Mochan
Mochan
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Other way around on PC.
If a survivor gets downed in the first minute of the game, its' insta DC.
Some killers also DC but they are rare. It's mostly survivors who DC.
There's a sense to it. Survivor is easier on PS4 and Killer is easier on PC.
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@somewherenear said:
If i get into a locker and am in the animation of getting in, and my ally gets hooked, does the killer see me entering the locker?
Alternatively, if I am fully in the locker, can I leave as soon as my ally has been hooked, or do I need to wait 4 seconds?
I couldn't find the answer anywhere - help!
Yeah if you went in too late he'll see you if you're in his field of view.
The moment the hook sound goes off if you are not fully in the locker you are visible.
You need to wait the full four seconds -- which is just slightly shorter than the bubble disappearing. So just wait for the hook bubble to go and you're good.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/647863#Comment_647863
No, not really because a good survivor could still loop the killer around for quite some time around the hooked survivor and I can imagine it being a real issue against a well organised SWF group, unless you make the penalty not crazy, but then campers wouldn’t care and just sit there with hook penalty. Besides, I can see the campers proxy camping to avoid the penalty as well.
Killer can just give up the chase, as with any good looper at a strong loop the correct play is to drop the chase and protect your gens.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/646978#Comment_646978
So what if a survivor had already cleanse the totem when you need to use this perk is it a good perk then?
If you cleanse at the start of the match you'll have it active until you need it.
It's a good perk.
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Not exactly instant but I'm totally running that.
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@xnes_galax said:
While i agree with this, i also want to point out that there are some extremely unsafe if not completely "dead" zones in the maps. An example can be basically the entire shelterwoods or rottenfield, all the external zones of the Swamp and some huge areas in macmillan maps.
Just removing these big safe zones would make bigger problem especially for these maps, where the only real safe zone is the main building with a lot of unsafe zones around.
Also, is not really that easy to fix loops like ironwork's. Adding a door near the window will make it extremely unsafe, but placing it too far away will still allow to take the right turn and keep looping.
In my opinion, unsafe zones won't be a problem if Survivors has more ways to survive than just looping.
Get rid of the problem loops, leave existing safe zones as is, then give more options for survivors to survive even in unsafe zones. And I don't mean adding more palettes. I mean letting jukes and stealth work again.
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Ormond is also pretty to infinite with Balanced Landing.
I personally think BHVR should do a 180 and change the direction they're taking the game.
Right now, we're moving towards:
* Stealthier killers
* Less stealthy survivors
* Anti Camping perks for Survivors
* Gen Progress-slowing perks for survivors
* Gen Defense Perks and Strategies for Killers
* Looping Strategies still the primary means of survival for Survivors
I'd rather see them nerf loops and then compensate by giving some stealth and juking ability back to survivors, then give more ways for killres to delay the game.
Just my two cents.
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Hide in a locker and wait for my teammates to die, then go out the hatch.
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Ah he just did it perfectly then in my blind spot. Thanks!
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@[Deleted User] said:
Here’s the thing:
Undetectable is going to be a huge buff/QoL change for killers using stealth or TR removing perks, completely mitigating survivor detection perks and survivor aura reading of the killer.
I thinks it’s a very VERY fair compromise that survivors get a heads up that they now need to be extra extra visually attentive and not be complacent, as visual situational awareness will be the only thing left that a survivor has. Without this we’d be going from stealth killers being constantly cheated out of their stealth, to stealth killers being totally OP and unbalanced.
It's necessary to stop overbuffing of stealth killers.
In this game, Killers are now stealthier than survivors. BHVR can't add more Killer Stealth buffs without doing at least this.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/645969#Comment_645969
So Urban but for standing?
Pretty much. It's actually pretty good in my opinion. A much needed buff for stealth players, we've been shafted over and over each patch for so long. But i would like it to work even when injured.
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I feel its really strong for stealth players. Well we'll see.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/646741#Comment_646741
And I see no issue with that. It doesn't matter if you have p3 on day 1 or in one week. It's the same at the end of the day.
It isn't actually. The business model relies on keeping people playing for as long as possible.
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@danut1311 said:
Alright but why is that a such a big problem?
The business model of games like DBD which rely on online stores is to keep people playing. The longer they keep playing the more chances of them opening their wallet to buy cosmetics and other stuff.
Newly content is released to keep you playing; if you can just max it out instantly then it doesn't do its job of keeping you playing.
Though at least they got money out of you buying the new content.
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Camaraderie's pretty bad, but it's a small way to punish killers for camping I guess.
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So you don't burn out new killers/survivors the moment they came out.
If we had our way, the moment a new killer or survivor hits we'd have them at P3 with all perks unlocked in a few minutes after buying the DLC.
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@JoakimGrDay said:
I have no friends so I play casual and most of the killers think I am in a SWF, while that's not the case...
Most killers just feel victimized and want to pretend that they're only getting stomped because they're fighting highly-coordinated SWf groups every game.
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They're not uncounterable per se, but you have to play a lot harder to do it. Also if a killer is bringing out Ebony Moris you sort of have to expect to lose or suffer heavy casualties. Moris are inherently unfair, but that's the game. You win some, you lose some. It's not like you will be fighting Ebony Moris every game.
@justarandy said:
So, you play solo. Someone got caught early. Mori offering was used. Killer has noed aswell.
Unhooking -> tunnel and mori
Not unhooking and focusing gens to punish that -> get rofl stomped by noed
Not unhooking but also not focusing gens before all totems are destroyed to counter noed -> killer will catch and camp another one, maybe even 2 and he might find hatch first and its gg.
Seriously, sometimes I encounter those Killers and not a single strategy works. It's nearly fool safe for the killer to win.
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False alarm! Sorry. You guys will have to put up with me a while longer.
I wasn't banned by EAC. It was an Error 8013, when I started the game the EAC popped up and said there was an EAC error (same as when I used the mouse macro) so I wrongfully assumed it was due to the macro thing I did yesterday.
I tried verifying game file integrity and restarting. It worked.
I'm back to getting skewered on hooks and now I will have to worsen my carpal tunnel, because that scare was too much and I don't want to risk banning my account.
But for the love of God BHVR please make struggle automatic. It seriously adds nothing to the game. Nothing. And it just worsens our carpal tunnel and RSS and breaks our keyboards.
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Seems to me this problem could be fixed just by CHANGING THE STRUGGLE MECHANICS - something completely within BHVR's control.
Also by the way I think I might have triggered an EAC Ban, though I won't discuss any more of it since I think discussing bans is illegal. Ah well, such is life. Looks like I'm gonna play Friday the 13th instead, it's been a fun 1000 hours but it looks like it's time for me to move on to another game.
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The killer looks strong frankly, teleportation is big. The perks are actually good, Surge is really good it is an improved version of Pop Goes the Weasel.
All the three perks are strong. Cruel confinement is a detection perk that traps the survivor. It will especially be nasty in Haddonfield.
Mindbreaker screws over all the exhaustion perks people use.
They are all good and Surge is definitely going to become meta. Mindbreaker good chance wit will.
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@NoShinyPony said:
@Mochan Why do you think Fixated is broken? It only works on walking, not on running.
It makes your walking speed 76% not as fast as running, but now it's going to be a lot easier to juke killers because you can get away without leaving scratch marks a lot easier.
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Inner Strength and Fixated look really good.
Actually Fixated looks broken? I can't imagine this making it past the PTB.
But I'm not complaining. Fixated is the perk I was waiting for for years.
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If there were no hatch the DC problem would be even worse than it already is.
Also if you are finding the hatch in 70% of the games and escaping when you are losing... lol you're either a liar or a god at this game.
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@NuclearBurrito said:
Also Prove Thyself isn't an issue. Even with the perk it's not faster to complete generators together compared to separately.
Prove Thyself is actually good and has its use, but it's not something for genrushing.
As you said, it's faster to complete gens separately. Always.
Prove Thyself is invaluable when the killer is good at patrolling and defending gens. This is when working together to finish one gen faster becomes important, because if the killer is able to protect gens properly it's very hard for a single survivor to get a gen done.
Prove Thyself helps you cut the time on one gen drastically to get things done in between patrols.
And yeah, this has nothing to do with genrushing.
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The Counter to Prove Thyself is Discordance. Use the tools you have at your disposal.
Just as the counter to genrush... is map pressure.
You can also build for Endgame. NoEd counters genrush because for sure nobody did any totems when they blitzed those 5 gens in 5 minutes, and you get easy kills after. Put in some Blood Warden and Remember Me while you're at it.
It all comes down to skill. If the survivors outplay the killer, the survivors win. If the killer outplays the survivors, the killer wins. This is not rocket science.
I've been in many games where Survivors couldn't get a single gen off because the killer exerted a strong map pressure and killed us all before we could finish a gen. And I've done the same to some newb survivors who had no idea what they were doing.
People are way too concerned with balance, especially when they only have a very narrow view of the situation (their own perspective).
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@Iceman said:
Although I don’t too much care for stranger things. I think adding the demogorgon to the game opens up new doors for Dead by daylight.
Now there’s a possibility that we can have other mythical creatures. And being that stranger things is huge show. It’s great that the first non human killer is coming from them. This will also bring in new players to the game.
Lore Wise
Having the ability to bring in a demon prince to the entity world shows us how powerful the entity actually is. And that maybe it is within multi- universe.
I’m excited to see what else the devs have in store.
Demogorgon is not a Demon Prince.
He isn't actually the character from DnD.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/82308/since-sabo-is-meh
Pass.
It's already annoying to have 2-4 toolkits in a match these days. I always see people 99% every hook and then break it when I'm about to hook someone.
If people could just sabo at will, without either a perk slot or toolkit, there'd be 0 point to playing Killer.
Add to that that pallets are a one-time use. They already remove Bloodlust (lord knows why. Bloodlust is USELESS unless every pallet is broken. IE: 10 seconds before everyone leaves/dies) so being able to reset them would be a HARD Killer nerf.
Lol what game are you playing? It's certainly not Dead By Daylight. People doing Sabo? hahahahahha. Good one.
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@Blue_Diamond said:
I hope they have, like portals to the Upside Down around the map. The Demogorgon can go into the upside-down and move at like 150% speed and exit at another portal. While in the upside-down, he can "hear" actions by seeing the auras of survivors who are repairing, cleansing, searching, healing or sprinting. While in the upside-down, the Demogorgon can channel his disruptive powers to mess with survivors. He can cycle through disruptions including:
Induce skill check: Induces a difficult skill check on the survivor you are channeling
Deafen: The survivor cannot hear the heartbeat of the Demogorgon for some time
Hinder: The survivor channeled upon will face slower action speeds for some time
Blind: Survivor channeled upon suffers blindness and cannot see your red stain.
Well that's just my ideas
That's just a lame ass version of Spirit and Hag.
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@OnryosTapeRentals said:
I don't think they'd do something like that again. The developers acknowledged that being unable to hit an awake survivor was very frustrating and the Dream Transition was a very flawed mechanic for both sides. I'm not a Stranger Things fan so I don't know what the power could be but I think it'll be very different from anything we currently have in-game.
Ghost Face was just a mishmash of Myers and Amanda. I don't see where your confidence is coming from.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/639222#Comment_639222
You forget that there are two sides to this story, the killer might not find being looped fun. It isn’t either sides job to care about each other’s fun.
That's a short sighted approach to the game. It absolutely is everyone's job to keep the game fun for everyone. You know why? Because when you don't killer lobbies take forever.
If the game isn't fun for one side, people quit. Doesn't matter whether it's survivor or killer. Imbalance in the game hurts everyone.
Killers might be in cloud nine thinking all the buffs they got are awesome and will make massacring those idiot survivors is even easier now, but the joke's on you when the killer queue takes 10 minutes before you get a game.
I'll admit that back in 2016 Survivor was far too powerful for Killer. But somewhere between then and today they crossed a line and killers now are more powerful than survivors -- especially in the low ranks. That's going to lead to a lot of unhappy survivors who are just going to stop playing survivor.
End result?
Yeah killer queuing has been a joke for almost a year now.
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I agree let's remove Gen regression.
Heck let's remove Gen progression. Why should I spend 80 seconds fixing a generator when I killer can tap it for 1/270th the time.and undo all my work?
Get over yourselves killers.
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Just cleanse all totems.
NoEd is most dangerous when the last Gen just got finished.
This is when the looper on your team is generally being chased by the killer.
The NoEd going off at that point is basically a death sentence for the guy who bought you enough time to do the gens.
The only sure way to avoid that is to destroy all totems.
If you see a totem and don't break it you are wasting time.
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However some links need to be worked out.
I don't want the survivors to have 4 totems done, then with 1 left someone DCs and the survivors get an instant escape.
So maybe the gens left should be the threshold.
If 4 players no gens done a DC reduces it by 1.
But if 4 players 1 Gen done someone DCs no reduction.
I don't know exactly what is fair and proper but it needs to be worked out.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/633879#Comment_633879
compared to previous year dbd it is going downhill. now why do u think that is
That's just your perception. The actual steam stats of number of people playing disagree with your thesis.
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No.
NoEd has been around since Day 1.
It is not what's causing any kind of exodus of players. (which I do not see to be honest number of people playing is still within expectations)
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Who cares about pips.
The only compensation I want is the number of gens being reduced by 1 for each DC.
Same system as before when survivors DC'd before the match started, only now it applies during the match.
This way at least the remaining survivors will feel like they have a chance to keep going.
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Sure, just remove Moris and Closing the Hatch, too.
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Seems like Devs are pushing hard to make Killers far more stealthy than Survivors.
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If you have 1000 hours on killer survivor will be easy, a lot of the game sense you acquired as a killer will help you easily avoid killers.
As for which survivor to pick, go with the skins you like best. I main Feng because she looks like my girlfriend and she is also one of the best survivors to stealth around with -- use the Green Sci Fi Shirt and Pants.
Claudette is meh, and after the clothing and lighting nerfs she's not really Blendette anymore.
Perks wise if you want to go meta then start with either David, Laurie, Bill or Meg. Out of these four Meg is the prettiest. David is awesome for having no shirt skin.
If you want to stealth start with Nea actually. Urban Evasion is too important. Then Jeff for Iron Will. Then settle into Feng Min.
If you want to run and loop start with Laurie then David, then Meg.
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Beast of Prey is actually not that bad. Losing the red stain is a big deal in higher level play.
If you're a newb or fighting newbs it's not a big deal, but in higher level play the stain is what survivors use to predict your movements and mindgame or extend loops.
What makes BOP bad is that you have to wait for Bloodlust to kick in before it drops the stain.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/618525#Comment_618525
What the hell? Killers don't have alot of time in this game. Losing a survivor has significant impact on the match. So survivors shouldn't just be able to run away from a loop and lose the killer so easily if he doesn't have line of sight. killers should have at least a chance to hear survivors running.
Scrathmarks. Use them.
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@Clockso said:
every feng, laurie and jakes i go against are usually decent players, claudettes tho? not rly since they depend on immersion and can't do well in chases
It's the other way around. Claudettes tend to be strong in the chase because they get targeted by killers just for being Claudette. Strong looper players pick Claudette for that purpose.
Also since the lighting and clothing nerfs Claudette doesn't immerse as well as she used to so we can lay that idea to rest.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/618380#Comment_618380
People need to stop this false claim that anything other than the maximum potential is a measure of viability.
The fact that people play at different levels of investment, experience and effort says nothing about the tools they are using; which can only be measured reliably according to how they are used at the level of top-play.
Geeze you killers. You will believe any lie you tell yourselves just to continue your narrative of victimhood.
Quit this nonsense that a game should only be balanced around the .001% at the very top. That's ridiculous. Especially in an asymmetric game.
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@Drazen said:
Problem is game is designed and balanced for solo survivors not swf on coms only few killers can overcome swf while other gets bullied so people come flaming on forums lol
That is so 2016. The game has been rebalanced in the last three years so survivors have a much harder time than they did back in 2016.
The game is balanced around SWF. To the point that solo survivors have a miserable life down there in the yellow ranks. Meanwhile in the red ranks killers still have trouble. And guess what? It's all pretty well-balanced in the middle, and overall the survival rate is still around 40%, which is well within the 2 die 2 survive goal.
This myth can be laid to rest.
If you are getting bullied anywhere other than the Rank 1 by 4-man SWF, you are just getting outplayed by a better team.
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I fought two Freddy's today, first time I fought him since the patch.
My framerates took a massive dip on both matches. One was in Coldwind, normally a good framerate map. The other was in Ormond, already a bad map, was practically unplayable when in Dream World.
I'm surprised I'm the only person having this problem. I don't know what they did but it definitely got significantly worse for me.
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@[Deleted User] said:
Sometimes killer's skill matters. But killer skill doesn't matter when survivors spawn right in line of sight of Ruin and even if you were to B-line with Ruin, it'd pop before you get there.
Killer skill doesn't matter where you get a map like Disturbed Ward, where survivors can run you around in there for 6+ minutes without any potential for mind games if they know what they're doing (so it's just a safe building most of the time), forcing you to either take the loss to get that one survivor down, or abandon chase.
...And then generators get finished in about 4 minutes.
What is a killer supposed to do in that situation?
Killer's skill matters. Survivor's skill and map RNG matters more, though. Killer is strongest when they capitalize on survivor mistakes. If they don't make any mistakes, you can't snowball. If you don't snowball, gens get done in less than 5 minutes.
I love playing Huntress. I believe she's the hardest killer in the game -- or at least certainly has the highest skill cap, even more than Nurse. Skill matters a lot with her more than any other kill (I wouldn't say Nurse has what I'd define as skill necessarily -- 80% of how you play her well is literally muscle memory, and I don't think muscle memory quite defines as 'skill', though it's still not easy).
But as a Huntress, when you get Lery's, with a dozen or so windows and pallets, and your Ruin gets found within the first 30~40 seconds of the game, and your generators are really far and spread out all over the map -- you're simply not winning that. It doesn't matter how good of a Huntress you are. You're only winning that if the survivors mess up. Bad. All of these are out of the killer player's controls.
I can play on Grim Pantry one game as Wraith, and there can be 10 pallets and no god windows, and then the next game I can get grim Pantry again and suddenly there's twice as many pallets and a ridiculously good window set up in the Pantry. Suddenly a much harder game to win as killer, despite the same map and the same killer and even if it was with the same set of survivors. I'm not saying maps can't be stacked in favor of killers too (Sheltered woods), but when it happens to Killer, it's a lot more impactful to them. Games where a killer can't get a snowball end really fast. The first 60~80 seconds for a killer are the most important. They almost define how a match will go for them.
Some maps have infinites, which are basically unmindgameable safe zones. It doesn't matter how skillful you are as a killer. An infinite is an infinite, because it's infinite. Your skill doesn't matter.
Finally, even in cases of you doing something skillful as a killer, survivors have a polethera of second chance perks and add-ons at their disposal which spit on any accomplishments you may have gotten as killer.
Caught someone out of position? Sprint Burst.
About to catch up to someone/hit them? They press a button and dead hard, denying you.
Wounded/downed someone two seconds ago? Insta heal.
Hooked someone? Deliverance.
Someone is unhooking someone so you catch them with a grab? Decisive Strike.
Correctly assumed someone had Decisive Strike? Don't matter. Unbreakable.
Spread damage and chaos across the entire team? Decisive Strike.
Found hatch first? Key.
Discord and SWF has its own set of problems, too.
This is not considering how survivor works, where you (generally) get 3 chances before you're completely put out of the game. A killer can make a single mistake once in an entire chase, and because survivor objectives go fast, that one mistake -- a small misread, can literally be the reason they lost. This mistake can literally be not tunneling someone, because you hooked everyone twice for a total of 8 hooks, but all 4 survivors still survived, so you get an Entity Displeased.
How killer emblems work are also another problem. A lot of Killers emblems actually actively punish you for being good. You use your chainsaw or traps properly as Billy/Bubba/Trapper? Enjoy your bronze chaser emblem. Survivors spawned on all seperate gens and found Ruin faster? Enjoy your bronze Gatekeeper. Survivor decided to DC? Enjoy your bronze Malicious and Silver Devout.
If survivors do bad, and one escapes by hatch, you're probably going to depip. If survivors do good and you don't get a chance to do much, you're definitely depipping.
Sorry for the long wall of text/"rant".
Blah blah blah.
Skill always matters.
Maybe the game is more survivor-sided at the very top with SWF and everything. MAYBE. That is debatable.
But the opinion many killers have that they can only win if the Survivors screw up, is true at all ranks, and not just at the top. These are basically just sorry gamers who refuse to take responsibility and believe that they are already godly players, but because the game is "Survivor-sided" they can't win even if they play perfectly (and they always play perfectly every game!) unless the survivors make mistakes.
It's just overly-prideful people with gigantic egos trying to convince themselves so the castle of cards they built up doesn't collapse.
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If you dominated your opponents you will not pip.
That's how it is.
You need to get into a good fight to pip, going through all the drama of chases, near hooks, escapes and saves. Neither side pips if they dominated the other.
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Sometimes they come in rapid succession, Ruin is a pain in the butt regardless.
I am not afraid of Ruin but I find looking for the totem more fun than sitting in front of a gen, so I do that.
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Contrary to what people will tell you, having all the survivors run around Broken is actually a strong ability. It may not work at all ranks, like at the highest, but it sure works fine where most people play -- down in the middle.