Moonras2
Moonras2
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@ReikoMori said:
I don't know what Leader is really doing for you as that perk only gives other survivors on your team increased action speeds. It offers zero in the way of protections to you or the person unhooking you. It does make someone unhook you faster, but as for tanking hits it contributes nothing at all. Same with Desperate Measures it makes unhooking and healing speeds faster for every injured, hooked, or dying survivor, but that increase only affects you so it doesn't help the person unhooking you at all.
So I'm unsure how these are Anti-camping perks?
Desperate measures does help you unhook the person being camped. Whether the killer hits or misses you, it's usually enough to bypass the grab game and unhook quickly. I guess leader would just be reverse to help yourself get unhooked, provided someone will try.
Whether I'd call it anti camping or not I guess that's up to how someone sees it. But to me it might just be going from one person being camped to the unhooker being camped lol. Works well in the endgame though if you want to help someone get out by sacrificing yourself
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I'm not sure what you mean by the tanking a hit part but I don't even know what leader does these days lol. But desperate measures I've found is great because you can get the unhook off pretty quick, if done right you don't usually have to worry about getting grabbed. Still might get downed but at least it's not a grab with the person still left on hook.
I imagine in a group with someone will to help out they could take a hit first and no one would go right down.
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Well it's not much evidence but this afternoon and yesterday afternoon I wanted to dc / didn't escape once. So far 3 games this evening after 4ish, I've only died because I let the killer hook me for points or to hook trade someone. It does seem like I'm getting paired with more duos and trios later in the evening so that could be it. I normally only play solo but when I play with my brother we can tell a big difference with just two of us on a team.
Edit: Scrap all that the next 3 games were typical solo queue games.
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@malloymk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438404#Comment_3438404
You can say that again.
Yeah sorry this morning one of my post wasn't showing up so I double posted and had to retype it. Then I come home for a bit and there are 2 post and I can't find the delete button lol.
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@Crowman said:
Blood Rush is a very situational perk.
Hyperfocus kind of requires a specific build to make work, though supposedly if you can raise your fps it makes hitting greats easier.
Scavenger is not that situational and by contrast to Hyperfocus doesn't require a specific build to make work. It basically doubles any toolbox you bring into the match and unlike Built to Last does not require you waste time in a locker. Sure you have to hit 4 greats to recharge your toolbox, but you do not have to hit them in a row.
Honestly the perk's problem really boils down to toolboxes rather than the perk itself. Because no one would really bat an eye about this perk recharging a brown addonless toolbox.
I don't read the whole thread so I apologize if someone already mentioned this. Keep in mind this is from my own experience I can't speak for everyone's setup. I did actually test it one day though.
If you just set the desktop refresh rate to a higher fps, don't even have to mess with it in game settings, it drastically reduces the input lag on great skill checks. My tv goes up to 120 so I cant speak beyond that but switching between 60 and 120 is very noticeable.
It's not just on skill checks though. It also makes killers like huntress, nurse, and trickster feel way easier to control.
It's weird because visually it still looks 60 and the framerate counter still shows 60 but the input lag from 60 basically disappears. It may be even better on higher refresh displays.
Again, this is just from my own testing but I don't know why it wouldnt be the same across the board. However, trying this on my brothers Xbox series x/s didn't show any change.
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I think it can just remind people that there is another person on the opposing side. For me the little gestures can make a previous bad game just disappear from my mind. Kind of like when booping the pigs nose. It's just a fun/nice gesture and a way to say hi, I see you over there.
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@stvnhthr said:
Killer hooked me and then body blocked the only entrance to the room. He would not hit the other survivors or chase them just stood there. Seems maybe there should be no hooks without at least two modes of access. There are some real crummy folks who will take advantage of anything to grief players.
If you can when something like this happens take a screenshot or video and post in the bug report or even suggestion area if need be. They try to fix these types of areas I believe. It's one of the reasons they made the hooks swivel so that a survivor could be unhooked from all sides and a killer couldn't just block a save. The same with why the basement staircases were made wider as well.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407901#Comment_3407901
Your team can definitely win while you are dead in CS:GO. That is the point i'm making, you see escaping as the only definition of "winning" when really its about how many of your team escapes. Just because you specifically die doesn't mean you lose. What about battle royale games where you play on teams? You can die, while your team actually goes on to win, would you still see that as you losing?
Because escaping is what affects mmr, it kind of is the win condition in this game. In most other games, even if you die, if your team wins you get a victory screen and/or go up in rank. This game isn't like that though. Even if all 3 teammates make it out you still lose. Those are also "team" games. In this game I could run a killer for 5 gens but a survivor could come up, sandbag me running out the door, and I'd get a loss while they get a win.
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I'm sick so this isn't my best of thoughts, lol. Just an idea
Maybe they should make it so that after 5-10 minutes of neither side doing their objective; either the game ends in a draw, if both sides are doing it, or a win for the side that is still doing objectives. Survivors should also be given automatic crows so that the killer isn't punished for hiding survivors just locker jumping.
For killers this could be not downing or hooking a survivor after x amount of time. For survivor it could be not sitting on a gen or door for x amount of time, at least 5-15 seconds. The numbers would have to be tested to prevent just gen tapping and running off.
If nothing else after the time ends the endgame collapse could just auto trigger with the doors powered. In this instance if just a couple of survivors have been hiding then the killer has a good chance of catching at least one at a door. Especially with crows up. If the killer has been running a 3 gen the whole time then they'll have to deal with all 4 survivors in the end game.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408259#Comment_3408259
He isn't.
Knight can. Presumably, Nurse and Blight could as well, though they don't need to.
I kind of feel this way with Myers. If running infinite t3 add-on then he could, presumably, easily hold down a 3 gen. Though if you reach t3 early it really isn't necessary anyway.
I've used the addon many times but never tried to 3 gen with it. So I can't really speak on how effective it is for that.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408259#Comment_3408259
He isn't.
Knight can. Presumably, Nurse and Blight could as well, though they don't need to.
I kind of feel the same about Myers as well. If using the infinite t3 add-ons he could, presumably, easily hold down 3 gens. But if you reach t3 early he doesn't really need to anyway.
I've used the infinite t3 add-ons many times but never really tried to 3 gen with it. So I can't speak from experience on that.
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@BougieBlackChick said:
Yes this IS a team-based game and everyone should play as a team and be happy their team won yada yada.
But the fact is, you cannot expect everyone to take pleasure in a “win” when they aren’t part of that win and they have zero to show for it. Taking the time to queue up, wait through the load out, get into a match and get tunneled out or camped to death on hook the entire game. Their team got out with 10-15K BP and what did they get? To hang on hook and then go home with 3K BP on top of a depip.
It’s hard to ask people to be “happy” with that kind of outcome just because the “team” won, when let’s be honest.. the majority of solo players don’t play as a team. They’re supposed to, but they don’t. Why? Because they’re all trying to do the same thing which is stay in the match as long as possible so either they escape or if they don’t, they still rack up enough BP to make dying worth their time because they get tunneled or camped out of the game.
The entire mechanic of this game is broken so expecting people to just “take joy” in having their time wasted with zero reward for themselves is highly unreasonable. Maybe some of you are fine with this and that’s cool but for many others it not, and that doesn’t make them selfish or unreasonable for feeling this way.
"Survive Together… Or Not - Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?"
-- From the DBD steam page in the about the game section
According to the description it's a personal choice on whether or not survivors want it to be a team based game. Personally I'd prefer they changed the description and forced survivors to play as a team but they don't.
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I really like pig with Amanda's Letter. Use an indoor map for being able to sneak and see people's auras. I've crouched up to gens before and just sat there before the survivor repairing it ever noticed me.
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@RaSavage42 said:
Ask yourself.... just one question
Why should basekit progression be 1.2-2.2 and basekit regression be .25
When the game is 4V1 why give the 4 such an advantage over the 1 (when it comes to Gens)
Because generators and doors are the survivors main objectives. For killer they are secondary objectives to help slow the game down a little. If gens could be regressed as fast as they are done it would be like giving survivors an ability to regain a hook state.
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I don't know if it would be as big of a deal if mmr could count more than kills/escapes and matchmaking was consistent. If it always matched you with people at the same level then high level survivors would probably just expect camping and tunneling from high level or certain killers.
With how inconsistent it is though you may go into full on tunnel mode against a group that never does anything but goof around. When that group should probably be being matched against killers who play equivalently. This goes the same in reverse. You may have a full group of gen perk/toolbox survivors playing against a pig who is just trying to scare people with Amanda's Letter and get some hooks in. (This ones from personal experience lol.)
That being said some people just want to be toxic in some way and to them it doesn't matter if you tunnel or not. They'll find something to hate about it.
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I've become one of the people who tends to dc. It's very rarely because of what the killers doing unless I just get unlucky with being camped/tunneled many games in a row. Most of the time it stems from what my teammates are doing and as good as the new hud icons are, they don't help me any lol. Just lets me see who or how many aren't doing anything while I'm being chased. Or I dc because I get left on hook. Which happens more than it should.
This is also, I imagine, the same for many people. One reason why it always seemed like I did it when the killer downed me is because that's when I could see what my teammates were doing.
It doesn't bother me when people are breaking totems, healing, opening a chest, etc... But the amount of people I see just crouching around is baffling to me. I don't get mad if I think they are new either but many of them are not new.
I don't dc enough to worry about racking up penalties, usually if I dc once I log off for the day. The bad part is in that over my time in the game I started out completely against dcing. Then I started to do it some as killer back in the day. Now I never feel the need to do so as killer but every other game as survivor and I'm ready to turn the game off.
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I often try not to completely greed pallets for the killers sake. But if the killer is respecting them then I will greed until I feel like I can get the stun. Stunning with a pallet is a lot of blood points.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3239474#Comment_3239474
There's a difference - at least in a suicide/AFK situation, I can get some BP. But I agree, neither are ideal.
That said, I absolutely do not believe that it's because of anything killers are doing. I see as many quitters when I play Ghostface and Plague as I do when I play Cenobite or Hag.
I very, very, rarely DC because of something the killer is doing. It honestly aggravates me more if a teammate is getting camped than if I am, because now it's just gen simulator. First game on Friday there was a survivor body blocking pallets so the killer could hit me at them. I just dc'd and didn't play anymore.
What frustrates me is what my teammates are doing. If I get hooked and no one is doing gens, no one comes to save, everyone sits in a corner, etc... Is what makes me want to quit and I blame a large portion of that on matchmaking or MMR.
While I do dc/let go on hook more than I probably should, I don't think the penalty needs to change. If you find yourself getting frustrated at it like I do then you probably need the break from it or it's just going to keep compounding. Most of the time if I dc I'm out for the rest of the day.
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Ghostface, only because of all the times I've stood face to face with him and it still wouldn't break him out of stealth.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3234532#Comment_3234532
I didn't say it was universal, but generally speaking as it applies to most people in most walks of life, I stand by it.
It's a fundamental difference between ego and confidence. Trying to convince yourself (often by convincing others) of your supposed prowess and simply being powerful are often (but not always) mutually exclusive.
Ego is loud and ravenous for recognition, confidence doesn't care. And loud, insecurity based brashness is often correlated with the Dunning-Kruger effect (basically self-assessment of one's ability often has a negative correlation with their actual skill).
I do agree to some degree on fighting sports, where psyching your opponent out can work. But generally speaking, brashness is a way people mask insecurity. And even the greats can be insecure, especially in sport, where the landscape is constantly changing, and people's peak of performance is typically really brief.
To that point, you'll often see fighters ramp up their cockiness as it becomes evident that their skills are eroding.
I won't say too much here because I think I started to ramble above. I didn't mean to make it sound like I meant the other way is universal either. I can completely agree with you. Especially with the greats can be insecure too. I imagine any sport, whatever it be, that most are probably insecure in some way or afraid of what could happen. Even if they've made it to the top, they probably have a lot of confidence from getting there but are probably still insecure on how quickly they can go back down. I'm sure there are some exceptions to that as well. Some people are just mean through and through. Me personally, I'm insecure all the time, just trying to overcome everyday things lol.
I should've also made a point that it's often a case as well of certain people just know how to bring fans to the seats. Which in the case of this post, doesn't really apply unless someone streams it.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234532#Comment_3234532
That perspective (not yours, but the bragging to psych out an opponent) is actually universally recognized as negative though, going back to Sun Tzu and before. Teddy Roosevelt famously coined the "speak softly and carry a big stick" slogan in his campaign, but even that concept predates books like Art of War. Bragging without any means of enforcing said bragging is seen akin to a chihuahua yapping at anything that will give it attention, while many large animals that could obliterate other creatures are gentle and peaceful. Its the entire psychological concept that those who feel they have something to prove generally are fighting their own insecurities more than they are displaying their potential, while those actually confident in their potential know it will be there when the time comes that it is needed.
Its not quite the same thing as trying to throw off someone's mental state in the middle of a competition, its more akin to trying to scare them out of competition in the first place. As others have assumed, its probably just a troll looking for attention, I just find the posturing itself to be amusing knowing how it usually ends up both in societies and nature alike.
Oh, I can completely understand it being considered negative. Myself, I only see it as negative when it's meant to be personal and harmful. If a fighter is loud mouthed, wins the fight, and then goes over to shake the opponent's hand, or even if they lose and still go to shake their hand, hug them, or whatever. Then I don't see that in a real negative way. I see that more as good sportsmanship with a lot of showmanship/entertainment beforehand. They gotta sell tickets. When people commit to personal insults, or family insults, or when people continue to kick someone while they may be down or out, then that goes beyond bragging or being a good sport and to me I don't feel it should have a place in modern day competition.
In this situation I don't think the OP has done anything bad or hurt anyone. They seem to be more of wanting to prove a point that killers aren't as weak as some people claim. The difference in the example I gave is that those people might claim to be this or that but if challenged, would face the best opponents to prove it. Whereas OP said to challenge him, and yet it doesn't sound like they want a competitive team to challenge them. So, I'm not sure where to even go with that lol.
I guess that's how I want to say it anyway. I honestly don't watch a lot of fights or sports in general lol. But I will throw Ali up because he's from my home state and I've just always been a fan. More so of the way he saw and treated things than watching his fights.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3234269#Comment_3234269
That's the conundrum; if you're winning 99% of your games, you will advance in MMR to the point where you can't win 99% of your games anymore. Unless you are using a tiny sample size.
My guess is one of a couple things:
- They feel like they're winning a lot, and just throwing that number out there. To actually have a 99% win rate, you'd have have played at least 100 games and won 99 of them, in which case refer to the above
- They're knowingly exaggerating
- They're lying/trolling (if it's the latter, bravo, because look at all the convo it has spawned).
https://forum.deadbydaylight.com/en/discussion/comment/3234348#Comment_3234348
One true thing that I've learned in life is that people who are truly great at something or have some extraordinary skill don't feel the need to talk about it.
The bad a** doesn't need to talk about how bad they are or try to intimidate people. People who are brilliant don't go around telling people how clever they are. Or (to put it crudely) the person with the big ol' d doesn't go around telling people how big it is. When it comes time to use these things, they'll speak for themselves.
They know, and don't need others to recognize it, don't need that external validation.
So it's a good bet that when you have someone telling you they're great at something, it's a smokescreen for insecurity.
I don't mean for this to come off as offensive. If it does, I apologize in advance. I just have a different opinion on how you said it.
To be fair these people may not "need" to talk about how great they are but that doesn't mean that some people don't. Muhammad Ali for example, some people may not have the opinion that he was the greatest of all time, as he often said, but it can't be denied that he was great at what he did. Fighting sports in general are big examples of people talking about how bad they are or what they are going to do to their opponent even though they wouldn't be where they are if they weren't great at what they do. It's often a way to psych people out as well. It happens in many other sports or anything competitive. Sometimes the person saying it may not even believe what they say but they know their opponent might.
This isn't direct towards you, just to others who may have said that the OP should stream if they are that good. I can't speak for OP and haven't seen them say this either. But some people are unable to stream due to internet limitations. Before we had a new internet company come out here, I had no issues playing games, but streaming on a 2Mbps upload speed that would kill the download speed when being used was a no go. I imagine it's that way for many others. I tried uploading a 15 minute video to Youtube once and it took many hours. I was also unable to use the internet while doing so.
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How big of an area are we talking about? If a survivor is looping a killer around the hook then that is the survivors fault for not leading the killer away.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3219184#Comment_3219184
Thank you, this makes me feel better. I don’t stream and mostly play solo, though I got some coworkers interested in trying this game out. I’m hoping it’s only temporary and I’ll eventually get 300mbps soonish*.
I can't speak for 18 but before we got fiber I was on 25 down and 1.5 up. There was some occasional lag but nothing really game breaking. I played both killer and survivor and sometimes with my brother and nephew with hardly any issues.
Rocket League was a completely different story but I think that was more to do with the stability of my connection than the speed itself.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3194509#Comment_3194509
Its understandable frustration, but unfortunately the devs don't take the response the way you might think. It kinda ties in with the way people have been misusing the recently released kill statistics, as it is part of what makes them inconclusive: When someone disconnects through connection loss, or through using the leave game button, they get the penalty and the match is thrown out. This is to prevent those frustrations/connection issues/DDoSes/etc from affecting their statistic collection. They have admitted that they do not have any way of adjusting their findings on the "more subtle" methods of players skewing outcomes with things like suiciding on first hook, which on their end just appears like a normal match which almost always ends in a 3-4k due to how heavily it shifts the advantage. It makes all parties involve have worse matches, and still counts like a normal loss for other players who might otherwise have been able to escape, spiraling them even further down in MMR.
Climbing MMR with poor measurements is certainly an exercise in patience and optimism. You're going to lose your grip or your footing plenty along the way, and most of it likely won't be your fault, but all you can do is make sure your progress outweighs your setbacks. The higher you climb, the more you will be matched with survivors who overcome similarly, which is why climbing is actually desirable on survivor as opposed to killer. But again, whether it be through DCing or "sanctioned" quitting methods, those games are always guaranteed setbacks and drop all potential of either gaining ground or minimizing the ground lost. And most importantly they stretch to how that impacts the other 4 players as well.
Also thank you for the maturity at the start, that was very wholesome and i respect it :)
Well if I can admit that I dc I can also admit when I'm being a jackass lol.
But I had to say something because it's something I'm unsure about. Does dc'ing still nullify MMR. I'm not condoning it for that but I remember people saying they dcd before to lower MMR but it didn't actually work that way. That may be a problem with that if only hook suicides do.
While I will admit to doing it I don't do these things all that often as I might make it seem, but there are "those" days that usually end with me taking a month break or so. I don't just out right condone it for the sake of lowering rank or mmr, raging happens.
I just found it so stupid I'm sitting here playing killer and it dawned on me that I hate killing the survivors at the MMR I must be at for them to seem new. It makes me feel bad. But these are the same survivors I tend to quit on and can't say I usually feel bad for that. I also realized that I can't throw up the MMR system at all for my killer play I could easily climb out of it I just completely choose not too.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3194414#Comment_3194414
At the start here, you're kinda deflecting. I never defended any of those other players, just said that you are in no position to disparage them when they at least still carry the potential of actually trying. Yours is a stance that has no moral or ethical superiority, and technically worse as it is admittedly intentional. That doesn't make it evil or anything, just human. And thats not a problem in itself, just the impact that it has on the other players, its spiteful even when what it is reacting to might have good intentions. Part of why I'd rather educate players on how to improve is to reduce the liklihood of these scenarios, but as you likely noticed, people who are unwilling to learn will continue to repeat the same mistakes and fall into the same cycles they find themselves stuck in.
The game is inherently unfair, and will always be so. It is balanced by letting worst case scenarios run rampant and many people win and lose matches that they should have been able to have the opposite outcome. If you are unwilling to play them out every time you find yourself at a disadvantage, you will never improve and the majority of your games will emphasize on how bad things can get rather than how well you play. All you can do is recognize your own agency and capitalize on it to improve your chances.
That all said, you are absolutely correct that MMR compounds these issues, be it through matchmaking or the mental aspect of how outcomes affect it (and thus, future matches.) And again, all you can do is refocus your mindset to not let that have a worse impact than it already does.
No the problem here is that I took it offensive at first instead of just trying to look at your point from a different, but valid angle, and I tried to be snarky. I apologize for that.
While I may not like the way people play sometimes I will defend "many" of them because the tutorial system is basic and that's about it. So I'll never blame a new player especially for how they play. Or a veteran player for that matter as i often play completely out of the ordinary. After the first thousand hours what I consider normal play isn't always fun play.
The thing is, is that If I just keep forcing myself to stay in matches or giving no reasons as to why I leave them, then the devs have no reason to care or knowledge why. If the way they've implemented MMR causes me to be playing with newer players, or worse, doesn't give much of a option to get out of the bracket I may be in, then they need to know that I'm probably leaving matches and the reasons why I leave them. I have no problems saying that when I leave matches it's intentional. If I didn't I'd be lying about it.
Also, I have no dreams of this game ever being balanced. Usually when I say everyone should be forced to play a certain way it's because I'm tired of getting left on the hook every other game, so it's out of frustration. My biggest issue is it seems that's the direction they are pushing it in. Either play like an SWF or lose. Hopefully when they roll out some solo queue changes it will help.
When the emblem system and old ranking system, minus the victory cube, was in place I never really felt the need for any of this. I could play how I wanted but still be able to work towards moving up. I could get to purple/red ranks as killer usually even though I let most people go. Survivor was pretty much red rank every time but that was a different issue lol. But I could have my own type of fun and not be playing with all new players every match.
With the new system it's either play to win or stay in a lower bracket. The problem is that once you're in this bracket you don't have many options for getting out which is when I tend to shift the blame towards teammates even though they probably don't even know how to drop a pallet much less how to make a rescue when you're being camped.
On the flip side every day is different. Last night I think we had two-four man escapes 4/5 games I played and instead of seeing no prestige one perk players nearly everyone I played with seemed to be on equal ground.
I know you didn't mention it but just to state it. I've had this same mentality since MMR released. It has nothing to do with the newer patches and balance changes as I'm very happy with what the devs did and trying to shake things up. It just kind of left part of the player base, like myself, behind for the moment.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3194208#Comment_3194208
Why would your reasoning matter to those other players? It doesn't suddenly replace you with a bot that plays better than you do, nor does it delete gens that need to be done or offset the handicap you invoke in any way. You can use whatever mental gymnastics you want to add justification to the fact that you left the match, but that does nothing to lessen its impact on the other players. If your argument is "well they deserve it," Then I have to rebut that you deserve to get bad teammates if you're willingly subjecting them to such a blatant disadvantage. You could just as easily become a better player and minimize the impact their bad play has, but you choose the path of least resistance instead.
I don't feel like anyone deserves anything nor do I hold a grudge against any of them. We're all people and I hope the best for everyone.
You say why would my reasoning matter to those other players? In most cases it probably doesn't. but what reason are they going to give me of why they are not doing gens, totems, chest, saving, or doing anything but crouching in a corner, that would matter to me and make me stay in a match. The outcomes of these matches are usually the same and me moving onto the next match doesn't change that.
Just because they weren't doing anything but hiding doesn't mean I hope they have a bad game either. Nor do I blame them. I understand some people like the horror/hiding aspect of the game and some people are new. But that doesn't mean I should be forced to stay either.
It's conflicting for me because I like having options of how we each play. I like playing for 2 hooks and could care less if I escape. So long as I have a fun normal game until the end.
However, if we were forced to stay in every match it would only seem fair if everyone was forced to play in a way that progresses the game or be punished in some way for not doing so. It could be simple but effective punishments such as causing all survivors to lose a hook state if someone isn't saved off a hook.
For me it's worse as killer because I have no idea why someone leaves the match and automatically feel bad for the others.
Just to add to this I'm probably making it sound like I'm always try harding and no one else does when that isn't the case. There are lots of times when I'm doing nothing but following a killer around or zooming around the map. So sometimes I might be the reason we aren't winning. In these instances I never blame someone for leaving when I play this way either.
As far as the stats go it doesn't matter. The number of times I've dcd or let go on a hook is a thousand times lower than the amount of times I've let all the survivors go or let a killer sacrifice me at the end.
It's why I think my biggest issue is MMR. Because I can't be nice and gain MMR at the same time.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3194092#Comment_3194092
If you ragequit DC or suicide on hook, you are making the game a 1v3. so yes, that is making the game worse for the other 4 players. The latter has the added impact of skewing statistics on balance in the process since they don't get thrown out as well.
What you said is true if I was just doing it for no reason. The way I look at it is if I give the killer a good chase, get hooked, and no one is doing anything then me suiciding on hook doesn't change the game at all. It was a 1v1 before I let go on hook and who knows what it is afterwards because I'm not going to stay around and watch the killer search forty lockers trying to find where the other 3 are.
In other words if only 1 or 2 people are actively trying to do anything then the game was never a 1v4 to start with. it was a 1v1 with hopes that a hiding teammate doesn't accidentally sandbag you some where.
Edit: to be clear this is why I think if the game is going to be balanced around team play then survivors need to be punished in some way for not playing as a team.
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I see a lot of times where people dc and the killer automatically assumes it's because they got downed quick. I have dcd many times over the years and it rarely involves the killer at all.
It's the fact that I get chased, 30-90 seconds later downed, sometimes more sometimes less, and yet after all the time all 3 teammates are still crouching around the map. I just started letting go on hook or dcing every time this happens.
I wouldn't care if they were at least breaking totems or doing chest but 7/10 times they are literally crouched behind a rock.
I also don't blame someone for doing the same when they are being hard camped. They want to play the game not stare at a killer. I hate being camped straight out but it usually doesn't cause me to want to quit as much as my teammates doing nothing. Even with that I still expect certain killers to camp in some way as they are almost built for it.
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I could honestly care less if the stats were 90/10 if camping/tunneling would be hard punished and on the flip side for every 60 seconds a survivor is left on a hook, one full hook state, all gens should lose 50% of their progress and each survivor becomes injured.
If they are going to balance the game around solid teamplay then it needs to be forced. Otherwise give us an alternate play mode.
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@Lyonic said:
.... all you have to do is run the perk.
ReassuranceYour presence helps allies focus, assuaging the panic associated with extreme conditions.
- When within 6 metres of a hooked Survivor
- , press the Active Ability button to halt their Sacrifice Process for the next 30 seconds.
- If the hooked Survivor has already entered the Struggle Phase, its Skill Checks
- are paused for that duration.
Reassurance can only be used once per Hook instance
(( The problem is, this requires survivors to actually give up a perk slot.. something survivors don't want to do apparently))
Ultimate troll from BHVR:
Surivor - "Facecamping is out of control"
BHVR - "Use Reassurance"
LOVE IT
Need to change the title of the post, it is misleading. It says the devs have given me the key to face camping but without paying for it I don't have the perk. I've not bought a chapter in ages and have no desire too. Perks like this should be made general perks and free if they are meant to help core game issues.
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3143794#Comment_3143794
I don't see the difference but I'm on 60 hz
Yeah if you're on a 60 hz display it's still going to look like 60 hz or have a lot of screen tearing otherwise. I've tried things like capping the frame rate but disabling vsync and still get tearing. Freesync and gsync aren't going to do anything if the display doesn't support it or VRR.
What they aren't telling you is that while I'm on a 120hz display it doesn't always make it good. I can see and feel the less input lag and smoother motion but in some games that smooth motion actually makes me feel sick. It's like having the soap opera effect on some TV's. At least to me.
60fps is kind of the sweet spot for me in most games. It doesn't have the stuttery look that 30fps puts off on my tv and doesn't make me feel nauseous or dizziness that 120 sometimes does.
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All I had to do for DBD was set my desktop refresh rate to 120hz, that lowered the input latency for me even though the game still shows it's running at 60. If I set the desktop refresh rate to 60 then there is noticeable delay when hitting skill checks. It's equivalent to how they are on my XBox when my PC is set to 60.
It also makes spinning, turning, and interacting more responsive.
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I've started playing less and less. It just feels like every other game as survivor I either want to dc or I do dc. No one wants to make saves until they're being chased and bring the killer to you or until you start letting go on the hook and that's just getting old. Not to mention the amount of people crouch walking around the map not doing anything.
As killer I just find it boring now. Mostly for the same reasons but also because I only really play against what seems like newer players. Occasionally I go against a decent group but most of the time I just feel like I'm not even trying anymore. That's not counting the dc matches and I don't blame any of the survivors for doing that either as they are probably frustrated by the same things I get frustrated with.
Personally I wish they'd just get rid of MMR. I use to have a great time when every match seemed random. One game might've had less experienced players and the next game might've been of great difficulty. But at least it switched up from game to game. The ranking system wasn't great by any means but it provided variety in a game that only has one mode.
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Honestly at this point I want bloodwarden to be basekit. And I want all gens to be blocked while someone is on the hook. This way if I'm left on the hook until death anymore at least I know those survivors aren't getting out. Also tired of seeing survivors run straight out the exit gate when the killer isn't even camping the hook.
Since that's one side of the extreme I'd also like to see DS made not only basekit but for every 3 seconds that a killer stays near a hook, after an initial 5 seconds, while not in chase, that should add one second onto the stun from DS. And remove the DS skill check. A skill check shouldn't decide if I'm going to be tunneled or not.
Just saying this because if the devs are going to balance this around being a "team" based game then people should at least be forced to save "teammates" or risk losing the game.
And if it's going to be based around making chases and downing easier then straight camping needs to be hard punished.
In all honesty I'm just venting after being left in a trial to die again when there were 2 people down, one dc, and the other person just left, during the endgame. I just dcd as soon as I saw they left out the exit gate. It would've instant killed us on the hook anyway.
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@StarLost said:
While there are a few things that probably need to be tweaked (put DS back to 5 seconds, Nurse needs a look), the major argument seems to boil down to 'I'm not escaping as much as I was'.
That...is the point of the patch.
BHVR has access to data we don't.
According to them, kill rates weren't high enough.
They thus adjusted them by buffing killers.
Naturally, you won't be escaping as much as before!
Personally I'm glad they are trying to shake things up but they addressed a lot and left some things out. I could care less about winning with either side but I do care about being able to play. From my POV playing survivor has a few good games here and there but in the majority of my matches it seems like I'm either never unhooked or the killer stares at me so that I can't be unhooked. This seems to keep me at a low mmr pairing me with new players as well. So it doesn't get any better.
Don't get me wrong I get aggravated and occasionally dc or let my self go on hook. It isn't anything that I wasn't having issues with before the patch though. Except that tunneling seems to be a bit worse and I get matched up with more and more newer people than before.
My biggest issue really isn't the game updates at all. It's been since around the time MMR was implemented. With the old system I could at least play how I wanted, pip up, and not be stuck with or playing against new players.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3104875#Comment_3104875
I know about the MMR rework, i'm not a moron, you can't see your MMR and we have no idea how this system works. Take a look at my post count, hours, and stats before you talk down to me.
The person here was claiming that only escapes and kills count and nothing else. I'm simply stating that in my experience that is not the case, because i played dozens of games after a few months break and only escaped literally 1 or 2 games (and both of those were through the hatch) and had potato teammates almost every game, but still personally played well, pipping nearly every match. Now i suddenly have very competent teammates with hundreds or thousands of hours and have been escaping nearly 50% of the time in solo queue the past few days.
The only possible explanation for this, is that i played well, my MMR increased (despite not escaping) and now i'm getting good teammates.
Anyone who says "it is only based on kills/escapes" isn't citing any sources for which BHVR actually explained that this is how it works. The only information we have right now, is that the "hatch doesn't count" which doesn't mean that it only counts escapes, it just means the hatch doesn't count.
The problem is that everyone always sees escaping as "you won" but the reality is, you can win without escaping if you play well in very other area.
There may have been a newer stream that said different but around the 25 minute mark of this stream they say it is NOT based solely on kills and escapes.
https://youtu.be/civV99mXFXo
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Nope I like the chases. Could care less about the stats. I like to play until I get everyone 2 hooked and then most of the time I'll let everyone go or farm with them. Unless I'm just in a mood to play differently.
If a survivor runs to a gen or points at a hook I'll let them work on it or hook them so they can leave. I'm not going to force anyone to stay in a match to farm either.
On the flip side about the same amount of times I let survivors go I will also let killers hook or sacrifice me in the end game. Especially if they had a bad game and maybe didn't get many bloodpoints.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3075417#Comment_3075417
My download speed is good enough for normal content consumption. Not enough for 4k videos. Uploud speed is abysmal and is only really enough for minimal uploud stuff like gaming. Uplouding actual content not only takes forever but also crumbles download speed and makes gaming during that time impossible. German internet is just dogshid and cant change it
It isn't just German internet. I live in the US and I get 25-40 down and 1.5-2 up. The problem is that 2Mbps upload will completely kill the download speed if it's being used. Works fine for playing games but I tried uploading one 15 minute video to YouTube. Took hours and was unable to even surf the web while it was doing so. Much less anyone in the house be able to use it as well.
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I can only speak for myself but most of the time my day on the game starts like this.
1. Start with survivor, get camped to death first game.
2. Try a second game as survivor, killer walks all the way across the map. Teammates still leave me on the hook until death.
3. Try survivor again, run the killer for what seems like forever, get hooked, and all three teammates are crouched around the map, no gens done.
4. Get aggravated and DC during third game. Wait out the time and just swap to killer for a bit.
5. Some nights I'll Play with my brother for a bit. Whether we live or die at least we know we'll try to get each other off hooks and such.
I use to get instant survivor queues in the early day and then instant killer queues in the evening. Now my killer queues are getting long enough that I don't want to play that role either.
This is just my experience of why queue times might be longer. For some people and at certain times it may be reversed.
If the update helps with any of this I won't care how long gens take or if I lose every game. Just so long as I don't spend every game just sitting on the hook.
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I just want an easier way to change resolution and frame rate without editing settings files or changing properties settings. Constantly having to change my resolution and windows scaling just for this game gets annoying.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3024867#Comment_3024867
Situational? yes, uncounterable? also yes.
Until I've played it I can't say it's uncounterable. Dead Hard for distance to a window was uncounterable.
With this new change at least I have the chance to grab them instead. Making the perk completely useless in that situation.
I do think it forces a mindgame that isn't great though. If the survivor uses Dead Hard and the killer has no way of knowing, it makes baiting it out kind of impossible. There should be a quick action or something that a killer can see if they are paying attention. It is only a ptb though, they may reduce the numbers on it if need be.
Actually upon thinking about it, it's more in line with how the servers act. Grabs only seems to work part time as it is. So that would never be 100% reliable either.
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As far as the vaults go it sounds more situational. If a killer has to lunge then it may let the survivor escape. If the killer doesn't have to lunge then either just wait for the vault and perform a grab, or wait for the vault and try a swing. Maybe the one second will be up by the time they are on the other side of the window and it will still be a down.
No one really knows how it's going to be until we've tested it
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For me it might make survivor fun to play again.
If all the changes help cut back on the straight camping and tunneling then I'll go back to playing more survivor than I do now. I don't mind losing at all if the match is fun and maybe this patch will help that.
If it does nothing for the camping/tunneling then I'll just be doing longer gens for no reason and will just play like I do now. Try one or 2 games of survivor, get aggravated and dc, then switch back to playing killer.
As far as all the perk nerfs and such Ill be glad to see the meta changed up every now and then. I don't normally run meta perks now unless I'm just having some awful games.
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I could care less about NOED but you have to realize that doing generators isn't the objective if you want to escape. Escaping is the objective at that point and generators are just progress until then. Your objective isn't complete until you make it out of the exit gates.
Completing generators doesn't necessarily mean the killer has played poorly or should lose automatically. It just means that now you have to open the gates and run out. In some cases perks, like NOED, may throw a curve ball into something that seems like it should've been a home run.
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I think they could try a couple of different things.
1. Make it weaker over time. It starts out at the healing speed it is now and every time a survivor heals in its radius after that it takes longer and longer.
2. Whichever totem the survivor chooses the first time is the only totem that survivor can boon. They can boon that totem infinitely but If the killer snuffs it out and someone else breaks it, its now unusable. They could give it like a yellow aura or something to show it belongs to a survivor.
This way it would stack well with the 1st point and a survivor couldnt keep swapping totem placement to make the healing effects short again.