MisterCremaster
MisterCremaster
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- MisterCremaster
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3k as killer
If I survive as survivor.
I think they should somehow arrange BP for survivors so that portions of your points are determined by other survivors making it out too. This might actually make people not hatch-camp and be smarter about unhooking.
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You mind game with bubba?
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@Waffleyumboy said:
Survivors can't fix matchmaking...if anything they are probably the rank 15 killers getting matched against red ranks.
This happens when I play killer, rank 12 (because I rarely play killer, and its dropped over time from 4).
@TKTK said:
https://forum.deadbydaylight.com/en/discussion/127088/dont-end-game-chat-the-killer-ps4
Yeah, there's alot of salt flung around on ps4, there's some very entitled babies that love to ######### and rub it in your face if they escape. It's pretty childish
And it just takes so much effort to message people on PS4. Its just kind of pathetic to do if you are just going to complain or berate.
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DBD feels like work. But I'm actually at work
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Ha! Sorry, its 10am and a long day at work already. My humor meter needs to be recalibrated. :)
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They should just give up on DC punishment, its pointless and will legit cause player numbers to drop. Force me to sit through a terrible match? Sorry, no. I'll suicide on the hook, or I'll just put the controller down as killer and go read my book. Either way, I'm either screwing my teammates, or waiting around for a better match.
If someone doesn't want to play a round becuase its going to crappy, they shouldn't need to. Its a symptom, not the disease. The disease is how frequent it is that rounds simply aren't fun for one side or another, for many different reasons.
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DC punishment is in full effect! Use it to punish toxic survivors, since you can jump right into a new killer game, and they're waiting 20 minutes!
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@DepressedClownMain said:
Improvise. Adapt. Overcome
It has nothing to do with getting good. I'm actually one of the few players that seems to adapt to the game. One of the biggest issues with the game is BHVR hasn't figured out how to get survivors to buck up and learn how to adapt and play against different killers, so they just keep tweaking killers until they're all countered the exact same way. But, since you don't know who you will be facing, I get it - perks are important and the wrong perk on the wrong killer and its just wasted.
This game has too much randomness for it to be balanced, and thats the problem. I don't care if I lose if I feel like I was literally out played or made mistakes. But killer success is determined so much by what addons you are able to equip, and what map you get. (ESPECIALLY MAP).
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@Gravewalker200 said:
https://forum.deadbydaylight.com/en/discussion/comment/1018547#Comment_1018547
This is only on steam pal, you aren't counting consoles.
I imagine console stats are even lower, and dropping. I've never experienced queue times like this in the years I've played.
Also, the fact they saw barely a blip in new players with the Stranger Things release is a really bad omen for the game. A game like this can't survive with out new players, and there simply aren't enough masochists out there to get past the terrible first games they're going to have to get that dopamine rush.
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I've been playing quite a bit as ranke 8-ish on PS4... I have yet to even see Oni.
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I have been playing ~ rank 8 on PS4... I haven't even encountered him yet.
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You also have them a boost in rank they do not deserve. Ultimately it will bite them as they won't get the well matches games they actually want
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@Popsos360 said:
https://forum.deadbydaylight.com/en/discussion/comment/907512#Comment_907512
I really dont have an issue with gen speed i main bill but i play them all (except wraith) and i dont feel as though i got "gen rushed" .
Rank?
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@Popsos360 said:
https://forum.deadbydaylight.com/en/discussion/comment/901411#Comment_901411
But... All u have to do is use wispers and juggle it shouldnt be much of an issue and i dont think it should be complained about as much since its... The game for survivors. But... Im not saying oh tunnelling is just the worse were yeah it will feel like it if u are getting tunneled but alot of the time its overy whined about and way too much were yes there are killers that tunnel on purpose but thats not helping them unless ur team lets it help them. So if you have a good team tunnelling should be no issue (other than for you on that one game) but like i said before gen rushing is easily countered and so is tunnelling so there should be no isse.
On the big maps, unless you are a high mobility killer, there really isn't a counter for that type of gen rush though. Breaking of from a chase when you don't know what other gens are being done will make you lose. The person you chased will just go back to their gen and the others will likely be completed as you traverse to them.
It's not a gen speed thing, it's a map issue for most killers.
The best way to correct it is to adjust game mechanics so survivors need to cluster more often, so the killer can stop the effect of more survivors.
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Exactly. Thats some bull dooky right there. And this happens way more than people realize. Literally, at end game, you can get SWF teams just sacrificing themselves knowing they can DS their way out.
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@Alice_pbg said:
Here's my solution.
Reduce regular repair speed.
Increase (or keep it exactly as it is now) repair speed with multiple people.
That way, being separated will be less effective than grouping up.
Now killers gain more time at the start when people are usually separated.
Also making the shroud of separation actually useful. And it's counterpart on the survivors side aswell.
I agree with this completely
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I believe the solution to gen rushing is simply to make solo-generator speed WAY slower than it is now. You can leave cooperative generator fixing as it is. But this way, the "Survivors start together" offering is actually helpful (since it currently makes it harder to gen rush as defined above).
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As @GeordieKiller pointed out, Gen Rushing isn't just "doing gens", its using specific strategies to get them done as fast and efficiently as possible. It is the equivalent of tunneling, in that its a legit strategy, but it sucks and isn't fun for the other opposing side.
I believe @GeordieKiller is wrong, in that its NOT 3 survivors on one gen - thats totally fine, because the killer can knock them all off it, and he knows where 3 survivors are.
Gen Rushing is the specific tactic of each survivor finding and doing THEIR OWN gen at the beginning of the game. Generators are spread out, and the killer can then ONLY focus one survivor since he still doesn't know where the other 3 are. Its not worth it to break chase, especially on big maps, and that survivor just loops until 3 generators are done.
If you are a survivor, and you see another one on a gen, so you join them this is NOT gen rushing. If you see them and go, "I'll find my own." then you ARE Gen Rushing.
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@coppersly said:
I hope it's the next or close to next map they have planned for reworking because I agree it is a very stressful and annoying map as any killer.
Less so with Hag and Trapper but still not enjoyable if they know how to abuse the 2nd story windows.
I think it would be very interesting to introduce fall damage for survivors. Not into injured state, but maybe deep wounds. That way they need to really consider those areas, and there is added risk. It could actually fix haddonfield, without changing the actual map.
Balanced landing could be tweaked to prevent the effect .
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/902273#Comment_902273
This would work if they nerf Prove Thyself, everyone having 10% increase in gen speed would be too much. Plus it would make killers like Legion and Plague better because they work the best when everyone is grouped.
It would be a good buff for without actually changing them.
They wouldn't need to change prove thyself, if it was that good it'd be meta now. It'd probably be used more, but that's fine. The point here is to only slow down solo gens. Getting survivors together more so that pressure is easier for the killer.
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They need to drastically slow down solo gens to discourage actual gen rushing. It's impossible for many of the killers to apply pressure with gens spread out and each survivor is doing their own.
Make it so survivors need to work together to get gens done, then killers can actually Ally pressure by scattering them and maybe even getting a hit on more than one before entering an actual chase
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I would have totally lobby dodged 3 keys...
I'm surprised to see red ranks using self care
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@LetsPlayTogether said:
How did you come to the conclusion that DS is at fault? Its the fault of killer playing cheap and being scared of a tiny 5s stun. Thats the real problem.
It's not a5 second stun though, if it just dropped you and your stayed in the dying state that would be fine. But it's a5 second stun and an entirely new chase. It's the chase that's the problem, not the stun
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I think solo gens go to fast. That's why gen rushing is a thing. They should do more to encourage coop gen work, but it's just a way better strat for everyone to do their own.
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@MisterCremaster said:
https://forum.deadbydaylight.com/en/discussion/comment/899565#Comment_899565
Typically it means each survivor tries to do their own gen for the first 3 or 4. This usually gets 3 done before the first hook, since the killer can only focus on one at a time and only likely knows where one is. On bigger maps it's really hard to counter since even if you know a gen rush is happening, you can't do much about it with most killers. Break chase on your current Target and he goes back to his gen and you waste time finding and traversing to the next.
While multiple survivors on one gen gets that one done faster, the killer can scatter them all and kick progress on the only gen with progress.
This is made worse by toolboxes and stuff.
I'll also note that it's the deliberate use of this tactic. Very often surivors just spawn next to their own gen and there is no reason to go find another. Just like accidental tunnelling happens when you only know where the one survivor is.
This is why killers should never use the " all survs start sperated offering"
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@Popsos360 said:
Ive never understood what "gen rushing"
Typically it means each survivor tries to do their own gen for the first 3 or 4. This usually gets 3 done before the first hook, since the killer can only focus on one at a time and only likely knows where one is. On bigger maps it's really hard to counter since even if you know a gen rush is happening, you can't do much about it with most killers. Break chase on your current Target and he goes back to his gen and you waste time finding and traversing to the next.
While multiple survivors on one gen gets that one done faster, the killer can scatter them all and kick progress on the only gen with progress.
This is made worse by toolboxes and stuff.
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I
@Esheon said:
https://forum.deadbydaylight.com/en/discussion/comment/900874#Comment_900874
This right here. Allow us to accept 1 killer and 1 survivor challenge. The neutral challenges could count as either, so you could have killer/survivor, killer/neutral, or neutral/survivor selected.
Why select any at all? You have the tier unlocked, you can complete them. Just make sure they can connect to the end in order to advance. You'll still need to target ones as you progress, since it's unlikely they can all get done randomly.
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- "Remove the animations altogether, and a Mori is simply a kill w/o having to carry them to a hook. Very helpful in endgame scenarios, DS's etc."
To be clear, I mean you don't need to put the survivor on their last hook.
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@brokedownpalace said:
But this would just help people who DO want to tunnel. Especially when killers bring moris.
Maybe a survivor can turn the option on. I'd play with it on.
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In my opinion Mori' could be solved in a few ways (not all at once, just some ideas):
- They don't activate until another survivor has been hooked, or you are the LAST survivor.
- When you are mori potential, you are super bloody. Your character gets disgustingly blood, so you know your are vulnerable and can change your playstyle. (Yes yes, I know everyone assumes hidden killer offering = mori, but I still think this is a good change) This way your other teammates can ALSO tell you are mori-prone.
- Make the animations longer. Like WAY longer. You're circumventing the time it takes to carry and hook a survivor, so make the mori animation longer to give other survivors time to stuff.
- Ebony mori should be WAY more rare. I've get them WAY more often than I should. I think have 9 on my P1 freddy right now.
- You can only Mori the obsession. Ebony mori simply transfer obsession to the next player after one is killed. So you can get more than one mori, but you can't just go about it willy-nilly.
- Remove the animations altogether, and a Mori is simply a kill w/o having to carry them to a hook. Very helpful in endgame scenarios, DS's etc.
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@Eleghost said:
https://forum.deadbydaylight.com/en/discussion/comment/901204#Comment_901204
The thing is you can consider anything as playing "scummy". I've been harassed in the after game chat for absolutely nothing aside for killing the survivors. Aside from that, why would you force yourself to follow these made up rules and not kill the survivors?
Because I'm not an #########, and actually want games to be fun for both sides? I play both sides and getting camped and tunneled isn't fun. I'd like to make it easier for the killer to CHOSE not to tunnel via more in game information, rather than the devs just constantly tweaking perks to SCARE the killer from tunneling.
This isn't an RPG. I'm not role-playing a killer. They could change the game to little-bunny-foofoo and field mice and I'd likely still play it. I don't need to be an ######### to be a killer, and I don't need to abide by survivor rules. I try to though, because I play both sides and understand the mechanics of a game and being a basically good human being who believes everyone has more fun when everyone has more fun. I know from your many posts on the subject, that you don't agree with this.
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I think Mori should only work on last survivor, or if another survivor was hooked in between. This would give survivors more time, and prevent tunnelling a guy off he hook right away.
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Camping is a legit strategy, and it makes complete sense in a lot of scenarios, especially near the end game, and even more so on a lot of maps. If the gens are one or done, you can bet your booty I'm going to stay near that hook. If we're on a gigantic map, I may start even earlier depending on the killer.
Camping is a big problem of poor killer mobility, and map design.
Also, as the OP pointed out, "I can never with good conscience ignore a hooked player". You're playing INTO the strategy, not against it. Too many survivors will complain about camping, when the killer uses BBQ or other perks and literally SEEs players running towards the hook.
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Kindred is pretty powerful.
I think a basekit version that shows other teammates within a specific radius of the hook would be fine. That way you don't get 3 teammates around the hook and not realizing it. But seeing ALL teammates at any distance is OP.
So too would seeing the killers aura when he's near the hook.
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The problem with rank and match making is that there just aren't enough players. The more I play this, the more I understand why. I'll likely be taking a long break myself, since for me, this game just isn't very much fun anymore.
It has to be absolutely brutal for new players. I can understand why the game doesn't seem like its growing at the pace it should.
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I hate playing against doctor. I think he is just terrible design from day one. So now, not only will we have a killer who can teach survivors while in madness with illusions, find survivors who are hiding with shock therapy, he will be a legit slowdown killer too.
He just seems completely counter to what this game is about. If they're going to make it so easy for him to track and find surivors, they should drop his base movement a bit.
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I'm literally giddy at how oblivious you are to your own statement.
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This bug is terrible.
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Survivor is nearly unplayable as long as this is a thing. I've been carried to the basement with carry perks nearly every game
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I've said this before, but there should be ranks for each killer, and they go to together but not slowly for the killers you aren't using.
For example, if you play only one killer up from 20 to 15, there others go up to 17. If you play one up to 10, the others are like 13, etc.
That way they aren't stomping on lower survivors, but are given a break still.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/884830#Comment_884830
in my opinion she camped you couse of OoO
100% this. OoO, flashlight and DS? Please. You may as well put a sign on your back.
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Console here - instant lobbies as killer. You aren't punishing the killer, you're being lame, and punishing yourself.
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@Alphaphalt said:
Imagine having such a short attention span that you're actually complaining to this guy for writing a wall of text. Yikes.
Right? Even so, do they really need to stop and say the didn't read it too? Short attention span and lots of extra time.
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Don't they still glow in the ground when dropped, or did they fix that?
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@HatCreature said:
I have been told many times in chat during the lobby that if I don't join my team's Discord they will leave me to die so having time to leave the lobby is great. Also having time to readjust your loadout is important or even switch character outfits so everyone isn't the same character making it easier for the Killer to accidentally tunnel you.
I'm so glad I don't play on PC...
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I wish keys were just way more common in the blood web. I have DOZENS AND DOZENS of unused addons, because all that ever show up for me is the rare purple key. If the other, less useful ones, but with interesting aura-reading addons were common, we'd stop being tunnelled or dodged for having keys.
But thats a problem with the game in general - things that should be rare aren't because they show up in bloodwebs WAY more often than they should IMO.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/861478#Comment_861478
yes but itd basically tell survivors "you have 11 minutes before you die get to it".
I think it should be 6 minutes and get reset whenever a generator is completed. Forcing it to be games of a very specific length would limit play styles and could likely be used to killers advantage.
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Dude, your posts match your name. Why are your still playing this? You're constantly complaining about things. You're clearly not enjoying yourself.
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M&K is too big an advantage. I've never had framerate issues, but I'm on PS4pro
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I use it in solo queue. My solo queue stack is nearly all "figure out where the others are". You get way more information. Bond helps me get gens done faster and I can tell if someone is in a chase