down them and keep chasing them while the others finish gens. Those are usually the best because once I decide that I don't care about the results of the game, I can really focus my attention on what they are doing and what I'm doing right or wrong to counter it.
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So others have touched on a lot of great things. I'll add my bits as well.
* Start with a primarily M1 killer. It can be tougher, but the skills you develop will translate into almost every single other killer. Clown isn't bad with his ability to slow survivors in chase. Avoid insta-downs as you want as much chase time as possible to learn.
* My personal generic setup is Lethal Pursuer, BBQ, Jolt, Deadlock. Information and buying time that you have to put zero effort in outside of doing your main objective.
* Start by avoiding the camping/tunneling/3-gen strats. They can help you later, but right now you want to get comfortable with the mechanics and perspective of killer. Use lethal to find a survivor, down and hook them, use BBQ to find the next survivor. Preferably someone you see jump off a gen to go for the rescue. Rinse and repeat until the end of the match. If you win, you win. If you lose, you lose. It doesn't matter. Chases, learning how to deal with survivor tools, these are your goals.
* All the things survivors do to get under your skin - ignore them. They are meaningless and you are on a mission.
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90% of the time, I just get on with the game as normal. Occasionally, if I see a bunch of flashlights with them, I'll slap on lightborn, expecting shenanigans. If they play cool, and are down to meme around I will happily oblige and have some fun. If they are trying to be the next Ayrun, it usually ends badly for them.
I'll only dodge if I'm trying something new and expect a learning curve. I'd like to keep my trial and error limited in it's scope of entertainment for other people as much as possible. I never go to their channels anymore because they are almost never streaming at the time or are using a name different from their channel name.
The reality is most of the time they are just normal players. No reason to freak out or get jittery. Never had one verbally attack me after a match (but to be fair, I haven't had a negative chat interaction in six months).
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Bloodweb for survivors is pretty awful. My P3(48) Ace has gotten exactly one purple medkit and that was because I picked it up from being dropped by a dead survivor. I never actually saw one in the bloodweb. Same with several of the higher tier tool boxes. God knows I can have all the purple luck and mist offerings I want though.
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Pretty much assume you'll lose the match, but jump in a snow man and start memeing. Don't try to attack the survivors and eventually they usually will hop in their own and start memeing too. Give one of them a slap and job's done.
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As someone who has been using that Ace cosmetic setup for months, I suddenly find myself sad and wanting a new survivor main.
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The only thing I can think of that I purposely would not run because I hate facing it is playing as Pinhead. Luckily, I don't like playing as him either so it works just fine. Aside from that, there aren't many choices in the way of load out that bother me all that much.
For me it's more how someone plays and even then, a lot of what I limit myself on is more due to how much it bothers other people rather than how much it bothers me. I won't camp, but facing a camper doesn't bug me too much. I hate tunneling both as a killer and survivor. BMing is just out. No teabagging, hook slaps, etc. The big hypocritical thing I do is playing ninja survivor. As a killer that rotates hooks on everyone, it drives me nuts trying to find that one Jake that is just freaking invisible so I can hook him and allow myself to start sacrificing other survivors. When I play survivor though, I aim to be that ninja because I suck in chases...and I think it's more fun as a survivor anyway.
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@AcelynnBen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291133#Comment_3291133
im not talking about perks but addons, their perks are good
Yeah, but literally not a single person asked about addons.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293500#Comment_3293500
You take away hook suiciding and it will get astronomically worse.
Again, if I have to choose between afk and hook suiciding, I'd have them afk every time.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292797#Comment_3292797
for sure, see an example: we know that there are many killers that let the survs bleed to death on the ground without hooking precisely because the game allows this, however, the devs wanted to put the unbreakable as a base kit to try to end this and many killer player complained,
Now comes the question: are they complaining why they think this can minimize their strategy by reducing the cooperative part of the survs, or why they can no longer spend their time watching a surv die on the ground, that's the problem
The biggest problem with UB basekit is if survivors choose to, they can make hooking literally impossible with it. Slugging is the only real defense killers have against certain situations and an unlimited UB destroys that. I'm all for a solution to killers that abuse slugging, but not at the cost of simply shifting the problem to the other side. There has to be a solution in the middle somewhere.
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@Mockingjay_S451 said:
I don’t think it would stop people leaving the game early at all. If a survivor doesn’t want to keep playing, they will just go give themselves up to the killer again or stand under the hook AFK until they are hooked again.
Either way they aren’t progressing the survivor side of things, so why not just let them take there chances, go 2nd and miss skill checks.
At least at that point, they can be farmed by both survivors and the killer and provide "some" value to the match, rather than providing absolutely zero or worse as they become a liability to would be rescuers.
They already do so no difference there. Of the three options for getting out of a match early, afking is the least offensive to me, where as suiciding on hook is the most.
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- Myers
- Plague
- Bubba
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Sadako has one of the best perks at the moment with CoB. Her other two perks are good as well, just not top tier meta perks.
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@FentV1rus said:
Since the only fixed numbers we have currently are the duration and speed of his bounds, this is what you get when you do the math:
Wesker Bounds at 14 meters per second:
Bound Duration - 0.5 seconds (7 meters)
-Unicorn Medallion - 0.6 seconds (8.4 meters)
-R.P.D. Shoulder Walkie - 0.4 seconds (5.6 meters)
Chain Bound Duration - 1 seconds (14 meters)
-Unicorn Medallion - 0.8 seconds (11.2 meters)
-R.P.D. Shoulder Walkie - 1.2 seconds (16.8 meters)
Wesker moves an additional 0.86 seconds after grabbing a survivor, aka Extension:
Bound Extension Duration - 0.86 seconds (12.04 meters)
-Jewel Beetle - 0.43 seconds (6.02 meters)
-Gold Chalice - 1.29 seconds (18.06 meters)
Wesker throws survivors 0.75 meters after a Bound Extension that does not collide with a surface:
Throw distance - 0.75 meters
-Lion Medallion - 0.975 meters
As pointed out by others, this may not be 100% accurate due to acceleration. However, no one has put any data out on this factor yet, so until they do, this is the best you are going to get.
That throw distance can't be right or this game has a REALLY messed up measurement for a meter.
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* Horror-themed Asymmetrical PvP Action Game *
The over-arching aesthetic and theme is strongly bound in horror, even if the game steps outside of it for various cosmetics and events. I call it an action game because the mechanics of the game focus around chases and looping rather than hiding and scares.
It has too high of a general skill floor to really be a party game. It has too poor of balance and gameplay which is too loose to be on the competitive level of an e-sports game.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3277179#Comment_3277179
They could simply add in 'Directly' before 'damaging' and it would be fine. This would exclude the use of perks and now powers considering the Knight, as proxies that aren't valid.
...or just say kick.
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@Phasmamain said:
Nowhere to hide has specifically “damaging” a generator meaning to kick it so that means perks that regress gens without kicking don’t work
"Damaging" as terminology is not limited to kicking though. The same term is used for challenges that involve gens and Jolt works fine on those.
Edit: Please note that I don't think Jolt should work with Nowhere to Hide. That would be a bit on the busted side. I'd just like better wording.
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I'm perfectly fine with it. I'm gonna hit/down them the second that glyph is done, so I get what I need anyway. Wait a few seconds - get guaranteed hit. Sounds good to me.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3260187#Comment_3260187
Because it's this very double standard "survivor rulebook" mentality that is dividing this community. Survivors don't care whether the killer has fun, why should the killer care if the survivors have fun?
Nah. What divides the community is this feeling of retribution and "justice" from one side to the other. I play against [insert side of your choice here] that are jerks to me sometimes, so I'm going to be jerks to them." A lot of this community needs to grow the hell up. You do the right thing because it's the right thing to do. No other reason.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3260223#Comment_3260223
that's what i usually do as well, but tbh isn't adapting to survivors every game just sound so tiring?
It depends, like everything else, what you want out of the game. For me, the strategy, good interactions with survivors, and chases is what I like. Winning is good but not my absolute priority. As a result I like all the mental work that goes into doing a 4/8/12 hook game. In addition, i like adapting that strat with adjustments to keep from absolutely destroying the survivors if I get a matchup with one's that are on the potato-ish side. It just depends on what you find fulfilling in the game.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3259962#Comment_3259962
There's a better case to be made that it's not a skill issue. Console, auto-aim, aim dressing, bad survivor hitboxes, bad killer attack hitboxes. None of that rings a bell?
Aim dressing is really the only thing there that is not something the player can account for. Hitboxes are easy enough to adjust to once you understand them.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3259361#Comment_3259361
If the survivor's make a bad play, it's not the killer's obligation to not exploit their bad play. Survivors would never do the same for a killer, so why should a killer do that for a survivor?
It's not our obligation to exploit it either. And we are still exploiting it by going after the unhooker that served themselves up on a platter for us rather than punish the person on hook who didn't do anything wrong. What does it matter what the survivors would or wouldn't do? I don't worry about if they are going to give me a free kill if they get everyone to the gates without being sacced, yet I still give hatch. I play to have a good time as are they. There's no need to be miserable to them, if they aren't being so to me.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3259460#Comment_3259460
Does this mean the survivors goal should always be a 1k?
Well, yeah.
1k is considered a win for survivors. If you can get a 0k that's a bonus, but getting three out the gate or hatch is the goal.
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I mean, you can go after the Meg. It's not like you had no choice. In fact she's the one dumb enough to unhook while you are still there so she's the one that should eat the consequences of that. Instead, she farmed her team and then escaped. Personally, I like administering justice upon bad teammates. Locker queens and hook farmers are some of my favorites. You do you though.
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@TurboTOne said:
Is it Killers being too strong ?
Is it Killer Perks Combos being OP ?
Is it Maps Size ?
Is it Map RNG ?
Is it Map Offerings ?
Is it SWFs ?
Is it SoloQ ?
Is it Survivor Perks ?
Honestly. I think we kinda need to know what the Problem actually is first before we can fix anything. As long as everyone is just complaining about different things, nothing is going to be done.
Now what is the actual Problem ? I tell you...
Its Quentin not having any Cosmetics. Why you doing my Boy like that BHVR ? I would love for some Cosmetics for him. Take my Money and Give it to us.
But for real, what do you think is the biggest Problem in DBD and how would you adress it ?
Biggest problem? Players not realizing that the experience varies wildly based on a number of factors such as platform, region, MMR, crossplay, time/day of play, etc. while also wanting vastly differing play experiences from each other (exhibited nicely by posts in this thread).
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Anyone who is tunneling knows exactly who they are targeting and their hook states. They don't need to worry about anyone else, until they become the next target. Those of us who don't tunnel however, have to keep track of the hook states of all four survivors at all times. This often leads to tunneling accidently.
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@Seraphor said:
There does need to be some consequence to attempting to unhook yourself, but I agree that as it's set up, it's basically a self-inflicted wound to try and get off the hook.
Perhaps it could be that you get three free attempts to unhook yourself, and after the third attempt, you go straight to stage 2. This would give you two free attempts without consequence, but using all three would have the same effect it currently does.
I don't agree that there does. Keep the chances of any single escape attempt low and force the attempts to be spread out so survivors are still going to have to at least try for a rescue unless they get very lucky on the first attempt. There is an uptick in self unhookings, but you still have survivors having to bail off of gens to rescue.
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Personally, as a killer main, I don't mind removing hook progression on failed attempts. I'd like to something where when hooked, instead of a "Kobe" phase and a struggle phase, you have two functionally identical phases. You hit skill checks that fill a bar, not unlike the wiggle mechanic. When the bar is full, you get an attempt to pull yourself off the hook at the same chance of success we have now. Failure at any point doesn't progress the hook timer or regress your escape progress, you just don't make progress towards an escape.
Have it so if you hit every single check you get something like four to six total escape attempts across the two stages. Lower the percentage chance to escape per attempt. I think total chance to escape between all attempts should be something like 15-20 percent with a max of 30-40 percent with offerings and perks.
Make it more of a hassle to suicide on hook. Give players a little more agency in dealing with various camping situations. Killers lose some pressure maybe with higher numbers of people self unhooking, but the chance to do so is still low enough that someone is likely going to have to break off a gen because you can't risk letting someone advance hook stages betting that they'll self unhook.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3253790#Comment_3253790
Sounds like a good shout to be fair
That man gets it. If you want to play killer and have max fun with minimum toxicity, but also get your BP, it's the best way to play.
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My goal is to get the team out, not necessarily get myself out. So yeah, I sacrifice quite a bit if I can see that it has a high chance of getting everyone still alive out of the gate.
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@Ashes said:
https://forum.deadbydaylight.com/en/discussion/comment/3247803#Comment_3247803
honestly you might have even got a gg ty <3 from me at one point, i don't remember all the killers' names but that situation you describe has happened to me quite a few times sporadically; the door is open, i am pointing at a hook cause i didn't feel like i deserved to escape and the killer is shaking their head at me, those are quite the wholesome moments. I am sorry then, I have read every word you wrote there and that is really a good attitude to have. I can relate to it, every word, it was well-written and compelling.
reading your solo queue experience it does make sense; i had been playing 90% as survivor in the last couple of months and this would often give flurries of good or bad luck, where i might escape or at least survive till EGC for 5 games in a row, but then the rest of the night was awful and i might get 1 hatch escape out of the next 10 games, and slugged 2v1 in many of the rest. it seems like in the end, growing fatigue highlights these issues for both sides. i usually do as you say, keep trying no matter what until the end, though when matches start really badly, it can force me to play more defensively/stealthily. too many of these matches consecutively and i myself can feel like it just isn't worth playing and on rare occasion might just DC.
it is callous, i agree, in those passing moments of frustration, it is thoughtless to abandon your team, and the only reason i sympathise a bit more with survivors in that position than killers, is because i feel it is more oppressive for them to be the victim, sometimes removing most of a survivor's gameplay. i also hate swf bully squads, i used to get a lot of teams of flashlight clickers and i can sympathise with killers that leave in this situation as well, though i found in those games sometimes i was getting 0 kills but still almost 40k points, compared with 6-25k in a doomed survivor game. i am not denying that some players almost certainly do take advantage and abuse DC/suicides, as i have seen youtube videos about ttv'ers doing it excessively, but i do still think those are the minority.
my reasoning for disliking the DC penalty originates from being hit by bans from internet DC's stacking, which, once or twice, have led to 15 minute bans when i actually did DC for the first time that day through the esc menu. i'm also not that convinced that it does what it's meant to, discouraging people from just DC'ing if they want has resulted in mass hook suicides which feels like the same result with a less efficient process.
i apologise, i feel guilt, and i give you my respect, you clearly deserve it at the very least.
First let me say thank you for the mature response and for the kind and thoughtful words. There is no need to feel guilty as there is so much Us vs. Them on these boards it's all too easy to make assumptions.
I don't want to write out a whole thesis on the game so I'll say that I agree with almost everything in your post, the exception being that the difference in what I saw in my games between having a DC penalty, and not having it was night and day. The games ruined for me by either DCs or alternate methods of quitting like hook suicides or afking rose dramatically when the penalty was removed.
I don't like the compounding penalties for DCs. I have not infrequent DCs from my internet so it can occasionally be a problem. I personally would like to see a three pronged solution or approach.
1) a non-compounding flat 20-30 minute DC penalty. It doesn't increase, but it's harsh enough to discourage the attitude of "I don't like this map, I'll DC and grab a drink real quick before I start a new one." If someone is actually angry and frustrated enough to ragequit, it gives some time to cool down. If it's an actual internet failure, it takes awhile, but you know it won't get worse, and if it happens frequently enough to be a real problem with the game, then the player needs to get their service sorted out.
2) when hooked, instead of a "Kobe" phase and a struggle phase, you have two functionally identical phases. You hit skill checks that fill a bar, not unlike the wiggle mechanic. When the bar is full, you get an attempt to pull yourself off the hook at the same chance of success we have now. Failure at any point doesn't progress the hook timer or regress your escape progress, you just don't make progress towards an escape. Have it so if you hit every check you get something like four to six total escape attempts across the two stages.
3) If you afk, on your third crow, a timer starts and 45 seconds later you automatically DC and get the time out penalty associated with that. Maybe have the loud noise notification from the crows audible to all the players, not just the killer, so everyone knows why they DC'd.
Obviously they still need to work on balance issues and the player experience on both sides to reduce people wanting to quit in the first place, but quitting has become normalized, and it really shouldn't be. I'd just rather force people to look at the game for all the good and the bad and decide if they can accept both before they queue up at all. If it means losing a chunk of the playerbase, so be it. That will be a bigger incentive than anything for BHVR to get the issues that drive players out resolved quickly.
Crap, that still turned into an essay.
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As killer I tend to use vaulting as a means of forcing the survivor in a particular direction, rather than actually catching up, if that makes sense.
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@Ashes said:
https://forum.deadbydaylight.com/en/discussion/comment/3246433#Comment_3246433
so either way then, we can assume a thoroughly unenjoyable game. the way you diminish those things to insignificance portrays the callousness of your attitude. in truth you are looking at even less blood points than you state for staying in a stomping as you suggest, or more if there's actually potential to make it into a decent game.
so why do you think people should just accept that lose-lose situation surrounding their entire game, not even just the microsituations you killers always whinge about 'oh boohoo i had to get slapped by that pallet i had no choice he used dead hard for distance'. people quit late in matches too, i've seen survivors throw away 40k blood points because the killer did them dirty at the end, for example by slugging and leaving them on the floor while they search the entire map for a 4K. i think people like you just see a DC/suicide every game and think it's always someone who does it every game but the truth is mostly that people will do it once in a while due to bad fortune, BM and the overall state of the solo queue experience. the assorted DC's/suicides every game is because it's a terrible experience, thus it is so common for people to want out.
https://forum.deadbydaylight.com/en/discussion/comment/3246484#Comment_3246484
you seem to ignore the psychology of the game. if there is no competition, there is no game, so creating unwinnable situations and then insisting that people are obliged to suffer and waste their time is truly absurd. letting yourself die on hook is a game mechanic that you are avoiding to purposefully keep someone in the game.
https://forum.deadbydaylight.com/en/discussion/comment/3246545#Comment_3246545
you lack understanding, unsurprisingly. you're definitely in the wrong to BM people by slugging them, that's just sad.
https://forum.deadbydaylight.com/en/discussion/comment/3246600#Comment_3246600
sounds like the game was already challengeless if the player already lost the will to play.
so now then how exactly does one person giving up ruin the game for each of you, who seem to care so much about your own game and not even remotely about other peoples'? if people are giving up so fast because the game feels hopeless, does that not show fundamental problems with the mechanics of the game, and why is it so common, and why can none of you see beyond the immensely small-minded 'he ruin my game me want spite him back!' the running theme throughout all of what each of you say 'when he BM's it should be a BAN but when I BM i should be celebrated for enforcing the game's intended way of playing!'.
is your standard for other peoples' gaming experience so low that they should accept having no fun and being just annoyed as the standard for gaming? why do you want to impose a different standard on other people than you want for yourselves?
Okay then.
You assert that I have a callous attitude because I diminish the significance of someone else having an unenjoyable game. This is true to a point. I am reducing the significance of that one person's enjoyment when considered with the fact that there are five people in that match. Who is really being more callous in their attitude? The person that DC's without any consideration to the experience of the other four people in the match, or the person that blames the DCer for leaving the remaining four with a lose-lose situation?
I'm not there to just annihilate the remaining survivors. I do what I can not to make it worse for them. I let them finish gens. If someone doesn't want to wait it out and indicates they want to be hooked so they can get out, I'll oblige. Open the doors for the survivors when gens are finally done after a whole lot of standing around, and hope the next group doesn't have anyone that's lacking a little fortitude. Often I'll get a "gg ty [insert selected killer here] <3" in the chat afterwards. It's pretty much the same for a suicide on hook.
I don't make any assumptions about whether or not the DCer does this all the time, it's a once in awhile deal for them, or their first time after years of play. It doesn't matter, the end result is the same.
If they are DCing/suiciding in my matches, barring the rare irl event, it's for a ridiculous or petty reason. I'm about as fair and considerate of a killer that's still (usually) playing to win as you will ever encounter. I don't tunnel or facecamp. I never slug for bleeding someone out unless they just absolutely will not allow me to hook them. I get survivors on their feet if they have been slugged and their teammates won't come to their aid. I have literally dragged survivors off of gens and taken them over to their teammate that they are leaving to die on the hook in hopes they wiggle off and save them. If the survivors I'm playing are struggling, I'll back off and pace myself as needed to keep it a close game to ensure everyone gets a chance to do what they came built to do and everyone gets a fair amount of points. There is no honest reason to quit in my matches and screw everyone over, yet at times it's every third or fourth game.
And on the soloQ experience. I'm just not seeing it the way some others are. Granted I don't play survivor as much as killer, but I play enough. Do I have bad games? Absolutely. Do I get BM'd by the killer? Bled out? Slugged for the 4k? Tunneled? Camped? Matched with killers that are insurmountably better than myself? Matched with complete potatoes for teammates (even when compared to being a potato survivor myself)? Absolutely. But not every game. Not even most games. I lose more than I win, but even when things are going completely sideways, I still do what I can until the end. Why? Because I have three other teammates that are counting on me, and that's what I signed up for, even if they are potatoes and they themselves don't seem to understand that it's a team role. My worst games as survivor really don't feel any worse than my worst games as killer where I am up against a group of cocky survivors who are miles ahead of me in skill and know it, and decide to spend the match trying their best to demean and humiliate me in any way they can.
In almost 800 hours of play with all the miserable games that I've had in that time, I have quit exactly once. It was as killer, and it was because I had two survivors quit, a third go afk, and the fourth run up to me and asking me to hook them. At that point why bother as there was no one left that wanted to play the match, so I ended it for all of us.
So yeah, I have a callous attitude towards the DCer. I'm the one left trying to pick up the pieces after they bail out. And before the inevitable "You're not responsible for other's fun." Maybe not, but I'm not built in a way that I see several people getting screwed over and can just say "Fk it, not my problem" when I can do at least a little to make it not as bad for them.
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I love chasing with Bubs. He's got some of the most satisfying m1s and m2s in the game. I just wish he wasn't such a pain to pip with.
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Everybody has their own take just like everything else. Personally, if you are slugging just to bleed someone out when you can safely hook, that's just being an ass. There are times I'll slug someone that's dead on hook if they have the bad luck to keep running into me before I get their buddies on death hook. Mainly just to keep them off of gens for a bit and maybe draw out their friends. If nobody picks them up in a reasonable amount of time, I'll go over and grab em and let them escape.
Altruism squads are fair game, slug all you need to, just start hooking as soon as it's safe. If I get 3-4 of them down I'll usually hook all but one and let the the last wiggle off so they can u hook the rest. Half the time I do that, we play out the game normally without anymore interruptions to my hooks.
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The better question is how am I getting stunned when the survivor is downed? :D
J/K don't lose your #########.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3246145#Comment_3246145
Dont worry about it, I'm happy to get the killers attention or take a hit for you all I ask is jump on my gen when I'm chased away lol, hate seeing my 95% gen regress all the way.
Though iv moved into sabo saves currently because the joy of seeing a killer drop the survivor and start to hint me down gives me the "oh s**t, they want me now" then I'll quote scary movie "ruuuunnn bi**h, ruuun"
But good luck to you too! I cant play though I'm busy all weekends but I dont need the BP but thanks!
Loooolz
I had a game not too long ago where a survivor and I had this moment. A quick bit of background - I play for double hooking everyone before killing anyone. I try to be super considerate and fair, but God help you if you mess with my ability to hook someone.
I was carrying a survivor to a hook when it got sabo'd (good prediction by the survivor, they actually got it done before I could make it to the hook and start slapping them for their insolence). They ran a few feet and I heard them stop for some reason as I was dropping the survivor. I did the sllllloooooowwwww turn towards them and they looked at me and just kind of hung their head for a few seconds as I stared at them. Maybe they were understanding that they just doomed themselves? Maybe they were hit by a wave of guilt at taking this from me? We'll never know. After a few seconds of this they took off like a shot and we were off to the races. One of my favorite moments in recent games.
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I think maybe 1 in 20 attempted flashlight saves are successful against me, maybe even less than that. For killers that know how to deal with them, they are quite difficult to pull off so I can see the adjustment being a good thing.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3246433#Comment_3246433
So the time of the DC penalty depends on how often you DC. This is why people would rather die on hook over DCing because times can get quite up there, apparently all the way up to 72 hours. Having someone DC because they don't want to be in the game anymore is literally the reason for the penalty. Saving someone or refusing to kill someone who is intentionally trying to die is promoting the use of this penalty because the other players are not going to take them out of the game for them.
I am well aware. I was addressing his viewpoint that DC penalties should go away because just by DCing, you take enough of a penalty inherently through the time, bp, items, etc. that you lose anyway. I was demonstrating this is not really the case if you remove the DC penalty.
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@Ashes said:
i'd like to also point out that DC'ing from a game already comes with an innate penalty in that, your time that you have spent so far in that match is wasted, your addons, items and offerings are wasted, you receive 0 points for all of your previous actions, and then a DC penalty is adding insult to injury. obviously this is going to further incentivise hook suicides, which i still think are more problematic for both teams as a player intent on killing themselves remaining in the game rather than just DC'ing causes the others to all adjust their play.
https://forum.deadbydaylight.com/en/discussion/comment/3246363#Comment_3246363
i've already stated earlier in the thread that i do not agree with DC penalty in general, at least not in current implementation, because it goes too far against people who may disconnect for totally innocent reasons.
Innate penalty? Hardly. Let's compare if you DC with no DC penalty vs you getting steamrolled in a bad match.
DC you lose:
- 5-10 minutes of time (queuing, lobby, loading, a couple minutes of gameplay before you see you want out.)
- Items, Addons, Offerings
- Any BP you would have gained. Getting steamrolled, let's say 10-20k total depending on incentives and offerings.
Playing the match and getting steamrolled you lose:
- 10-20 minutes of time (figure all of the above with 5-10 min of gameplay)
- Items, Addons, Offerings
- You still get all the BP.
So by DCing you lose the 10-20k BP which is practically nothing but can gain a half to a full game in the same time so the BP is practically a wash. So really what is the penalty for you for wrecking 3-4 other people's games by DCing if there is no DC penalty?
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Yeah flashbacks tend to be easier to avoid than flashlights. They can adjust beamers but they have to get that drop timing and placement perfect to get a killer that is experienced with them.
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3245446#Comment_3245446
So if you're only goal going into match is to have fun, does that mean chasing survivors? I never understand when people say that, the game gives you the predetermined goal of kill everyone to win, but you choose to focus on one thing, at that point you might as well go play a game like Quake if you just want action without the strategy.
It's not that I don't try to win, I just don't try to win using a strategy that I find boring and uninteresting, but generally yields a higher success rate. I prefer something that takes far more strategy than camping and tunneling and yields more action. If it fails, that's fine. I had more fun in the attempt than I would winning in a less tactically engaging method. More often than not, I do just fine.
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@WeakestNurseMain said:
From my perspective, the only way you can win vs solid SWF's without camping and tunneling is play a killer like Nurse or Blight, they're the only killers that can keep chases short(if you're good at them) and have enough time to 12 hook. But I've seen people here on the forums who think that mid tier and even low tier killers can 12 hook and still 4k vs good survivors if they get good enough with their killers power, there's got to be something I'm missing here because at 3k hours into DBD(with most of it spent of killer) I just can't win without tunneling and camping, I've learned the majority of the killers powers, I know all the general tiles in the game, I know how to chase and loop with most of the killer roster, but I just simply can't win without camping and tunneling if I'm not playing Nurse, Blight, or Spirit.
I don't enjoy camping and tunneling as killer. I find it incredibly tedious and boring. If I did camp and tunnel, I could push higher MMR, but why? I enjoy the challenge and thought that goes into playing for a 4-8-12 game.
The "4k" doesn't mean anything to me if I don't enjoy the game in the first place. "Winning" is not as important as having a fun and challenging match. I win some, I lose some, I tie some. Just the way it goes. In general i win more than i lose and along the way, my average MMR creeps up as I improve.
People just have different priorities. Mine is enjoying the match, and I don't have to win every game to do that. If you don't want to camp and tunnel, then don't. Take your losses until you get to an MMR that you can win without camping and tunneling. It's pretty simple.