Moundshroud
Moundshroud
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Survivors are just Skins. Steve's Perks (regardless of their design) are irrelevant. Within a short period of time people will just wear a Steve Skin and take whatever Perks they want. You are not required to use Steve Perks with Steve. :)
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2093695#Comment_2093695
If I lose game after game after game, I should eventually be facing easier survivors at my skill, not red ranks, last-second-switch-to-flashlights-and-keys, 1st hook at 3 gens done, 2nd hook at all gens done, borrowed decisive bodyblock, game taken hostage so that they can milk THEIR "fair share" of points out of me, penalized if I so much as try to concede, BULLSHIT match after match after match!!!
If you aren't having fun, take a break or hit the road. This is the game; it has always been the game. DbD, some have joked, is a stress simulator, some deranged Doctoral candidate's magnum opus. I'm being a little glib here but the cold, hard truth is you are either having fun or you are not. Everyone is just playing the game, doing the best with what they have available. Killer can be extra stressful because you don't have teammates to blame when things go south. There is only you. I can assure you it is possible to play against all those things you list and WIN. Lots of people do it every day. You just haven't found your stride; you will... or you won't. The only relevant question is whether or not you are having enough fun to offset the stress you are experiencing.
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@Yords said:
I mean how DARE people play with their friends to have fun It is literally the most toxic thing ever to be put in this game i mean why? like I cant even play the game because the gens get done in under a minute plz omg do something bhvr and get this dealt with asap i literally cannot play agains them fix it
/s
In all seriousness, you can't nerf SWF or just get rid of it. Why? Because there are a LOT of people who play this game exclusively with their friends. It is unfair at times for sure yes, but you can only buff everything else. Deleting SWF would also make the game much more stale than it is right now, and it is pretty stale for a lot of people.
Instead, solo queue, maps, items, perks, and killers need to be changed to make the game more balanced in general.
I think there is a better, alternate solution. There needs to be a Solo Que and a Team Que. I think most of us would play in both from time to time, depending on whether our friends are handy or not. It is no different from people who sometimes play Killer and sometimes play Survivor. I think if they had a Team Que the following would be possible:
- Unlock a 5th Perk for Killers fighting in the Team Que to offset the 5th Perk (Comms).
- If the extra Perk isn't enough, they could consider adding an additional Generator to power the gates.
- BEhavior could make some good cash by selling Team cosmetics, i.e. matching jackets, hats, tattoos and so on. I know I want dibs on "Seal Team SWF" for me and my pals.
- An existing Team Que means a natural base for Tournaments and Events.
Balancing SWF in this way would be better for all involved, and it would have the added benefit of not strangling the Solo Que. After all, any Perk they throw in to try and slow down the SWF hits the damn Solo Players three times as hard. Killers aren't adverse to taking on the challenge of a SWF if the playing field is level. And if the SWF is really about the fun of playing with friends and NOT the competitive edge, they shouldn't be unhappy with the level field either. To be honest, I'm not sure I believe it isn't about the competitive edge, because friends can play together anytime they want in a custom game. Me and my friends do it all the time.
I just think it is important that we look at this realistically. Every month that goes by there are more and more SWF. The problem isn't going away, it is merely expanding. The growth of SWF is affecting the Solo Players harshly because:
- It sucks away a certain percentage of good Players.
- 3-Person SWF tend to treat their Red Shirt as an asset, nothing more.
- Overall cooperation and team spirit in Solo is at an all time low.
I think in the end, there will be no choice but to separate them into different Ques. Sadly, I think it will only happen when BEhavior is dragged kicking and screaming into it when the problem becomes so bad, slow but sure, that it threatens their livelihood. It is a pity, because I think if they embraced the notion early and did it right, they could make EVERYONE happy and make some nice cash off it too.
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What makes you think the "unicorn" we know as Skill Based Matching will have provisions for working with SWF at all? They are having a hard enough time finding a working formula to measure the rating of a SINGLE Player, let alone try to figure out the implications of the 4v1. For the most part, I don't believe they have given it any thought beyond:
- Will we base the Skill based matchup of the highest Ranking Survivor against the Killer,
- Or do we base it on the lowest Rank Survivor in the group?
The only way SWF will ever be addressed is by making them their own Que so that they can balanced by:
- Unlocking a 5th Perk for the Killer against them to offset the 5th Perk (Comms) that all SWF have,
- And/or (if needed in addition) requiring an extra Generator to power the gates.
That has always been the ONLY feasible solution for SWF. They don't implement it because Que speed is their chief concern and takes precedence over EVERYTHING thing else. That is why the second the Que bogs down even a bit, all matchmaking is thrown out the window and they just put a Killer together with whomever is on tap and waiting.
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@Renfear said:
https://forum.deadbydaylight.com/en/discussion/comment/2093108#Comment_2093108
Sometimes that's the case. Most? I disagree. I've depipped all morning because of things like:
- Invisible Wraith right next to the hook
- Insidious Bubba
- Billy in the woods, chainsaw revved, ready to dash as soon as someone goes for the unhook. In each case, I'm the one going down immediately off hook. I can't control other people not having BT, but I'm being penalized. In some cases, where there is no terror radius, BT does you no good anyways, as it needs a terror radius to proc. At any rate, that isn't a fun experience for me. Should everyone be expected to swf?
With all due respect, you are a Potato. There is no shame in that, but you are relatively new. That means you face mostly new Killers. New Killers camp, and as result of camping, tunnel more. They haven't learned how inefficient it is toward over all Pips, BP, and Emblem advancement. I'm not saying you are exaggerating; you clearly are having exactly those experiences. Those just aren't common across the board. There are also ways your teammates can mitigate the issue and make sure the Killer profits less by it. That is the quickest way to improve.
Moreover, safe rescues are STILL possible even with camping Killers. As I pointed out above, there is Borrowed Time. There is also coordinated rescue where one goes in and gets the chase so the other can pull at the hook. There is trading hooks, i.e. getting that person down and taking the protection hit, and possibly the down yourself for the overall good of the team. All of these things (and more actually) are within YOUR power and that of your teammates as Survivors. I'm going to tell you something, that I sadly don't think you will accept.
You need to stop worrying about what OTHER people are doing and focus on what YOU are doing. You have no power over how others choose to play. You have no say over the game either. I'm going to be blunt here; they aren't going to fix camping or tunneling for you. That is a non-starter. You can decry it and lament it to your hearts content, but those are part of the game. You either learn to deal with them or you don't. The longer you blame YOUR problems on other people (or the game) the longer it is going to take you to get good at this game. That is my dose of tough love for the day. Nobody every accepts this when I first tell them. Privately, down the road (usually a month or two) I get a private message from some telling me they WISH they had listened sooner.
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Some Players, like Clevite earlier in this thread, actively apply additional rules to themselves in regards to this. Most do not, and it isn't (in my opinion) appropriate to try and grief or shame them for playing the game within the rules. Our extra, unofficial, rules are personal and apply only to ourselves.
Most Killers aren't tunneling you. Tunneling takes presence of mind and intent. I submit that most Killers simply take the first target that presents itself, the next best thing. If I return to the hook from whatever I was doing and I see two Survivors I make an instant judgement. These are the things which weigh in on it the most:
- Who is closer to me.
- Who is running directly away in a straight line and who is going at an angle I can cut.
- Are they both injured, i.e. who is Insta-Down?
- Does either of them have a key?
At no point does the question of whether or not one of them was just on the hook even enter my mind. I consider that entirely irrelevant. I don't use that information as a pro or a con. Obviously, I know who I have hooked, the only exception being those crazy squads that all come in looking identical to one another. I just don't consider that information as important as the four things I list above. My PRIMARY concern is who can I catch up to, hit, and down in the most reliable way. That's it. That is all there is to it.
Believe it or not, it is Survivors who decide/cause Tunneling in most situations. They do this by:
- Making unsafe rescues. I could do an essay on HOW to do safe rescues.
- Outright farming.
- Unhooking by purposely putting the hooked between them and an approaching Killer.
- Choosing to not use Borrowed Time (it is an option you know).
- Vanishing like a Ninja right after the unhook and leaving the unhooked holding the bag.
- Insisting on healing the unhooked right at the hook to get those altruism points in immediately.
- Would-be rescuers seem unwilling these days to even take a protection hit.
- Would-be rescuers seem unwilling to be sure THEY are the closest and likely to take the chase.
- Would-be rescuers are absolutely unwilling to take their turn on the hook, i.e. trade when tactical.
- Overall putting the team effort first has lagged. It doesn't take SWF for coordination, as it used to happen in Solo.
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@DuskMascato said:
Ok I don’t care if you play killer or survivor but can someone please explain to me why I get hit off death hook? I don’t do anything toxic like T-Bag, flashlight click or anything. If it’s because I spin around the killer avoiding the hit it’s not toxic I just don’t want to die...I feel like the more I stun the killer and dead hard pass them as they miss they get pissed at me or something and hit me ;-; I am not bragging or anything but I’m a rank 6 and I’m good but not the best...I just don’t get why. Is there something I didn’t know that is supposedly toxic? Like using DS, dead hard to run past them, stun them or blind them? I mean that is what those r for...
It is bad manners, no different from Survivors who Tea-Bag at the exit gate.
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I play Solo Survivor in 90% of my Survivor games. I noticed no difference whatsoever in games before or after the drop of the recent update. What you are suffering from is called "confirmation bias." Many people who abused DS to do objectives in the Killer's face, rather than use it primarily for anti-tunneling, are upset and want to vent their spleens and complain about losing their favorite toy. It is kind of pathetic.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2091759#Comment_2091759
He is getting the least amount of kills which is why he is getting buffed
No. BEhavior uses data to study kills, and they typically take a full quarter before they move on anything (and that is usually fast for them). They aren't buffing him all the sudden because he isn't getting kills. :) They are buffing him because he isn't selling. That is the primary motivation. Every Killer they drop represents a large amount of resources in money and labor. They expect (and jobs are on the line) for there to be a bump in sales (and interest in the game) each time they do so. They have a very reliable up down graphing pattern based on this business model.
The Trickster isn't meeting sales expectations. That is why they are taking dramatic, fast steps.
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@Mineguy said:
I'm sorry that I'm a idiot who complains about to many stuffs and did post it all hear. I'm having a personal problem to enjoy stuff and an anger problem which means one bad game and 5 minutes later I'm here to write a post. II'm trying to work on it but I don't think it will work in the future. But just wanted so say sorry for my posts
We all get triggered by different things. If you find you are getting tilted in DbD too much, you have to take stock and decide if the game is causing you more stress than it is worth. Rather than write you one of my normal essays, I'm going to cut to the chase and share a link to a helpful video in respect to this topic:
https://www.youtube.com/watch?v=W6vpgy40xiQLots of people come here to vent; sometimes that is a helpful thing. There is a point, however, when venting no longer helps you blow off steam, and becomes a negative feedback loop where you just work yourself up all over again about whatever it is you are talking about. What is worse, you might not get the most supportive reception from other posters here. I'm not, generally, that sympathetic to rants. Rants with no merit are what tilt me. Like yourself, it is an issue I'm working on. Like I said at the start, we all have our triggers. Games are supposed to be fun and help you release stress. If they are doing the opposite, you have to take a step back. Hopefully Otz's advice will help you, so you have a different option.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2092096#Comment_2092096
Its not a wild excuse if the devs ever felt so inclined they could very easily check my player records and see lol
You shouldn't have quit those times several days back when you had the string of bad Freddy types. What do you want me to tell you? That is why your Ban is bigger when something out of your control actually happened. Had you NOT done that, your ban for the interruption would have been five minutes. You should take this as a "teaching moment" so you don't run into this issue again.
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@Sluzzy said:
Does the company executives know how bad survivor gameplay has become as far as being unbalanced? I played about 5 matches tonight and I am already done. Once again, every match was another bloodbath, even against Trickster once. All at Rank 1 btw. How do these survivors keep re-queuing against impossible odds and killers being satisfied with non-stop wins? My mind is literally blown that this is acceptable.
Look at your statistics please and start balancing for fairness. This is honestly getting ridiculous that nothing is being done.
The unbearable lightness of being Sluzzy? However do you cope with this terrible situation? I mean... most people have no problem playing the game. Since things are so bad, why are you still here? Seems to me if you are going to complain this much and keep playing you are either a hypocrite or exaggerating (constantly). I think if you are having this rough a time....
https://www.youtube.com/watch?v=oQGXP_5wN5E -
@kate_best_girl said:
Lol I haven’t DC’d on purpose in 3 days so my connection drops once and I’m slapped with a 6 hour ban? I stopped DCing once I got a 30 minute penalty so why do I have a 6 hour ban when I haven’t DC’d in 3 Damn days? This wasn’t even an on purpose DC yet I can’t play? In the middle of moving states and all I do on my free time is play this damn game I cant even get through the rift since I’m on tier 38 and I only have 11 days now.
We need them because when we didn't have them certain Nimrods kept disconnecting like crazy. Now fewer do it, but make up wild excuses about it thinking it will remove their bans; it won't.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2091706#Comment_2091706
So let the killer stay bad because no one is making me play him?
k
and you survivors wonder why killers only play nurse and spirit in red ranks
Yes. It is called voting with your wallet. If nobody is buying him, then he gets revisited sooner. If I were to guess, his sales were underwhelming which is why he is getting one of the fastest buffs in history. :)
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@Jaydix said:
This perk is plainly too strong. I see so many killers defend it by downplaying its effectiveness. Not only does it provide an astounding amount of extra bloodpoints, but it provides vision of the enemy team. I've heard the rebuttals... "It's so easily countered" "Hide in a locker" "Run one way and then after 4 seconds, run the opposite way". This is absolutely ridiculous. No survivor perk forces a killer to essentially WASTE TIME to counter a perk.
Now, before killers jump on me and scream "Borrowed Time! -- Decisive Strike! -- Unbreakable!!!"-- let's get this out of the way:
These perks do not change the killer gameplay, they counter the killer EXPLOITS. Camping a hook can only be countered by BT. If you decide to still proceed with this type of tactic, BT will punish this. If you further STILL decide to beat through the BT and tunnel this player, it is punished by DS. If you decide to slug because you aware that you have tunneled and are rightly concerned about DS, this tactic is countered by UB. Notice that these gameplay decisions are baseline for killer and NOT empowered by perk slots. However, Survivors must use these perks on the off-chance (most likely chance) that they will happen.
So, rounding back to BBQ, having this power is too strong. It effectively trivializes an entire component of the killer gameplay... Hunting. This is exacerbated further by select killers... namely Spirit, Nurse, Blight, Hillbilly... extreme mobility can counter even the fickle proposed 'counters' to this perk.
I've asked the opinion of BBQ to a vast selection of players. Each of them parrot similar responses. "I use it for more bloodpoints. The grind is too much. I don't use it for the information". Then I'll watch them play; without fail, after each hook they do a 360, surveying the field and remarking (sometimes even verbally) on the locations of survivors. Hmmm, thought you didn't use it for information?
There is only 1 perk that directly counters this-- Distortion. Which is lackluster at best. 3 tokens (3 hooks out of a possible 9 - yes, the Death Hook counts). To avoid detection. Weak and unworthy of being a "counter". This is also assuming that the killer is not running add-ons or another perk that reveals auras ( E.g. I'm All Ears) which will eat your tokens and leave you vulnerable to BBQ.
I've heard the argument that, it rewards the killer objective of hooking and that survivors have a perk that does the same in that of Dark Sense (reveals the killers aura when a generator is complete). I rebuttal with, how about the bloodpoint increase? Where is the token system that rewards survivors further for doing the objective? If they wanted this similar function they would need to equip We're Gonna Live Forever, which rewards Altruistic actions and NOT Objectives. So not only would survivors need to use 2 perk slots for a similar potency of Barbeque & Chili, but they would also need to split their focus from just doing objectives to also being altruistic for the same value.
Starting to see the issue here?
Now, enough of the rant and onto the proposed changes:
[1] Change the aura reading to ONLY work against survivors who have NOT been hooked.
- This change enforces the perks purpose of locating survivors and getting your stacks for the extra BP. Once you have hooked someone, they will not be revealed to you by this perk.
[2] Split the perks function into 2 separate perks.
- Vision for every time you hook (this could be buffed to several extra seconds to compensate for the BP loss), and a perk that gives you tokens for hooking (this could also be increased to compensate.
[3] Buff We're Gonna Live Forever to reveal the killer's aura to all survivors when unhooking in the fashion of a reverse BBQ.
So now to the poll. HEALTHY and RESPECTFUL discussion is encourage. I am curious to know your thoughts on the matter.
Not quite getting the response you had expected or hoped for huh? Let me clue you in on something, Barbecue & Chili is the Survivor's best friend. Without it, you would see a whole lot more camping. The Perk gives Killers a reason to leave so you can get a safe rescue. It is win/win for both sides. More to the point, the Perk has lots of counters, and even if they do see your aura briefly way in the distance (remember it only works on Survivors far away) you have plenty of time to move if you need to do so. You should be cheering that the Perk exists, not trying to nerf it and thus shoot yourself (and all Survivors) in the foot.
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@crystalkitti said:
Say you play Survivor. Join a game, it starts... it could be against any Killer. Seriously, any of them.
Within the first minute, maybe a half, one of your teammates gets caught, downed, and hooked. And they start struggling. Oh, crap. "Do they have Slippery Meat?" you wonder. Nope! They force themselves into Struggle phase, then promptly give up and die. Wonderous. Now they get a free ticket out (besides the depip) and you're stuck missing a valuable fourth teammate.
Now what?
Common decency says the Killer should be nice(r)... Show some kind of mercy. After all, you've just been screwed through no fault of your own, and it's no fair to you (or the remainder of the team) to try and fight with a disadvantage right from the start. However, most Killers don't care or pay any attention to this. After all, it only makes things easier for them! so why should they care?
So I ask, is there any hope of a new piece of code being implemented, that either:
- Detects that a Survivor purposefully killed themselves on hook and ends the game immediately...
- ...or at least halts the game and forces everyone to play nice? (It's harder to imagine this route being added, but I'd like to add that the Killer's Offering and Addons should not be spent should this happen, probably as well as the Survivors'.)
I can't speak of other Killers but I do tend to take this into account. A 3v1 early game, when 0-1 Generators are up is pretty much auto-fail for the remaining three Survivors. If I run them down fast they tend to give up too and I don't get a return on my time. So for the good of all four of us remaining, I tend to kick down into a lower gear. I'm not facing near as much difficulty keeping generator pressure so there is no reason not to just rack up chase points, destroy walls and pallets, and damage Generators for the maximum.
I make sure that I hook few and far between until they have brought up 1-2 Generators and then I resume a normal game if feasible. If not, I'll let them get the points they can and eventually wax them.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2091315#Comment_2091315
Indeed. Because it shows that something doesn't have to be used in order to achieve the purpose for which it was created.
Exactly, and thank you. I'm glad I'm not the only person of a good deal of years behind him on the Forum. Recognizing the definition of MAD seems to have fallen by the wayside of the more recent generations. Simply having DS on your Survivor, passively works for you if the Killer is shy about tunneling just because there is an Obsession. There has already been a return for the entire Team. Even if it never gets used, it already paid for itself.
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@Pukenplag said:
So everyone has been complaining how tunneling has increased after the ds nerf. But then run ds, no? Well, not exactly. And here is why:
Since ds is no longer God Mode, people run it less, so the killer sees there is no obsession so he tunnels. Then you take ds but now he sees the obsession and no longer tunnels. Now ds is a useless perk slot, since you will never get to use it as you are not tunneled.
See what I mean? TL;DR : No obsession, no ds so tunnel. You have ds, there is an obession so the killer no longer tunnels and now ds doesn't have any benefits so you have a wasted perk slot.
If taking DS prevented you from being Tunneled, it wasn't useless. It has already served its primary, intended purpose. The God Mode, as you call it, was never intended and was simply an exploited, unintended consequence. And to be even more correct, this isn't a paradox at all. This is simply a choice, and I've already noted the number of people taking DS is back on the uptick.
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No. I don't even think Survivors should be able to see each other's names, nor the Killer their names. This would prevent the Lobby jumping so that cheaters can make sure they end up in the game with their Killer friend. The only people who should know the names (or anything about anyone else) before the match actually starts is those in a SWF since they enter the Lobby together from their personal pre-Lobby.
I personally would love it if the Killer came into the Lobby and could see shadowy figures with just enough detail to know what gear they are bringing in, but no more.
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@TicTac said:
am i allowed to give the last guy the hatch after that?
https://us.v-cdn.net/6030815/uploads/0WJLX9G0NY3O/ps-app-20210408-060550.jpeg
Look at the hook counter.
3+ Kills counts as a win by most accounts. More hooks just means more BP and Emblem advancement for you.
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@Yords said:
It has been a while since the devs have said anything about it, it seemed really cool and everyone was liking it. Can we expect to get it in the mid-chapter patch?
Agreed; as often as I fight SWF abusing it, I would rather this one had happened before DS. :) The sooner the better.
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@Aquamarine said:
I don't play killer that much, and after the matches I had this evening, I remember why not. I'm in green ranks, but there are constantly 1-2 red rank survivors in my lobby. Games are super fast, gens pop left and right even though I try not to chase one person too long, run Ruin and chase survivors off the gens. Most of the matches were 0k or 1k, there just weren't enough time to kill anyone.
How the ######### do you do it.
I'd like to tell you there is a secret move or a magic bullet. There isn't. The advice I'm going to give you is all correct in theory, but application of these tactics will still take you a lot of time and practice. Good pressure keys in on a lot of things. I like to be and honest and up front as I can. These things will help you, but it is going to take time to integrate them into your playstyle, and evolve the instincts you need to do them in the first place.
- Triage your map. This means you should immediately look out across the map and decide what Generators are not worth fighting for at all. As you become more familiar with the maps (which takes time) this becomes easier and easier. There are some Generators that appear inside areas and loops that are just too friendly to the Survivors. Consider that Generator that always appears upstairs in the "Ugly Room" of the Hawkins map. This is the room where the Upside Down is spilling over into the real world. It takes forever to get there, you have to go all the way in, up the stairs and then back around to get to the Survivors. They on the other hand have multiple holes to drop down on, a whole side to drop down on and go back up the stairs, and even a crazy little catwalk in the corner. Time spent in this room is largely a waste. Likewise, any Generator spawning next to the Pig Head Tree and the little Stone Wall is like swimming upstream when you face someone with even the basics of Looping down. There are strong points and weak points for Survivors all over the map, just as there are those for Killers. Once you know your maps, it only takes a moment or two to identify those areas which provide the most dead zones and advantage to you.
- Corrupt Intervention is your friend. Why not start the first two minutes of the match only having to defend four Generators? It gives you time to get a feel for the Survivors and a lot more time to do that Triage I spoke about above. It takes time to do Triage fast, but with Corrupt Intervention you have time to think until you have internalized the instinct. Sometimes you even get a bonus. Sometimes the three furthest away Generators are also the closest together. This means you can instantly see the best 3-Gen at the start of the game and you don't have to defend it yet. You can get your early hits and hooks in, and then if you feel you have to, shift to that side of the map and defend those hardcore and lock up the game. It is a dirty trick, and those three furthest aren't always the closest together, but at least a third of the time, they are in fact a great 3-Gen.
- Eat those pallets and take those early stuns. Lots of Killers are adverse to getting hit, so much so that they respect the pallet and it doesn't get thrown. Remember that Triage above (it all goes back to that)? I said you want to identify your strong points early (dead zones which favor the Killer) and in the early game you want to NOT respect the pallet in those areas so they drop them. So you get a brief stun, so what? The key thing is you have made that strong point into a fortress now and defending the Generators in it just got a whole lot easier as the game goes on. Take your lumps early to ensure they take their hooks later.
- Learn to Herd. Herding is another tactic, not unlike Camping, Tunneling, Slugging, etc. It just isn't very well known. Herding is the practice of chasing in such a way as to pick up more than one (as many as you can) Survivors in a chase as possible. In fact, you often aren't really chasing, only giving the appearance of it. You listen for those Generators being repaired, you keep an eye out for other Survivors as you chase, and then swing wide to bring them into the same motion. The more Survivors that are running, the fewer there are working Generators. Also, if you scoop up 2+ Survivors in a chase the chances are that they will get in each other's way allowing hits or downs, and/or when they do break into different directions, you get an option to cut the distance and go for an easier target rather than the one just pushing M1 and going in a straight line. Herding also allows you to nudge them toward the 3-Gen you want. If you just start chases (even those you know you don't intend to close) and keep running them off from certain areas, Survivors always gravitate to the Generators of least resistance, i.e. working on those you have written off anyway.
- Keep track of where everyone is located, or likely located. This skill only comes with time, countless hours spent playing the game. You get a feel for where Survivors are and you take note of when you see Crows in the distance, or you see one land as you move into an area. There are always clues that can tell you where people are even when they are being pretty sneaky. If you run up on a Generator that was at zero last time you checked it (not that long ago) and now it is almost done, it should tell you something. Even if you only see one Survivor running away, there is another there somewhere hiding and waiting for you to chase off so they can finish the job. Does this mean you have to have a good sense of time, check Generators are regular routes and do the math in your head roughly? Yes. Does this mean you have to pay attention to crows, even the ones you can barely see? Yes. You also have to take note of the Generators that are going up and in what pattern. Are your Survivors clumping together or are they spreading to the four winds?
- You have to study your Survivor reactions early. Are they altruistic or are they going to milk every hook for maximum Generator time? Altruistic types can be disrupted simply by hooking someone, and make sure you hook them in a backwater, some deep corner where there are no Generators or the Generator there is already done (if you can). This takes two Survivors off Generators (or more) for the longest time possible. Also, the further someone has to travel, the greater the chance they will run into you while you are leaving that backwater. Dead corners can be better than the Basement. Also, if you are so lucky as to hook two Survivors at the same time, hook them near each other if possible and in this case near a Generator or two you are defending. Then you can defend those Generators and camp at the same time. You will be pulling at least one and perhaps both the other Survivors in this case for the rescue and have killed three birds with one stone.
I'm going to stop there, because I've given you enough to think about and practice. There is more, a LOT more. These are just the things I think you will have the most power over early. Different Killers, of course, have options to Proxy Camp, Insta-Down, and various Regression Perks help with generator pressure too. I'm making the assumption you already know about those.
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More knives and faster is boring now, and trying to still play with that basic concept, will be just as boring. The Main Event should be bigger, grand and fundamentally different. In another thread I suggested that:
- The Terror Radius become the Killer singing and go map wide.
- Phantom Tricksters should be coming out of the woodwork after all Survivors and hurling knives.
- These phantom knives should be able to do laceration, to maintain the illusion even if not accurate.
This type of rework would play into the Trickster's name AND the backstory of it being the "main event." This guy would benefit from the chaos that would ensue, as well the artificial Generator pressure it would apply. Hell, you could even have the aura of those currently with active laceration show up to him, providing a limited info/tracking ability.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2090528#Comment_2090528
https://forum.deadbydaylight.com/en/discussion/comment/2090447#Comment_2090447
Also, how do you know that wasn't working as intended.
"Taste the rainbow" here is clearly referring to ranks, not skill, and we were specifically told to ignore ranks, because they're virtually meaningless. The whole point of MMR is to judge skill independent of rank, because ranks aren't accurate. So to verify your matchmaking by comparing it to ranks at the end of the game, completely defeats the point.
I'm a rank 5 killer, technically. I am NOT a "rank 5 killer" in terms of skill. It's far to easy to rank up through a few decent matches, and very difficult to rank down even if you play badly. I've only been playing for a few months, and only play well with a couple of killers, but I'm regularly going against red rank survivors because I'm rank 5, and the rank based match making obviously pulls them down to me because they don't have enough red rank killers to face. During the MMR test, I went against green and yellow ranks mostly, but ultimately it was a "rainbow", and the quality of the games was far better. Much closer results, sometimes 4ks but only after most or all gens were done and usually after a lot of chases, basically no extremes.
You say you were put against lower rank survivors despite being a "red rank killer" but what if you're NOT a "red rank killer" in terms of skill?
What I'm saying is I'm a pretty good judge of skill in the matches I play. Who knows the Survivors better than the Killer hunting them? The Yellows, Browns, Greens that got thrown at me were NOT at a level making it appropriate for them to be up against me. They might as well have been Potatoes; and for all I know, they were. During the test, the Ranks still corresponded, in general, with their skill level. To be fair, Rank and MMR should (since Rank has been a factor in matchup so far) shouldn't be too far off. It would take awhile for those to diverge.
I played both my main, Myers and lots of the Killers I don't play at all. This gave me a good comparison between my Killers who were being used for the first time versus my best Killer. I had a test group and a control group for my experiment. You want to know what I learned after play a lot of matches? There was no difference whatsoever in the quality of the Taste the Rainbow groups I pulled against my best Killer and the ones I pulled against Killers I was terrible at. And I'm not exaggerating here. I picked the Killers I'm dreadful with, i.e. Huntress, Deathslinger, and Oni. I can't hit the broadside of a barn with the ranged attacks, and I can't steer a juiced up Oni well enough to hit anyone. The quality of the Survivors, however, was the same.
I want to stress that I'd love for MMR to work as they promise. It isn't there yet, and I have my doubts it ever will be.
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@LazyPayday said:
I mean after all, you're supposed to entertain your consumers during the "Main event" of a show. If they make it stronger then the survivors can no longer sit down and start laughing at you for activating it.
Absolutely they should. His Main Event should play into this "Trickster" name, and have nothing to do with the uninspired throw more knives thing they have right now. I think his Terror Radius should go map wide during the Main Event, and every Survivor should see multiple Tricksters starting to chase them and have phantom knives flying all over the place and in the direction of Survivors. These random knives could even do laceration if they hit. It wouldn't be enough to put someone down who isn't actually being chased, but it would be enough to it make impossible to know if that is the real Trickster after you or not. I also think it would be a nice touch if we heard him singing during the Main Event as part of his crazy Terror Radius.
My view is they should have gone for something bigger and worthy of the backstory they gave this guy, not to mention the name which doesn't make sense. All the World is a Stage... and during the Main Event... all the Map should ring with his presence and chaos should ensue. While this would not inflict anymore damage on any particular Survivor, it would flush them out and create some extra Generator Pressure which this guy needs.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2090447#Comment_2090447
you say "it didn't work for more than half the rest of us".
but how would you know? we didn't get any stats for it.
for all we know, it worked great for 90% of the community, and the people with issues represent 10% of total players.
or it could be the other way around. we don't know. so let's not use made up statistics.
(let's not forget that people will complaim a lot more than praise, because no one feels the need to go online and say "this is working". so getting more criticism is always the norm)
I don't "know" for a fact; you are correct there. My assertion is based on the evidence, some of which is anecdotal.
- I saw what happened in my matches. It was Taste the Rainbow the entire day.
- I talked to other people and did an informal poll. The results were about 50/50.
- I took note of the fact that it didn't drop. If it was working for better than 50% you can bet it would have.
There are lots of troubling things about the new MMR system, not the least of which is they won't tell us how it works. Officially, that is because they don't want people to manipulate it. That is hogwash. No matter how it works, I'm sure tanking games will let people drop in rating; that is a no-brainer. I don't approve of this behavior, but their system will have no way of knowing when someone is throwing matches, and thus that problem isn't changing. Keeping secrets from the rest of us (who don't do that) is sketchy at best. The only reason not to tell us how it works is so that we can't do the math ourselves and point out that the system isn't working.
That is the long and the short of it. If they don't tell us how it works, we can't call them on it. We just have to trust that the people we are pulling are the right matchup. For all we know, once Rank is supposedly out of the formula altogether we have no way of measuring anything. That is ideal for BEhavior, but not so good for us. It could, in fact, be exactly what I suggest, first in and first out, and we would just have to accept their word that there is a system. I submit the system is "the spice must flow" which is a geeky way of saying the Que can't bog down. The current system sets priority on the Que, and I expect the new one will too. The opponents you get will have more to do with your region and the time of day you play. So for many people, the new system will appear to do nothing at all.
But let's play Devil's Advocate and assume this secret system works perfectly. Every match will be a hard fought, bloody battle. I will absolutely LOVE it. I hope they manage it. That is my ideal game environment. I like the hard fought games, the ones that are in contention to the very end. Victories don't mean anything to me unless I feel like I had a real chance of losing. However, I'm well aware that I am in the minority. Most people don't like that notion, and call people like me "tryhards" or "sweaty" or "toxic" or whatever. So, I'm of mixed opinion. In spirit, I want their promised system to work. In application, I don't think it will work as intended, matching some people poorly, and frustrating those people (and there are a fair number of them) who don't really want hard fought, so-called sweaty games. To me it seems like BEhavior has placed itself in a damned if you do and damned if you don't situation, an unforced error. I think the only winning condition for them at this point is the Wild West, i.e. "first in is first out."
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@Zozzy said:
Please.
It has been so long, and it feels like it is going to take another year before you do anything with it... The last test was good and the only people complaining just did so because they don't want to go against equally skilled opponents.
The last test was not good; it worked more or less the same as it did the first time around. That means it worked for some people, within certain ranges, and didn't work for more than half the rest of us. Whatever criteria they are using isn't consistent and is breaking down at certain levels, or it interacts BADLY with the demands of the Que. If it had worked as well as you think, it would have rolled out with the last update. It sounds like you are in a range it worked for, and that is great. Just be aware that it did NOT work well for everyone.
For example, it threw entire herds of Bambi my way to get slaughtered and turned into venison jerky. I went from my normal all Red Squads to "Tasting the Rainbow" as all manner of mix and matched color Ranks came my way. And don't let that MMR moniker fool you, there was a difference in skill between the Rank 18-20 and the odd Rank 4-1 thrown in. I don't know if their new system truly tries to pull people of a certain, equal rating so much as it tries to force a mix and match of ratings in a way they believe will be fair. Whatever the case, SWF weren't affected by it all.
As much as I'd like a true, skill based rating system, I'm starting to believe it is a pipe dream, and just not possible within the framework of DbD. I think it would be better at this point to just make it "first in is first out" and you get who you get. This would provide maximum speed for the Que, and can't be any worse (or weird) than the matchups we get when "Taste the Rainbow" kicks in.
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@Dimek said:
This is not witch hunting or name & shame post. Im not mad, salty or anything but I found it funny how creative ppl are when it comes to creating reasons to report someone. At first I thought he was mad because i sabotaged 3 hooks in end game (challenge) but...
https://us.v-cdn.net/6030815/uploads/MTMF7YF77FR8/image.png
https://us.v-cdn.net/6030815/uploads/CGBUMBQJT1JR/image.png
https://us.v-cdn.net/6030815/uploads/PNMQXPVT20JW/image.png
https://us.v-cdn.net/6030815/uploads/3VFO21Q3G1LF/image.png
So what do you guys think? Should i report myself for stealing my own account or not?
(Hello Gbonrampage <3)
I literally have no clue what the whole exchange was about, so I can't answer your question.
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@Quake said:
Title.
It is ridiculous to me to even mention that such a GAME BREAKING bug is not top priority right now and hasn't been fixed yet.
If this was Blizzard the game mechanics would all be so basic (and boring) that nothing would ever need fixes. Hasn't anyone noticed that the different levels are really the exact same level with different graphics? :)
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I haven't noticed any difference in the matches at all. The game is still just the game.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2089506#Comment_2089506
Well said. And a great point about MMR and letting killers have the information needed to perhaps let off the gas a bit if we know we are facing competition that may not be on par with our experience.
I do agree that we get conditioned as red rank killers to go into every game full tilt until the match proves differently. And this is a hard mindset to break, I still have to struggle at times to play completely "fair."
I'm just trying to stop salivating at the sound of the bell, lol
Hope you have a great day!!
Ditto; I always enjoy our exchanges. I like that imagery, "salivating at the sound of the bell" and I'm going to shamelessly steal it for some future post.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2089044#Comment_2089044
You are not wrong. And we have had our discussions. And certainly piss poor saves should not be rewarded.
But, I argue.....there is another way to play this game. Admittedly it will lower your kill stats from an average of 3.8 to about a 2.8.
But, IMO, the game becomes more fun, more interactive and less about arbitrary numbers. The warm respectful conversations post game are a welcome change after 4 years in this game.
I don't disagree. I'm a big fan of good sportsmanship, and friendly, polite banter at the end. I don't even focus on numbers really. I'm just playing the game, and my default mode is "all in." Remember, I'm not saying I Herd, Camp, Tunnel, Slug, and Mori constantly. I said I do them when a specific match calls for one or more of them. I do these things when I have to do them. They aren't a strategy for me, just tactical options.
A downside of the DbD matchmaking system (if you could call it a system) is that I've been going against primarily Red Rank Survivors for a LONG time. I face SWF more often than not. That means if I'm not going full tilt from the start of the match, I'm going to lose. I have very little margin for error. I have to make the assumption that I'm facing a tournament squad every time. I'm not entirely heartless; if I figure out (in time) otherwise, I take it down a notch. It is good for them, and good for me. The problem is games are so damn hard and fast, that it isn't easy to identify when the damn matchmaking system has tossed me a herd of Bambi before I've already stomped on them.
I've often thought (and stated) that they should give the Killer more information about the Survivors he/she is facing. They should tell me when I'm not up against the best of the best. When the Ques bog down they start to toss anyone they can to me, and that is when things get bad. I'd rather see a screen flash up there and TELL me I'm actually up against two Yellows, a Green, and a single Red. Then I can start the match in a friendlier gear without doing myself a disservice. I feel the same way about the poorly thought out decision NOT to give Killers the same Hook info that Survivors get. I don't want that info so I can Tunnel (I can already do that quite well when I need to) but rather to know if I'm about to Tunnel when I don't have to do it. I expect many Players would use it to do the opposite, to avoid Tunneling when the need isn't there.
Once MMR is on all the time, I think they REALLY should consider giving the Killer some kind of Rating notification, particularly when the Ques force uneven matchups. While I'm always going to play to win, I'd love the option of challenging myself by holding back when I know it is feasible. But without some kind of warning, when most of my games are against hardcore roughnecks, I don't have the option to open with anything less than my A-Game.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2089044#Comment_2089044
I agree to a certain extent. I’m not going to go right out of the gate slugging and tunneling and camping. Its just a dick move to me and I know it’s not fun when I get done that as a survivor. Now if 3 gens pop before I even get a hit in, survivors are being toxic, or unhooking right in my face, etc, then the niceness and good sportsmanship is gone. I’m playing nasty now.
Heh. I have faith your view on this will continue to evolve. You are still trying to judge behavior and have it both ways. There is no "toxic" or "scummy" behavior. There is only what is within the rules, and what is not. You are being a good sport if you abide the following three things:
- Don't cheat, either by hack or lag spike.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
That's it, all you need to be a good sport playing DbD. Everything else is on the table and perfectly valid for use. While you are free to set artificial boundaries and add your own little social morays and rules for yourself, don't forget that they are not binding on the rest of us and it is inappropriate for you to judge anyone by your personal standards. The longer you play (Killer or Survivor) the more what I am saying is going to make sense. And for what it is worth, if you wait until you have lost three Generators to kick your game into gear, you have already lost. :)
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@Dragonshensi said:
Just had a match against at least a two man SWF team with one of them being a Twitch streamer. They kept unhooking before I even left the area. After that I tunneled the person off hook to death and managed to kill another with NOED. Instantly got messages about how I’m a tunneling c*nt and I’m trash for using NOED. If you are going to unhook in front of my face and then vanish. Darn right I’m tunneling. I’m tired of not even leaving the area and immediately my prey gets unhooked.
I find it simpler to be direct. I will Herd, Camp, Tunnel, Slug, and Mori whenever a particular match calls for it. If the Survivors are setting themselves up for a 3-Gen, or I can nudge them into one, I let it (or make it) happen. I consider these things tactics, nothing more and nothing less. More to the point, they are niche tactics that will hurt the Killer if done wrong, but can pay dividends if done right. I make no pretentions about how I play; I never have.
The sick, sad world truth is that it doesn't matter what a Killer does. Bad sports are going to be salty and serve up bile. I've been accused of doing all sorts of things, and more often than not I wasn't even doing them. The worst part about it all is that Survivors are responsible for about 90% of Tunneling themselves. They don't make safe rescues, they farm, they don't bring Borrowed Time, they unhook with the person they are saving between themselves and the Killer, and they vanish like Ninja the second they unhook. If they aren't there to take a protection hit or a hook for the person they rescue, I wonder why they bothered in the first place.
It isn't the Killer's gig to do their job for them. You are not beholden to look away and ignore the prey in front of you. That nonsense is straight out of the Survivor's Handbook for Killers. You are also not responsible for any other Player's fun. They bring that themselves, or not. They either enjoy they game or they don't. You don't have time to worry about that. You have enough to do in the match. Just play the game; play it hard. Kill them all and let the Entity sort them out.
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@jeffypeffy said:
I think my title says it all. Plague is absolute trash, how am I supposed to farm benevolence on my weaker teammates when there is this awful killer who denies that? On top of that it's probably the laziest killer where you just puke on people and watch them go down to a broken status. Lazy design trash tier 100%
And I am the true King of England, direct descendant of the Old Pretender.
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@beached said:
I know this may be a more loaded question but seriously I don’t get the desire to play this game so sweaty and doing anything to ensure a win. I’ve gone against THREE Irri Head/Infantry Belt huntress’ TODAY alone. There are four man sweat squads, and I’m not talking your basic SWF I’m talking about people who purely want to do the gens and immediately leave the match. I guess I just want to have fun and try to get flashlight saves or make good plays with blight. Maybe I just don’t understand that overwhelming desire to play in a way that is scummy just to win a match.
I feel like when I started playing Dead by Daylight it wasn’t super sweaty and there would always be an Irri Head Huntress or a sweaty four stack that just wants to piss off the other side simply because they could but I’ve found that it is so much more common now than it was before. I know that this is turning into more of a rant than a discussion but I genuinely want to know if there is anybody else that still likes to just mess around when they play. I just find myself wanting to have matches running stuff like appraisal and plunderers and have fun with some uncommon perks like even a sabo build (which is pretty much useless in this day and age considering the hook respawns in 15 seconds and there is a hook every couple meters).
I personally think that encouraging survivors and killers to run fun perks would make the game so much more enjoyable for both sides. I ran into a demo just the other day with backpack build and I let him carry me half the match and he got downs and ultimately gave me hatch. Maybe I’m just the minority here but does anybody else feel that there are ways to convince people to relax a bit before going into a match?
PS I’m not whiny about SWFs who just want to have fun my only qualm is SWF’s that go into public matches and play like they’re in a Comp tournament.
That isn't a question at all, but your premise sure is loaded. This is the game; it is the same game it has always been. You are just looking back through rose-colored glasses at a time when you and your opponents didn't know enough to truly be dangerous. I break the stages of a video game play as follows:
- The Wonder
- The Golden Time
- The Challenge
- The Tedium
The Wonder is when you first start playing. You know NOTHING. You don't beat yourself up over getting stomped because you have realistic expectations. Everything is new and cool. The horror theme is still strong and the maps ooze atmosphere. It isn't about winning or losing but just learning the ropes.
The Golden Time is when you know just enough to actually play the game. Neither you nor your opponents are good enough to be deadly. The game feels more casual, but only because none of you have the chops yet to make it a real challenge. Moreover, most of you haven't built up a treasure trove of Add-on(s), so some things will be fewer and far between. You still have some of new toy mystique on the game and now you can actually control stuff. This is the stage of the game that most people lock into their memory with nostalgia, and later delude themselves about.
The Challenge is where most people get fairly quickly if they are regular players. They learn the maps, strategies, coordination, best builds, and all that other jazz. You and your opponents know enough to crush dreams and make people pay for mistakes. The matches are tough (as they should be). If you enjoy a challenge, this will be the best time for you, but most people start to yearn wistfully for when things weren't so stressful. Some people start to find the games to be almost like work. Their mindset is in the wrong place and they want to go back to a place that doesn't exist anymore. Why? It never existed in the game; it was part of who you WERE as a Player. That person is gone.
The Tedium is where all Players will eventually arrive. If you don't like the challenge of the hard fought games, you will end up here faster. You will no longer be able to muster any fun and your own unrealistic expectations will cause you to play less and less. If you are smart, you will remember the good times, and cash in your chips. It is time to move on to another game and start the cycle again. Who knows, after a break you might come back and recapture some of the magic at DbD. Some people refuse to accept reality, however and lament the game (and other people). Rather than understanding why the game isn't like it used to be for them, they think it can be fixed. Refusing to accept that they, themselves are the problem, they complain endlessly and scapegoat. The other side of the coin are the players who love a challenge, and thrived in the Challenge stage. There comes a point when they get too good. Unless they are doing it for a living (Streamers for example) there isn't enough in the game for them anymore, even though they still like it. They too will play less and less. This is the way of things.
I took the time to write these stages out and explain this because we lie best when we lie to ourselves. Our confirmation bias is a slow poison. You have to look at DbD (all video games) pragmatically, realistically. Games are not fun in and of themselves. We bring the fun; it is all in the mind. Games are just processes, exciting if we decide to mine them for excitement. That is all there is too it. If you look for things to blame, you will find them. If you spend your time ranting and complaining, you will find that a certain point it is no longer venting but just trapping yourself in a negative feedback loop. My advice is to stop worrying about how OTHER people play. Focus on YOU. You are of the only thing you have any power over. Set yourself goals. Start working on how to mitigate those obstacles you are running into that stress you. And if you can't find your fun, hit the road. Why keep doing something that you clearly don't like anymore?
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2088519#Comment_2088519
But like at that point you already lost, if you’re camping someone on hook and you’re not bubba or Billy and at least ONE person has BT they’re most likely going to get unhooked and escaped ultimately leading to NO KILLS. Also I said I wasn’t trying to start anything and it sounds like you are.
I'm not trying to start anything either; I merely commented on why I think it is an odd question. The last Survivor has, in all probability, already lost too. In fact, the minute the game became a 3K the Killer has already won. At this point they are trying to ice the cake. Why is that pesky last Survivor so intent on getting out? Do you see my point yet?
I don't think Face Camping is a productive strategy for the Killer either, but that doesn't mean I can't CLEARLY understand why he/she is doing it. They are trying (just like everyone else) to get the most points they can in whatever way seems the safest at that point. The Killer doesn't owe that one Survivor an escape anymore than the last Survivor owes it to the Killer to just give themselves up.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2088439#Comment_2088439
Not trying to come at you or sound rude but what’s the point of a 1K? I’ve never understood that.
What's to understand? The Killer is trying for whatever they can get. Nobody asks the last Survivor why they don't lay down and die. :)
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@Friendly_Blendette said:
Just had a facecamping trickster and they justified it because trickster is bad and then said "mad cuz bad imagine dying to the worst kill in the game.".
People don't need a license to camp. They don't need one for tunneling, slugging, or the Mori. They just choose to do it because they want to do it. Perhaps they think they have to do it to secure that one kill. The tactic is legal and valid; they DEV have stated this many times. It isn't our place to judge them or try to grief them over their tactics. If they want to do it, for whatever reason, the rest of us just have to deal with it. That is the game.
All that being said, I don't think Face Camping (what I call Squatting) is a particularly productive tactic for Killers. It discourages rescue attempts which could lead to more hits, downs, and hooks. Killers who want to stay around a hook should hide nearby (what I call Lurking) or float in the general area and hunt for other Survivors. This is more efficient. If the Killer can Proxy Camp, that is even better.
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@xtr4me said:
what do you think about facecamp when all the generators are done, the killler is losing, and to guarantee at least 1 kill ?
My opinion on this is kind of nuanced:
- I don't begrudge any Killer choosing to camp and try to secure 100% that last Kill.
- But at the same time, I don't think it is the best use of resources.
- I'd rather still try to get more of them. The gamble of the few points I'd get is worth the potential reward.
I think Killers benefit more from trying, as MadLordJack put it, interacting. At the very least, I don't suggest the Face Camp (what I call Squatting) because it discourages a pretty good percentage from even trying for the rescue. At the very least you should be Lurking (camping hidden nearby) or Proxy Camping as you try to intercept. If you have one Survivor, you have a honeypot. The last thing you should be doing is guarding it so closely that you can't use him/her as bait. Do you follow?
New Killers in particular should hook and then go hunt. They need practice more than the paltry few points that single hook is going to give them. Hell, they might make more than that in chases, hits, and potential downs even if everyone escapes. So either hook and hunt, or hook and honeypot.... but don't Squat.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2088349#Comment_2088349
Fine major as in over a thousand posts and frequently on the forums. This is a game so any odd opinions won't lead to a world catastrophe. Can't do a poll in case they don't want to do it and feel forced to.
Good point. I still think privately contacting those you think people will find interesting whether they are famous or infamous here is a better route. Many of the best people here will feel awkward about volunteering, and they are probably the ones who would make the best interview. And if frequency is your major criteria, just keep an eye out for those you see a lot of posts from and send them a private message. Again, I think Yords would be great. I can think of about a dozen others too, but I won't name them in case they are modest but I can tell you who I think might be worth asking in private.
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@Skaty said:
I’ve just come from a match and for absolutely no reason they were just clicking the flash light at me body blocking doing whatever they could to piss me off. If that doesn’t put people off being killer I have no idea what will. I’m still learning and it’s quite disheartening for me. I wasn’t toxic and the match had literally just started.
I know I shouldn’t let it bother me but I feel so frustrated now so much I loaded into another match and didn’t do anything.
Any tips on how to not rage 😂😂😂🤷🏻♀️😪
Kill them; problem solved. I'm not being snarky. That is what you do with Survivors who you find annoying and/or are very aggressive in their playstyle. I find it makes it more convenient to kill them. Or, if you want to be mean to them in turn, you can mostly ignore them. Slug them when they body block and go on to the others and hook them later. Don't chase them. Clearly they want to be chased and will waste time trying to get you to do it rather than working Generators. In essence, they have pressured themselves while you hunt the other three.
I also advise removing "toxic" from your vocabulary and largely ignore people who throw it around. There is only what is within the rules and what is not. Your job as Killer is to stop as many of the Survivors from escaping as possible, ideally killing them all. Their job, however they try to do it within the rules, is to get out. Some Survivors are really bold; kill them. Again, problem solved.
The only thing any Player (Survivor or Killer) has to do to be a good sport playing DbD is:
- Don't cheat, either by hack or lag spike.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
Everything else is on the table. That means clicking the flashlight, body blocking, camping, tunneling, the mori, and rushing the Generators are all just tactics and really aren't our place to judge. They are merely obstacles that we must overcome. Kill them.
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@WishIcouldmain said:
On these forums pages we have many people with over thousands of post or simply over a thousand. So I believe it'd be important to get to know their views exactly since they have those most posts and discussions here. The first questions would be simple favorites and mains. The we'd get into trickier stuff like game balance and health. Overall state of the game. So any major forum member who's first to comment if they'd like to do this the interview shall commence on a different post I make.
<laughs> You would have to define "major" as I'm sure there are any number of people here who consider themselves important. You would do better simply looking over people and asking those that seem appropriate privately, rather than trying to ask for volunteers. We have people who post a lot and people who have been here forever and thus anchor the Forum. We have people who make lots of bad posts, lots of good posts, lots of strange ones too. We have the odd celebrity hidden among the nameless faces that post too, but you will never drag that out of them.
Or do a poll; I vote for Yords.
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I guess I'm the odd man out; I love Midwich and Gideon (new pallets don't bother me). Lerys is my least favorite of the indoor maps. I play Spooky Myers and the shape of Lerys, all stretched out into a long rectangle, is less efficient for my keeping tabs on everyone. Midwich is excellent for intercept and ambush. Gideon is the same. Both of those maps just require knowing the map real well and not bothering to chase, but rather intercept.
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For my basic Survivor build I run:
Spine Chill, Iron Will, Calm Spirit, and....
*The fourth Perk depends on what Rift or Daily I'm working on. The ones that end up in there the most often are Lithe, Self Care, or Balanced Landing if I don't have a Rift which requires something else.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2085228#Comment_2085228
I find solo pretty fine....Unless the killer is literally facecamping someone, I'm almost guaranteed to at least safety pip during any match with 20k+ BP.
I play solo primarily.
Ditto. I actually enjoy Solo Que. There is something very satisfying about managing to communicate and coordinate with people in the game without Seal Team Six headsets in our ears. There is a purity to it. My current goal is to get to Rank-1 playing Solo. The closest I've gotten yet is Rank-3. I tend to slide between 3-5, having hit a wall for the time being.
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@LoolaHoop87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2084769#Comment_2084769
shut up. you were under no obligation either.
Heh. I'm always under an obligation when I hear a cry for help. That is what your posts always sound like, an angry, helpless child wailing lost in a Department Store. When I see these posts I do feel obligated to try and help, but there is only so much one can do if someone refuses any help tossed their way. However, since you were so polite and told me to "shut up" I just have to respond. It is my shallow nature. Let's look way back to roughly eight months ago when you first appeared. We know exactly when you started playing because you dated yourself in one of your very first posts in August of last year. You said:
"Hey so I'm new to DBD not even a week a lot of what your saying makes sense. I started off as killer played some survivor went back to killer. Yesterday was the worst day playing very toxic players mismatched in the system. One literally stood there and blinded me with a torch for a good minute... I get told I'm [BAD WORD], I get 360d all the time. And survivors blocking the hooks? Is that a thing? Also forgive me... Teabagging haha... I just want to play I'm not bothered if you survive if I get you I get you if I don't I don't but play fair!"
That's odd, you don't sound like you are having much fun back then either. I took the liberty of going through your various posts and it came as no great surprise that you are unhappy in most of them. Going by your posts, I can't quite locate this time when the game used to be fun for you. So I have to ask, what is the basis of your comparison when you say the game is no fun now? I considered quoting all your posts or at least one from each month you made to thoroughly illustrate this point, but I suspect anyone who wants to listen to you lament DbD can quickly go look them up. What I found, taking just a few minutes to look into you deeper than your posts in this thread, is that you are a serial complainer. You have been one from the start. So please enlighten us; why are you still here?
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@LoolaHoop87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2084521#Comment_2084521
Don't talk to me like I'm an idiot, reading your message was tedious. I was asking where the fun went and wasn't bothered with people and bullshit answers. I've actually had people that understand where I'm coming from so it isn't just me that's the problem. There is no reason to get into an argument about things if you disagree with what I say move on. You don't have to try and be a smart ass.
Ok? You have chosen unrealistic fantasy world where you blame your lack of fun on OTHER people and the game itself. My obligation to help you has been satisfied. One can lead a horse to water, but you can't make it drink. Just remember the old saying, "wherever you go, there you are." I hope you do find your fun again, but I'm not holding my breath.
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@LoolaHoop87 said:
Where has the fun gone out of this game? Match after match after match no matter if I play killer or survivor the people I go up against are complete sweatlords. They aren't there to make the game fun for the other people they are playing with. Killers constantly camp/slug/tunnel, even when playing swf (non comms) and the other survivors try to protect against the killer and take hooks etc killers just aren't interested they just want to tunnel someone out the game! Then as killer against survivors they are either totally unproductive and just want to bully the killer or literally just have come in with full toolboxes/bnp and prove thyself. Where's the gameplay? 😓
Never mind the fact I had someone as a killer in a 'tournament mindset' this shouldn't even be in the regular servers literally queueing up for a game for it to be over in 3/4 minutes cos they just go in hard. I know people won't agree with me and most likely these people are the culprits.
If you have nothing of value to add to the conversation then don't I would like a genuine discussion about it.
If I read your intention right, you don't want anyone who disagrees with you to chime in on the conversation? I assume you are the person who decides if what we add has value? I do so love posts like these; they make me laugh. The game is still the game. The only thing that has changed is you. Perhaps it is time for you to hit the electronic highways and search for the next big thing. Don't worry, I'm going to explain this to you, although I doubt you will accept the reality of it. Doing so would admit that you, yourself, are the problem.
DbD does change and evolve but it does so with glacial slowness. This is because they would rather annoy us with a minor problem for years than create bigger ones due to rushing. Unintended consequences come with every change. You on the other hand, change rapidly; so do I. Everyone playing a new game goes through stages, wherein there is the wonder, the golden time when wonder is mixed with just enough knowledge, the challenge, and ultimately the tedium. You can't go home again. The time of wonder was only possible for that brief shining moment when the game was new, the maps were not burned into your memory, and things still felt like watching a horror film. The golden time was when things were still new enough and you now knew enough that everything was FUN without real effort. Nobody on either side knew enough to be super deadly, just enough to make games feel challenging without being overwhelmed. You can't go back there either, short of a head injury. You know too much, and so do your opponents.
Then comes the challenge where people know the game, the maps, and the strategies. Things are still fun for those who like a challenge and still have nostalgia for the game. There is this silly notion in the back of your mind that only some of these games will be rough and hard, but many will still be FUN as you used to define it. This is self deception; you cannot go home again. You and your opponents are going to be down to brass tacks, fighting for every inch of every map. You either enjoy that kind of challenge or you don't. If you don't, the tedium comes faster. Even if you do, eventually the game will be tedious because even the challenge will fade. In both cases, it is time to move on. Even I, who LOVES every sweaty match, will eventually grow bored, and will move on.
I digress. The problem isn't the game or your opponents. YOU are the problem. The game isn't fun, never has been. Games are just games. People bring their mindset and fun with them. If you can't muster it anymore, you won't find it in DbD. Some people take break and come back; that seems to work for a few. Some people cut their losses, remember the good times, and move on to make new memories and start the stages all over again in a new game. A few, twisted individuals continue to play a game they don't enjoy and then pester the rest of us complaining about it. That is madness, to do the same thing over and over and somehow expect a different outcome. I believe in honesty and tough love. I'm not saying these things to be mean. You have to accept that the only fun you are going to have in DbD is going to come from you, that it has always only come from you. You have some hard choices to make.
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@cwaiglord said:
https://forum.deadbydaylight.com/en/discussion/comment/2084447#Comment_2084447
Yes but the other times I had to DC to do something around my house
Then don't play. I don't care about your personal life or the day to day problems you encounter. If you don't think you can finish a game, you shouldn't be starting it. Every time you quit you are upending the match for four other people. It is rude and selfish. If you have things to do around the house, finish them first. Then come play. Be a grown up.