Moundshroud
Moundshroud
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@Duality said:
Okay so im rank 3 and i get matched whit red ranks
What am I supossed to do if all 4 survivors know how to loop, they know the map the strong pallets the strong tiles etc and all of them are working on different gens, and when i get into a chase it doesnt matter how fast i down the surv (which is pretty damn impossible cause they never run into unsafe pallets or dead zones) im chasing gens f fly.
I really want to know what am i supossed to do?
There are a couple of things you have to accept when you have reached the point where you go up against primarily Red Ranks. This advice is going to sound ruthless, but against a certain type of team, you have to be realistic.
- Consider Corrupt Intervention. It doesn't matter what Killer you use, this Perk dramatically narrows which Generators are available at the start, and prevents the Players from immediately getting on four different ones for maximum lift-off. In most cases it allows you to get the first hook (or more) prior to the first Generator going online. At the very least you will have had time to get your bearings.
- You have to triage. There are parts of the map that simply are not worth fighting for. I'll use Hawkins as an example, because of the obvious situation. There is no reason whatsoever to fight for what I call the "ugly room," i.e. the far end of the map where the Upside Down is leaking into the world. If you write this Generator off (there will always be one in there somewhere) you have taken a third of your required patrol area away. Let whomever wants to work that Generator do it and focus on other Survivors in your smaller territory. Every map has an area like this, although some not as obvious.
- Choose your 3-Gen from the very start. In combination with Corrupt Intervention and writing off the least defensible areas of the map, knowing your 3-Gen and designing your pressure to make sure it stays intact is vital. A lesser known tactic that Killers use is called "Herding." This is a method of pressure and chases which will cause the Survivors to work on the Generators you want them to work on. Survivors gravitate to the path of least resistance, and it doesn't take much for them to 3-Gen themselves. This only works if you are mindful and maintain a clear pattern of Generator pressure early. It isn't obvious, and you are still fighting for the 2/3s of the map that you haven't written off, but you are making sure that when you chase you herd past your 3-Generators sweeping people off them. You break off chases which aren't fruitful so you are not taken out of position to defend those Generators, i.e. never over-extend your thrust. The point is you are leaving weak points in your Generator pressure and the Survivors will naturally lean into it; they will think it is their idea. By the time you get to the last 3-4 Generators you should be able to patrol them all effectively and make a serious fight of it. If you have (and should have) killed 1+ of them by this point, the odds are slugged in your favor.
The steps above are reliable once you have gotten into the habit. Are they necessary for every game? No. Not all groups of Survivors you face are so well coordinated. It is a good idea, however, to start with these steps and ease off them if (and only if) you discover that you are not facing "Seal Team SWF."
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@[Deleted User] said:
Lets be honest its true, the threat of DS is what keeps a lot of games fun as survivor because you know the killer wont be likely to tunnel you, and that's where the issue is. If theses no obsession perk in the game well have fun the killer has a licence to play however they what and will be not be discouraged from playing in a way that is unfun and unhealthy for the game. This is why their should be an obsession even without any obsession perks.
If DS however becomes less prevalent adding an obsession every game wont end up meaning much.
The biggest issue is how it interacts with other perks or how its use can be forced, for example you can be unhooked just do down and force the stun or unbreakable, or just jump in a locker and now the killer has to eat the DS unless he just wants to camp you and let the game go.
The only issue that the DS changes address is that after your unhooked you are able to sit on a gen relatively risk free but I would say that's a non issue and the bigger problem is posed by perks such as prove thyself and items like toolboxes that serve no purpose other than to force compilation of the games main objective faster or the Purple and green medkits that can mitigate how much time a hit buys and speed up a reset.
Id honesty argue that DS should be just left alone or an extreme view maybe even be base kit or and their should be an obsession every game while it shouldn't activate on lockers or you should at least be able to just force the down somehow. Perks like prove thyself should be changed drastically and toolboxes should be based around solely sabotage builds and reworked around that maybe extend how long a hook is gone.
Is DS really the right thing to nerf?
Your logic does not stand up to scrutiny. The anti-tunnel aspect of DS is not changing one bit. A Killer who cares about being hit with DS will still have the same reluctance to go after the same person as before. The only difference is that the Survivor can't work objectives in the Killer's face. If anything, the change cements the Perk as purely anti-tunnel.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2011688#Comment_2011688
How? I unhooked and healed them multiple times? You want me to just sacrifice myself to killer instead?
I wasn't there to see your game, but yes sometimes you have to take those protection hits. Sometimes you even have to take those hooks to protect the weaker Players. I have no doubt you did a lot of heavy lifting, but I can tell you as both a Survivor and Killer Player, that the most effective Survivor groups tends to ALL do some time on the hook, spreading the hate as it were.
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@Dwigtht said:
Scratched Mirror makes the strongest build on Myers. Add indoor map -- and this leaves no chance for survivors. You can figure the build out, when you notice Myers stays too long in tier 1, but usually it is too late. Especially in solo queue. So if you are playing Scratched mirror, just send me a message on Steam, so that at least I am gonna bring Spine Chill or something
Most people bring Spine Chill these days anyway, regardless. I never have less than two Survivors with Spine Chill in my matches, and often 3+. I wish you were right, and Spooky was the strongest Myers build, but he is not. Even with the optimal map offering, he can be countered and trounced quite effectively. If Spooky was the "strongest" Myers build, you would see a whole hell of a lot of him. :)
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@quazzi76 said:
https://forum.deadbydaylight.com/en/discussion/comment/2009314#Comment_2009314
You put it on a forum for discussion, correct? Then when someone offers an opinion about it, you can only agree, disagree. If you want them to see it as something else change tactics to get them to see your it from your point of view. your first article never stated you checked gens. I don't remember seeing it. Then onto brag you have so much time to get to rank one everytime, seriously? Did you get a cookie, a gold medal, or maybe a cup of coffee? No, who cares it is a "GAME". Again my opinion if you are obsessed to becoming number 1 in a game it stops becoming fun. I concur that building characters with different perks and abilities is a majority of the fun. In the future when someone does state that agree to disagree is just that an opinion. If you don't want their opinion then don't leave it open. Any dibs on how many people are going to trash me for having an opinion?
Heh. I had to unpack a few things here. Nobody is taking dibs on "trashing" you. If you look back at my post, I didn't attack you. I answered your points, one by one and thoroughly. I treated you politely. You on the other hand, started your "opinion" by calling me (and anyone using the build) "lazy." You doubled down and called it an "in-house cheat" which means you consider me to be a cheater that is just getting away with something. I want to point out that the only person that has been attacking the poster so far has been you. Food for thought.
As to your other points, I cede the point that I am way too prideful. It has always been my favorite sin. I like to think that I work hard to brag a bit now and then. The truth is I'm not competing with you or any other Player here. I compete with myself. I set goals for myself, hard ones in fact, and push forward until I manage them. And yes, I even treat myself to a cookie when I hit a milestone. I do take the game seriously, and I'm not entirely alone in that. Being chill and having fun is not mutually exclusive from being competitive.
Last point, I didn't ask you your opinion. I made a statement, and then simply engaged the others who answered in conversation. That includes you. If you can't stand the heat, stay out of the kitchen. Nobody made you respond. When you did, however, it was an open invitation for me to consider, accept, or retort to your opinion. It suffices to say that no, I don't consider myself lazy. I do not cheat, nor do I consider the build an "in-house cheat" and I take offense at the fact that you aren't just insulting me, you are insulting everyone who plays Spooky.
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@CriticalWeasel said:
I usually just play Myers Tier 2 with Monitor and Abuse, I still have that sneak advantage while being at normal speed.
Respect. I just don't perform well with him. My only issue with the Build is I still start in Tier-1 and the crappy, short range Wall Hack won't even work until I've reached Tier-2. I appreciate what they were "trying" to do with him, i.e. a mix between Spooky and Maniac, but I just underperform with him badly. For me, if the Vanity Mirror started you in Tier-2 and you simply remain there for the rest of the game, I would find it a lot more palatable.
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@inabakumori said:
I sure do enjoy having to slowly crouch through the 5 hooks she placed around the hook after downing a survivor, thank god I spent all this time learning how to optimally loop a kil- oh what's that? you're laying down a trap on a pallet and or window that you can instantly teleport to and M1 me mid chase? oh... well played I guess.
Does anyone actually enjoy vs'ing Hag? tell me what I'm missing please so I stop falling asleep mid-game when I vs her.
Flashlights are common equipment and found in chests rather often too. Tip: Flashlights destroy her traps.
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@Hulksmash6565 said:
It's not ######### spooky Myers, it's jump scare myers ######### lol. Pretty you are proxy camping with scratched mirror. Noed is for baby killers who ######### the bed all game that don't patrol gens. It's not hard to use Jump scare Myers at all.
Heh. I'll tell you the same thing I said to some salty people who tried to get a rise out of me the other day. Yes, I do enjoy killing babies like you. Don't beat yourself up; someday you will be able to get out alive against me. I'll keep an eye out for you Hulk... look forward to meeting you in the fog.
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@stikyard said:
These reveal addons are a part of the "hidden mechanics" problem. I'm sure many people play this game for hundreds of hours and have never bought Myers and have no idea about scratched mirror.
I had played for hundreds of hours and had no idea Wraith has a reveal addon. The only reason I knew Oni has a reveal addon is because I happen to play Oni a lot.
I've never been thrilled about the hidden mechanic side of this game. It takes a long while to learn what you're up against and we keep adding more and more Killers, perks, addons. I'm not surprised at all.
I couldn't tell you how many times I've watched players try to hide while BBQ just popped. Survivors that try to hide when I'm Legion frenzy.
Well, my best advice is for anyone who wants to know how things work, just go to the Wiki. Every Perk, Power, Add-On, and Map is well explained and detailed within. Nobody has to pay a thing. That is where I went and learned about the ones I don't pay for.
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@quazzi76 said:
Okay it is a build granted. This an argument that is agree to disagree on. In my opinion I would call it babysitting. You aren't checking gens. You know you are with in distance for an interception of the hooked. My opinion lazy. You maybe slower but if people got to lower ranks without using that build, they are better. Just as survivors who likes to play ring around the rosie (loopers) aren't any good. Survivor should be able to out smart, hide or dodge, not an in house cheat for circling. Winning that way doesn't seem to me like a real win. You are relying solely on your build not prowess. Again agree to disagree.
Lazy? I don't think that is a term that has ever been used to describe me. I got a bit of a chuckle out of that. You are making several incorrect assumptions:
- What makes you think I'm not checking Generators? Of course I am. You cannot win with Spooky Myers without maintaining Generator pressure. He is slow and has no easy options for Insta-Down. You have to put the fear of Myers into them, coming out of nowhere, hit and run. The other name for this build (which I like less) is Jump Scare Myers. The reason I don't like that term, is because I'm not always going for Jump Scares. It is hilarious to suddenly appear in doorway that they are approaching, but it isn't always the most effective application. A Spooky Myers is checking Generators. The key is to be efficient at doing so, i.e. routes are everything, and sweeping, efficient routes allow you to pick up the aura of Survivors, hear Generators being worked, and keep tabs on that distant hook for the intercept.
- For the record, I've gotten to Rank one before the reset every month since I eventually achieved that goal. I fight mostly Red Ranks (with the odd Purples thrown in) unless it is the weird "Taste the Rainbow" outlier created by them testing MMR in the background. In short, I'm fighting people who are supposed to be able to hold their own. And there are more than a few matches where I've run across people who know exactly how to fight Myers and fixed my little red wagon. They are Survivors who can adapt, as no plan survives contact with the enemy.
- My Power is not an "in house cheat" as you call it. All Killers have a unique ability, and builds which expand on it. The Spooky Myers pays a very high price for his ability to see you, assuming the Survivors choose to call in the marker. I'm slow, and have no effective tech against good Loopers. The Spooky Myers is an anti-Stealth build, i.e. the bane of Claudettes everywhere. If you hide, he finds you. He appreciates you stopping so he can catch up. He appreciates you not running in a straight line away from him, because when you zig and zag he can angle to cut the distance. He likes it when you take OoO because he can see you but you can't see him. He doesn't like you being out in the middle of wide open spaces because he can't sneak up on you. All it takes is a little bit of a head start and he is NOT going to catch you. Spine Chill is everywhere these days (and with the new and improved Wraith it is only going to get more common) so most people can get that head start. Spooky Myers takes work. You have to outthink your opponents once they start applying basic, effective tactics. You will not catch them; you have to be two steps ahead. Lazy? I take pride in going against the best I can pull and I often take them on on big maps. I, myself, put in Haddonfield the other day and fought a Red Rank SWF that beat me soundly, but I made them work for it. Next time, I mean to beat them.
I don't rely on my build. I try to take my build to the next level. I want to see what I can do with it, and unlike other people in this thread, I don't think Spooky is just for indoor maps.
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@killz4fun said:
Just finished a game where i kooked all guys 3 times.. and the last one only one.. they all died while there was still 1 gen left.. downed the last one, closed the hatch, and hooked the last one..
So, after the game, the last player to get hooked (a red rank of course) text out to me to cry about me using NOED, even if it didn't got to activate..
So he texted me, NOED 🤡 to which i replied.. AND NO ONE DID 😎😎..
He got furious and continue to text salty msgs afterwards 🤣
Anyone has run into this type of survivors that think so highly of themselves just to realize that they also lose easily from time to time??
I run into it whenever I put NOED in my list. It is their "go to" mindless chant. I always point out that NOED never even activated, that I thoroughly waffle-stomped them without it. In fact, because of NOED I was playing one Perk down. It doesn't matter. People like that are just looking for excuses to cling to, anything to try and blame others for their own failures. The funny thing about it is I rarely run NOED but these little tantrums when I do only makes me want to put it in the mix more.
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@Patrick1088 said:
I just started trying Spooky Myers. Unfortunately I never have too many map offerings.
2 questions!
1. Should I plan for Spooky Myers even without a map offering?
2. Is Vanity Myers worthwhile? Its only 16m, but tier 2 is faster. Maybe a build like the following;
Corrupt Intervention
PWYF
M&A
NOED
M&A helps you to see survivors before they hear your TR. Im new to Myers and only Rank 15, so bear with me lol
While Monitor & Abuse does slightly increase your field of vision, its chief purpose is to decrease the Terror Radius when you are not in a chase, and increase it when you are in one. This is wasted on Spooky Myers because he has no Terror Radius at all. I would actually suggest some sort of regression Perk, such as Ruin, Pop, Surge, or Oppression. When you play on the bigger maps it is harder to maintain Generator Pressure, so a little insurance is a good thing.
Monitor & Abuse is better on what I call Mediocre Myers, i.e. the Vanity Mirror build. If you take M&A and the Dead Rabbit Add-On, you will reduce your Terror Radius to zero when not in a chase. This allows you to get quite close to people before your Red Stain gives you away (or the chase music starts). I'm not a huge fan of the Vanity Mirror because that particular build of Myers attempts to give you the best of both worlds, but really just does nothing well. If the Vanity Mirror allowed Myers to START at 115% and have the limited wall hack immediately, it might be worth the time. But since it does not, I'd rather just start slower but have the information from the start.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2006624#Comment_2006624
I mean surely they question why you’re never hitting tier 3 Evil Within.
Surely?!
Well if I play it right, they just think they are great at preventing me from stalking up, or they start to assume I'm running Judith's Tombstone (perhaps with the Fragrant Tuft of hair). Is it a little dirty of me to pretend? Perhaps. When I take Lightborne... I always turn away from the flashlights and pretend I don't have it too. That way later I can make it REALLY count.
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@TheClownIsKing said:
Wall hack Myers, Pig, and Wraith are the reason I still regularly use Sole Survivor. Sure teammates dying is bad, but one token is all I need to completely counter (most) of their wallhack add ons. (2 tokens for Myers 32m range one)
Yep. :)
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@Todessense said:
Sadly he's only really worth it on indoor maps. :c So i only play him with map offerings.
Well, I'm not certain about that actually. While I will throw in the odd indoor map when I get them, I have been playing him on the BIG maps to see which I can win on. I'm happy to say I've managed to do pretty well on a number of maps that would surprise you. Most people NEVER assume it is a Spooky when it is an outdoor map, so they tend to hide rather than the more effective counters. I'll often play along and pretend like I'm trying to stalk up. The longer you can go, outdoors, with them thinking you are a standard Myers, the better things tend to go.
You do have to take certain things, however, and the Perks: Play With Your Food and Corrupt Intervention are non-negotiable. I don't normally take NOED, but when I'm "riding the lightning" (that is how I refer to just taking whatever map fate gives me) I will sometimes toss it in. The most common fourth Perk I take is either Ruin, Pop, or Surge.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2006913#Comment_2006913
"if someone plays in a way, in which the only time someone attempts an unhook results in you having the same proximity as face camping, how are they functionally different?"
I would personally point to the issue of Survivors leading and looping a Killer around a hook. In that scenario, you GENERALLY don't blame the Killer. It's not their fault that a teammate lead them to the hook and looped them there. Yes, the Killer could break off, but nobody would reasonably expect them to. Similarly, checking an area around a hook as the Killer is not uncommon in the slightest. If BBQ goes off and the Killer notices that two people are missing, it's pretty common for them to search the area. That isn't proxy camping, that is a fairly sound action based on the available data. Yes, they could go all 40+ meters to get the one or two they saw, but they have good reason to suspect that someone is closer. If found fast enough, that would provide instant pressure and an advantage.
In the case of a Spooky Myers, the same logic is presented. They KNOW someone is close. They are also slower, however, than most Killers. As such, they need to very carefully weigh their actions against the possible counter-actions. That might mean they back off and stay still for a moment, looking to see where the closest Survivor will go, in order to try and create an advantage when the chase starts. Sure, it looks bad to the Survivors that don't know what is going on. However, if they still wish to attempt the unhook, their best option is still to get close enough to engage a chase, and lead the Killer away. That is always the best way of making a risky unhook safer. Unless it's Bubba. Cuz Bubba.
Much better stated and explained than I did it; thank you.
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2006697#Comment_2006697
You completely ignored the question. Your response was "no", then you simply talked about your play style. The question is, "if someone plays in a way, in which the only time someone attempts an unhook results in you having the same proximity as face camping, how are they functionally different?"
Lets get crazy with it. Lets say you hook someone, and are automatically teleported to 2 feet in front of the hook if anyone gets within 10 meters of it. While your model is not in fact there, is there a functional difference from face camping? The answer to me seems no, as your ability to deny an unhook with 100% assurance remains.
Now to take that idea one step further, if you put yourself in a position that your awareness of everyone's locations prevent them from ever being able to sneak an unhook, and you always return to deny an unhook when someone is trying to make an attempt, you will be able to ALWAYS return to the hook before they are, as killer is faster and you have your intel advantages. Now Im not claiming this is your primary goal or strategy, but you eluded to doing something similar. How would this situation be functionally different to face camping, if you are always able to maintain your closer position to the hook in this way?
But to play Devil's Advocate myself, I'll go into more depth. Hag also has ways to watch someone on the hook while departing, and can (much faster than me in fact) get back to the hook. She even has the luxury of not having to pay attention. A good Trapper can do this too. There are lots of Killers who can get an alert. Demogorgon can plant one of his nasty holes near the hook so he is alerted when someone approaches and teleport back. None of these Killers are "camping" unless we now want the term to literally mean ANYTHING and EVERYTHING other than simply allowing the unhook.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2006597#Comment_2006597
Just wanted to point out that a "Public Service Announcement", often called a PSA for short, is entirely intended to publicly inform people of something. So the title of this thread answers that question.
Ah, understood.
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2006697#Comment_2006697
You completely ignored the question. Your response was "no", then you simply talked about your play style. The question is, "if someone plays in a way, in which the only time someone attempts an unhook results in you having the same proximity as face camping, how are they functionally different?"
Lets get crazy with it. Lets say you hook someone, and are automatically teleported to 2 feet in front of the hook if anyone gets within 10 meters of it. While your model is not in fact there, is there a functional difference from face camping? The answer to me seems no, as your ability to deny an unhook with 100% assurance remains.
Now to take that idea one step further, if you put yourself in a position that your awareness of everyone's locations prevent them from ever being able to sneak an unhook, and you always return to deny an unhook when someone is trying to make an attempt, you will be able to ALWAYS return to the hook before they are, as killer is faster and you have your intel advantages. Now Im not claiming this is your primary goal or strategy, but you eluded to doing something similar. How would this situation be functionally different to face camping, if you are always able to maintain your closer position to the hook in this way?
By your logic, any Killer with suitable skills and instincts is camping regardless of where they are on the map. :) I have, many times, crossed the ENTIRE map, hit someone, and returned to the other side to pick someone up in my Stalk and then intercept them. Again, that isn't camping (not even remotely so). I am merely intercepting and ambushing which is how Spooky Myers plays. And no, I didn't ignore your question. You just didn't accept the answer.
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It is, sadly, a thing.
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@PhantomChimera said:
I have noticed on some maps it makes the survivor easier to locate and was curious why they wear them.
Lots of reasons:
- The really good Loopers don't care if you spot them, or care that much.
- Some of them do it to make you AWARE that they have been around awhile, and thus you are more likely to abandon a chase with them, assuming that they are too good for you to run down.
- It looks cool.
Never underestimate the psychological angle. If I come in with a Halo, a Flashlight and act very aggressive, the Killer will often ignore me assuming I WANT him to chase me. Here is the thing, I'm not that good a Looper. I don't, but this reverse psychology often buys me some easy escapes. :) They abandon early assuming I'll loop them forever.
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@remoirel said:
Scratched Mirror was fun in 2018, its not anymore.
It is still a blast. I've been challenging myself playing him on larger maps to see if I can get any traction. Since I mostly play Red Ranks (and sometimes some Purple in there too) this is a hard field to till, but very great games.
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Hrm. Come to think of it there was a great game I played earlier on one of the Auto-Wrecker maps. I hooked the Claudette in the basement and left the building heading up the middle. Two other Survivors about 20 meters apart were coming down on my left and right side. They stopped slightly to the front of me when I was about 15-20 meters from the shack. Basically, we could all see one another. So here is the question, am I camping? :)
I would argue, no. At this point we are playing keep away. Neither Survivor would commit, each wanting the other to go in or lead me off. Neither would risk getting close enough to me to really get a chase going. Do you see my point. They didn't leave. They were very obvious, and clearly wanted to give me the one-two punch, only instead of a Generator it was the basement they wanted to get to. I would argue that this was NEVER going to work and it should have been obvious to them. Why would I leave? I could see THREE Survivors, i.e. two in front (off to either side) and one behind me 15-20 meters in the basement on the hook. This left only one unaccounted for.
So, my choices are engage with one of them starting a chase I can't close because they never came close enough to me to encourage it, and allow the other the unhook, or stand there in the open field, the center of the triangle between them. I would gladly have gotten into a chase if one of them was willing to come close enough to make it worthwhile, but nobody in their right mind is going to start a chase with slow Spooky when they have a 15+ meter head start. Somewhere, number four is working Generators. So the longer this stand off goes on, the closer another Generator gets to being done, and the closer the basement person gets to dying. We are playing chicken at this point, i.e. who wants to blink first, their Altruism, or my Generator Pressure.
In this example, I'm not camping (or even Proxy camping). I'm controlling an entire side of the map because they are ALLOWING me to do it. They are staying in my view (not even behind walls) 15-20 meters in front of me while the basement is 15-20 meters behind me in a building. I submit that what they should have done is gone WIDE on both sides so I couldn't keep both in sight. I would have had to commit to one or the other, or blown it off and gone to look for the one I knew was on a Generator somewhere. In this example, it is the Survivors who actually had ALL the power; they just squandered it.
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@JasmineDragon said:
Heres the thing. If you put yourself in a position where you will always be able to prevent an unhook, due to your constant knowledge and active positioning, is that not functionally the same as face camping? Im not calling you a camper here, a tier 1 myers trying to face camp would be ridiculous, but Im playing devils advocate a bit. Like sure the nurse isnt face camping, but if she teleports back right before someone can make an attempt, every single time, she might as well be? What is mechanically different from the two situations?
No, it isn't. Face Camping is a very specific thing. The closest thing you could accuse a Spooky Myers of is "Proxy Camping" if that... I am not obligated to ignore you running back to the hook. I'm going to intercept you on the way or at the hook. If none of you are hanging out there, I will leave to go hunt. That is my advice, DO NOT hang around the hook against a Spooky. Make him leave to hunt... and go long around the the outside.
If I am Face Camping or Lurking right by the Hook, you are NEVER going to make that save. However if I'm almost 30 meters away, you have a chance. If I'm even further you have MORE of a chance. Spooky is slow. The best option is to get him into a chase with one person, who loops, while you go for the rescue. But if everyone stays close, but nobody wants to engage and risk getting hit, you are dooming that person on the hook. YOU are doing it, not me.
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@Aven_Fallen said:
To be honest - Myers is rarely played today, Scratched Mirror is even more rare. I guess you can have 1000 hours on Survivor without running into a Scratched Mirror Myers once.
I suppose this is probably true. I play him all the time, and hence this public service announcement. I just don't like being accused of things incorrectly. When I camp, people will know it. I won't mince words about it. I've played enough people here now that they know if there is no one around the hook, I'm going to go look for them. If they are all in my range to see them, I'm going to move in on them. If they head for the hook and I can intercept and grab, I'm going to do it. It is precarious timing, but very gratifying when it works.
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@CLAUDETTEINABUSH said:
Thank you for clarifying, but what's your point really? Do you simply wanna inform? Pass on a message perhaps? Or got annoyed in a trial because the survivors accused you of what you've counterargued already?
I want to inform. I play a LOT of Spooky Myers. It is my favorite build. I get tired of the salt from "supposed" Red and Purple Ranks that don't seem to know how he works. If I wanted to camp, I'd camp. I don't have any aversion to it. It just boggles my mind that they don't know how this Meme Build works.
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@Witherrr said:
Scott joined recently made a video about mmr secretly being added into dead by daylight matchmaking. Ive been playing killer a bit more than survivor recently and I've been starting to see a huge spike in the survivor's skill, the more rounds I Pip, and it's honestly ruining the game for me. The whole fun of dbd for me was the casual aspect, you go in a game and ######### around, and you win or lose while doing so. These past few days it's just been objects map offerings and survivors with nearly no weak link where they all know how to abuse good tiles and it just feels like there's nothing i can do. It doesn't help at all that my anxiety makes me play worse when I'm under stress. This shouldn't be how dbd is. Besides the fact i already think map offerings shouldn't exist or at least not be able to be used by survivors, I'm also going against constant objects and at least 3 man swfs and it just isn't fun having to play near perfect every game. I don't like camping and tunneling but i see myself doing it a lot lately because of how the games have gone. It just, isn't fun at all. I got a swf who brought midwich and had all four objects. Does that sound fair? Only reason i won is because i face camped one and tunneled another, does that sound fun? I hate seeing this game go down this path, but who knows, maybe I'm just bad and need to get used to the new dbd
By casual you mean getting to beat up on people not on your level? :) A competitive game is still just a game, and by default "casual."
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@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2005883#Comment_2005883
Yes, I meant suiciding on hook. I meant to say it gives you a -1 just like DC'ing and killers would abuse it the same way.
But to say that is the silliest thing you read in a long time is just rude to say the least and you didn't deserve a reply.
Have a good day
Agreed; I owe you an apology. My skin is too thin from other threads where people claim they shouldn't have a ban for DC'ing. You deserved better manners from me.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2005448#Comment_2005448
How does it affect people who cleansed a totem?
I've noticed you have had a change of opinion. Why?
Unless I've read it wrong this is still a net nerf for NOED. Something you were strongly against before.
It isn't a Nerf. It is a rework. While those that cleansed a Totem are not Exposed, they are still somewhat affected because the Toggle for the exit gates will still be locked down for a variable amount of time based on how many Totems are still on the map. It just affects those that pulled their own weight LESS. *And I haven't had a change of heart. I think NOED is fine. If it were reworked, this is what I would suggest to meet in the middle.
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@dspaceman20 said:
I would say that I'm excited for MMR to come out so that thr game is more enjoyable. A lot of the problem I hear on the forum can be solved by good match making. I'm hopeful they did their job and fixed it so that people get good and fair matches and cause more people to improve and get better. Is anyone else excited or happy for MMR?
Excited? No. Cautiously optimistic is the best I can muster for this particular issue.
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@Yumyumtasty said:
So coming from league there's certain trigger words that trigger automatic bans if reported like #########, family dies etc.
Why does this game not have such a thing? The abuse you get hurled at here deeply concerns me and is especially hurtful during times of covid when family members are in actual danger of dying.
According to their steamprofile that person is hurling such abuse for months
Edit: No idea how to post pictures here :|
There should be. That doesn't even need to be reported. If they can setup a filter that censors hate speech in the post game chat, they can also set it to do a Ban. It can get progressively longer just like the DC ones.
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@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/233252/suiciding-on-the-hook-should-be-bannable
The problem with banning survivors for DC'ing is that killers would use and abuse the hell out of it.
They ready get a -1 and a temporary ban and I think that's enough.
I've played against survivors that DC because they don't like the killer, the map or the way things are going and sometimes, the killer takes potty and helps farming but other times they don't and that's life. It's not their fault, it isn't yours.
Try to make the best of it when it happens
This is the silliest statement I've read in a long time. How exactly would Killers abuse it? The Killer doesn't make DC. In fact, there is already a ban for DC'ing, which gets bigger each time you do it within a certain timeframe. Did you MEAN to say Suicide?
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@usuarioreal said:
What is the function of the disconnect button? Today in the Spanish forum they deleted a comment for showing my dissatisfaction with the game and saying that if I am having an unsatisfactory game I would leave the game, the question is why there is a button for that if it is frowned upon to use it
An unsatisfactory game is not a legitimate use of that button. Emergencies is the only real purpose.
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@gatsby said:
I had a Twins game with an obvious SWF that was going for sabo plays and flashy saves. After they succeeded getting the first save, I said screw it and slugged the whole team. They couldn’t flashy save or sabo if I never picked up another Survivor.
Decided to end the game with zero hook at 4 gens and let them all bleed out on the floor after Victor destroyed their whole toxic ass team.
Is that toxic? Or is it deserved?
No. You do you. Avoid the word "toxic" for anything in-game. The only toxic behavior is in post game chat.
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@Mandy said:
MMR is NOT used in matchmaking in the slightest. It's "on" in the background but it only collects match data, and is not active in matchmaking.
I really wish I new WHAT was involved in matchmaking then, because it isn't even remotely consistent. Today I'm back to all Red/Purple (as it should be). Yesterday I was lucky to get a Red.
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I'm not a fan of this rework. I personally don't think NOED needs a rework either, but if I were to change it:
- NOED activates the same as it does now, when the exit gates are powered.
- Anyone who did not cleanse at least one Totem (lit or unlit) is exposed until NOED is cleansed.
- The toggles which open the exit gates are blocked by the Entity for an amount of time based on the Tier of the Perk, i.e. Tier-1 = 10 seconds, Tier-2 = 20 seconds, and Tier-3 = 30 seconds.
This version of the Perk means that people who pulled their weight and cleansed some Totems are LESS affected by the Hex, but still have a vested interest in getting them all cleared because of the delay in getting the doors open. Those who didn't pull their weight face the same old NOED threat.
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I don't think it is on consistently, but I do think they have been turning it on and off regularly. I can tell by the matches I pull; one day I'm fighting all Red Rank (or Red and Purple) Survivors, and the next I've got all the colors of the rainbow. I should only be getting Reds (and the odd Purple) at this point.
Whenever they turn it on, I get to "Taste the Rainbow" and it is obvious, with a specific pattern mixing potent and weak Survivors together. The issue is this new MMR only works for Solo because it attempts to slot people in with a slurry of different ability levels. SWF entirely bypass it.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/2004451#Comment_2004451
I thought killer’s could see deep wound status. Am I wrong?
Most Killers that "cause" Deep Wounds know they cause it. In this case, there is no reason for them to know about it unless they already do it themselves. If there is something indicating it, it could easily be disabled for No Mither. The problem with the Perk as it stands now is it has very little return. Everyone knows when you have it, and will not slug you. You never get to use the recover ability against anyone outside the potato ranks.
This method would allow the Perk to go under the radar. Heck, I don't even care if the time required to start Mending is shorter than normal to better balance the ability. It just has to have some actual value and right now it really doesn't.
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@Benno101 said:
Iri head huntress? A doc with overcharge purposely trying for a 3 gen? A Freddy with OP add ons and dying light? You can guarantee I'll be dying first hook. What's the issue? The killer has their precious kill and I get to move onto the next game.
Even if your misplaced bias against the Killer had any merit, you are forgetting all about the other three Survivors you just left to rot. Win or lose some of them may want to try and fight it out. Some have Rifts to do. Some have their own Add-On(s) and Offerings they put in and want a return on. Some of them may want the challenge and don't cry off the way you do. Some of them accept the game and are there to play it. The issue is that you got in line to play. The understanding is that you are going to finish the game, and play it to your best ability, not tip over the table like Cartman saying, "screw you guys... I'm going home."
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/2004384#Comment_2004384
I think that sounds like a very interesting idea for a new perk. Any thoughts on that being a trade-off for some kind of buff?
I mainly think the issue here is the instant message to the killer which tells the killer to hook that player immediately.
That's the whole thing, if they just suffer Deep Wounds, the Killer gets no notification of that. They just see a healthy person go to injured. Thus they won't be tipped off immediately. Everything else about No Mither stays the same, i.e. recover from dying and being a bit quieter with the groans of pain.
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I think an easier fix would be for the playing injured to be reflected by all hits causing Deep Wounds, and thus require Mending before healing.
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@Zarr0ch said:
Stop complaining about DS....
I don't complain about DS. I don't complain about any Perk on either side. I sometimes give Feedback in the proper area, but that is as far as I go. I don't blame Players for using Perks they earn, equipment or Offerings they bought with their BP. I don't blame Killers for doing their jobs. I think that is foolish and nothing but blaming OTHER people for one's own failures.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2004174#Comment_2004174
Huh, well I've got nothing then that Claudette was just a little salty.
If you remember, was she wearing the orange 72Hrs cosmetic? Would explain the DC, because in the 2 years I've played this game, every single Claudette I've seen that uses that cosmetic apart from 1 have DCed the instant they get downed and I don't know why. It's some kind of strange phenomenon. It's gotten to a point where I will legit not even go for the pickup and start preemptively walking away because I know they'll DC
I don't remember but I'll check my videos later and have an answer for you tomorrow.
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@ALostPuppy said:
Idk who I'm speaking for here, but not everyone likes games dragging on for longer than they have to. To me I'd rather the killer just hook and kill me, the match was already lost and I want to get into another actual game sooner rather than later. It's even worse when they refuse to kill you and want you to farm like oh my god please just get me out of the game.
I don't think that's what happened here and the Claudette was just salty, but still matches where you're forced to stay in them after you've already lost get real boring.
Except that I did hook them. :) They had a chance to suicide on the hook. They opted for the save (which I allowed). It was the second one that decided to DC the second I picked her up for a hook. Then I let the other leave. As long as they kept fighting, I let them fight. Had they given up, I would have let them die.
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@REL1_C said:
This Title is a bit misleading, I hate the perk myself. The title is words from the develops, although they didn't say those exact words. The developers said they didn't have a problem with NOED. No Point complaining cause they aren't going to change the perk.
Killers say "the perk is fine", survivors think "the perk is unfair", realistically, none of your opinions matter because the developers are in control.
Believe me, I do a good play and chase the killer for about 5 gens. The killer runs NOED and face camps me. This to the developers is balanced, this is what "fair" is to them. I also understand it's easy to cleanse but it's a bit late when I'm face camped by the killer.
The only change I can see fair (In my opinion) is making NOED a non-hex perk and just adding a timer, like 180 seconds.
I play Survivor and Killer and I also think the Perk is fine. It punishes Survivors who gamble on NOT doing Totems, i.e. the other objective. If the DEV have said they aren't going to change it, it is kind of pointless to keep complaining about it.
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No Mither should have been changed to:
The Survivor can always recover from the Dying State, however they start the match wounded. This is represented by every injury inflicting Deep Wounds, and thus has to be mended before healing. *The other stuff about being quieter can stay too.
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@Sluzzy said:
It doesn't take long to notice the elephant of all perks on either side: BBQ. A pay-to-win perk on a licensed DLC. Used on every killer for the tremendous advantage and value. This perk is literally spammed in every game. It should be a HEX perk or nerfed to lose the aura reading.
BBQ was released when survivors were much stronger along with maps. Maps were also easier to hide. Survivor perks are always nerfed only when considered being used on a good SWF. The same logic and fair balancing should apply to killers. To beat a good killer you must work on gens for every second possible. You cannot spend your entire match looking and hiding in lockers because the killer will have a huge upper hand as this is the only counterplay provided to stop the aura. He most likely has Ruin so the gen is losing progress when you leave it. Too much advantage for a perk.
There is another reason why being a HEX would be an excellent change to BBQ. A killer that camps can still be awarded BBQ stacks if he uses NOED or when saves occur. He is awarded for the thing the perk was originally designed to prevent in the first place! If the perk is a HEX perk the killer will be in a race to hook as many different survivors as possible before the totem is destroyed. This will create pressure on the killer to guard totems, gens, and hook survivors in the process instead of camping and being awarded for it with a perk.
If it is not a HEX perk it needs to lose the aura reading because it gives too much value for one perk alone. This perk has been overpowered and abused by high mobility killers way too long.
Don't be ridiculous.
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Kate for Survivors.
*She is just designed and drawn pretty in the classic sense.
Myers for Killers.
*Myers under the mask is not deformed. He is actually described and almost angelic. Bear in mind I'm talking about him from the first movie when his mask is briefly removed. He is uncomfortable having his human face shown, and covers it up immediately.
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@dnj510 said:
Is so rude. I wait nearly 10 minutes to find a lobby and I get taken out of the match in 3. Very balanced.
Any tips to counter-play? If Myers is bent on getting you out of the match, he will.
There are lots of counter to this Add-on. Hell, I'm a Myers main and I won't use it because it is TERRIBLE for the Killer. The only time it gets taken is for a Rift or if you want to put yourself through a really, ridiculously hard challenge. Outside of the Potato Ranks, making it work really takes 300% effort because nobody in their right mind feeds you, and they can loop you to hell and back.
The first thing you need to do is go read up on the Add-on so you know how it works. The Killer is going to be even SLOWER than normal. It is not compatible with either the Scratch Mirror or the Vanity Mirror, so the Killer will have minimal or no wall hacks. It is often paired with the Fragrant Tuft of Hair which means infinite Mori time, but getting there is even HARDER. It is a mixed bag really. Most people taking Judith's Tombstone are giving up 3+ Generators before they can actually use it. Next, practice your looping. Keep your head on a swivel. This Myers is pretty much going to HAVE to take Play With Your Food. That means whomever the Obsession is should just hide all game. :) Stay away from Myers and don't feed him pips. Learn how to jump into lockers. This also denies the Mori. The best he can do is hook you. Remember that to do his Mori on the run he has to be really close to you, much closer than a standard attack. It doesn't work with a Lunge. Looping is your best defense.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2003432#Comment_2003432
That isn't the only instance though.
If I see a camping Bubba, and the survivor no longer wants to engage in the match. I don't fault them for it.
You can't balance the people who do it on purpose vs the people who have a legit reason. It's sort of like Camping.... You can do it at your own leisure without reason OR you saw a survivor going back to hook immediately after hooking. The game doesn't know the difference.
We will have to agree to disagree. I think you can balance it, by meeting in the middle. I think letting Survivors try to get themselves off the first hook gives them a choice to accelerate that one, i.e. cut the time they spend on that hook in half. The 2nd Stage they shouldn't have to make Skill Checks, nor have the ability to end it quick. The amount of time that Player has to spend on the hook if they do not want to play the game (that they chose to enter) is cut in half. They can walk away from the screen if they choose, open another window, do whatever. The key thing is that minute is retained by the other Survivors to try to offset the loss.
Bad, selfish Players will always exist; I agree with you about that. I just think we can mitigate their damage to their teammates by at least ensuring that a minute of their time is given back to the others. Balance is about compromise and doing what works for the most Players. There is no option that is going to make EVERYONE happy; the best we can shoot for is having a match work for the majority of Players.