Moundshroud
Moundshroud
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@UnicornImperium said:
Yesterday was my first day playing DBD on PC. I've played for about two weeks on XBOX. The one difference I have noticed thus far: End game chat.
I was called all sorts of fun things at the end of one of my games last night. Camper and hacker being some of the nicer terms.
Here's why, sorry for the length:
I see Claudette from the get go. I am able to get her onto a hook. I start walking away because a gen pops in the distance, but I hear her trying to get off the hook behind me. So I turn and watch her until Daddy Long Legs start to show up due to failed attempts (almost struggle but not quite yet). I was there for maybe 3 seconds. I wasn't trying to camp by any means. I just figured if she's going to have the audacity to try to jump off right then, then I'm justified in observing her. So I go to check a nearby generator. I have the crows, one of them alerted me that a player was in that general area. Naturally she is rescued seconds later. I am able to find her very easily and I hook her again. I start looking in nearby lockers for her rescuer. She gets rescued again while I'm checking lockers. I'm able to down her and start carrying her to a hook. Two survivors block the hook and she wiggles free. I down one of them, and hook him. Then I look around for the other two players in that area. The fourth player unhooks him and they're able to escape through the gate. They burned through those generators. It was maybe a five-six minute game total.
End game chat comes up and they call me a camper for staying in that area. They also express their opinion of me in a very vulgar light. Even though I was actively looking for other survivors I knew were nearby. Then they said I had to be a hacker if I knew they were nearby. 🙄 Perks and eyeballs don't count I guess.
Anyway, should I have simply run off in the beginning instead of waiting the 3 seconds to see if she was going to get off the hook when she was actively attempting to do so right in front of me? As a new player, hindsight tells me I should have focused on the gens more so during that specific match. I legitimately thought they were using her as a distraction due to how easy it was to capture her.
Please productively criticize and give tips. I'm not trying to make the game any more "unpleasant" than it needs to be for other players. I would love to be a well mannered killer. 🤣
This is what I've learned since starting to play this particular game:
- Don't feel the need to explain or defend yourself. Only tell the story if you enjoy it.
- Don't let them tilt or trigger you with their salt. They are just trying to scapegoat you for their failures.
- When you get crap, either say something like, "YES! Let me taste the delicious salt of your tears!"
- Or, be hilariously friendly and upbeat no matter what they say. That also throws them.
- The best thing to do, the adult thing, is give them a "good game" and compliment something honestly, however small.
- Or you can just ignore the end game chat entirely and don't even bother to look at it.
As long as you aren't cheating, finishing the games you start, and are being humble in victory and gracious in defeat, you have nothing to explain or defend. I kind of take the salt as a compliment these days. I record ever game and love getting the reportable stuff. Am I being a bit shallow and malicious, taking enjoyment from what is clearly their anger and misery? Yes, I suppose I am. But that is better than letting them drag me down to wallow in their pity party as their guest of dishonor. I think that the more of us who choose to be good sports and set an example, the better things will become. When I first starting playing this game I got crazy amounts of salt. Now, it is rare. I take that as a good sign.
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I never accuse, because things are what they are. I usually ask if someone is a SWF, politely, just because I'm curious to know if I'm right or wrong. I have a pretty good feel for the difference between Ace Solos and a SWF. While I am firm in my opinion that Team and Solo should be two different Ques (and we would all play in both from time to time), that doesn't mean I think the Team players are doing anything sketchy nor do they deserve salt for it.
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Happy Holidays to all, and a special thanks to the Moderators for all they do and have to put up with here. Let's all remember the spirit of the season and try to get to the new year with less salt and less whine.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/1833264#Comment_1833264
This advice is awful. Pressure is how you win games never surreneder an inch. Eating ds loses you games. It detremental to your success as killers victory condition is best defined as removing as many hands off gens and snowballing your downs.
You will lose the attrition game. You will lose the tunneling game never ever give someone ds. Your 100% right op. Slugem up and have a clock close by to count the seconds if there on the ground then thats just as good as them being hooked. Seek other chases in the interim and if you see someone heading back to the slug smack em down.
If you don't regret giiving up pressure your blind to the consequnces of your actions. This is another active survivor and precious time surrendered to potetntially tunnel someone down later. Ds will always be a problem perk but understand the slug method is best. If you wanna burn a powerful perk let it be there unbreakable not the ds which will just drain way more time.
We can agree to disagree. A stun is stun is a stun. It is lost time, but hardly the end of the world. Even if EVERY Survivor took DS and all of them used it on me, I lost a total of (20) seconds. I would rather lose that early in the game than late. More to the point, if I'm keeping up good Generator pressure, twenty seconds is not a concern.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1833911#Comment_1833911
Ok I have several questions. If it's not an anti tunnel perk why do people complain about the tunneling aspect of the perk? There are multiple threads on this forum alone were people are complaining that people get hit with DS when they aren't tunneling, implying it is anti tunnel perk. If its not an anti tunnel perk, you could've fooled me with the way people complain about it as such. Also if its not an anti-tunnel perk then what is it? And why not make it into an anti tunnel perk, what would be the detriment in doing so?
Also a perk that changes the way others play is a benefit to you. And really what I suggest for a change is improving the perk further? I suggested shortening the timer and deactivating when the killer hooks another survivor. "How is that improving the perk"? I guess the devs were "improving" PGTW when they lowered the time.
Those aren't questions for me. Direct them to the DEV who have stated is is not an anti-tunneling Perk.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1833858#Comment_1833858
Yeah but with the lowered time to 30 seconds it makes the survivors working on the gen not as invincible. Also all you have to do to counter this is hook another survivor and the survivor who is working on the gen ds will be deactivated since the change i made would deactivate the perk if someone else is hooked. Whit these changes people won't have to worry about the situation your describing.
But that isn't what the Perk is intended for (as stated by the DEV). It is not officially an Anti-Tunnel Perk. A Perk should only give YOU the user a benefit, not force the other Player to do anything one way or the other. You call what you did a compromise; it is not. It is you trying to improve the Perk even further.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1833816#Comment_1833816
Thanks for the feedback but I don't really agree with the idea of completely deactivating the perk when the survivor do anything. All this does it give the killer free gen pressure with no work. And what happens if I accidentally touch a gen or self care or if I get away from the killer for a brief moment but they still continued to look for and chase me but because I touched the gen they can get a free hook.
I made this compromise because of the 2 main problems I heard about the perk from others. The time and the fact it can be used if the killer is not tunneling.
Then don't accidentally hit something. The issue with DS is people using it to work Generators in the Killers face and so on. My compromise allows you to use it more than once per game, but ONLY as intended, i.e. to give you the best odds of an escape and not getting tunneled. It isn't me that is suggesting free anything, because you can choose to end the DS as soon as you like. It is YOU suggesting that you get to keep the DS even though you are not using it for other things.
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I don't really like this rework; no offense intended. I think it should be more simple:
DS activates when the Survivor is unhooked. It will remain active 30/45/60 seconds depending on level. During that time any interaction with the environment other than running or vaulting will immediately end DS early. Likewise, DS will not activate during the End Game Collapse, but if already in motion it will continue until it expires.
This means you cannot repair, self-care, be healed, etc. or you will immediately end DS. The purpose of the Perk is for running away after being hooked, period. This Perk will activate after each hook.
*Likewise, to keep Borrowed Time in line with this, it will do exactly the SAME thing in this rework, period except it is the rescuer that has it.
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@PsychoticDreamer said:
Uh... The only thing they changed about mori's is that there are no more ONE HOOK MORI'S. Has NOTHING TO DO with how the game is played. That is all BY PLAYER'S CHOICE how the game is played. Don't blame your weak tunneling technique on a nerf that has nothing to do with it.
This isn't entirely true. You can simply Mori off the first hook IF they get to 2nd Stage. It isn't that hard to make sure that happens.
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@AskingForHelp said:
playing survivor flat out sucks. They need to do something to make it a more enjoyable experience. Generators are not fun to repair. Dying is not fun or different in each game (different ways of dying would be more interesting). Staring at yourself on a hook sucks. Especially when you go down way too easily in this game. I play as a red rank survivor and a purple rank killer. This game is too killer sided. I really believe they give killers too many cues both audio and visual as to where survivors are at any given point in the game. Maps are just too small to give killers as much information as they are receiving.
Red Rank Survivor huh? :) Sounds sketchy. If you are a Red Rank Survivor... how are you just now deciding this? :)
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@danielmaster87 said:
I don't understand how people can say "Just take the DS". We would not make such a fuss about a perk if its consequences were not so heavy. Do you even realize how long a 5-second stun is in this game? It feels like 2 years! The survivor gets a huge lead on you, definitely makes it to a loop, and their teammates can plow through 1-2 additional gens at the least because you just gave up any pressure that you had.
I don't care if you say you've 4k'd after taking 4 DSs, because that simply means you're went against absolute bot survivors and would have won anyway.
Taking a DS earlier in the match does not lessen the pressure later either, because like I said, you give up all of your pressure when you get hit by DS. In many cases, that is what CAUSES you to do worse later because now you're at 1 gen and nobody is dead. You could tunnel that 1 person of course, but tunneling leads to ez gen rush. Or you can let that person go, basically getting stunned for nothing. You get trumped by DS no matter what you do!
Why do people say to take it early anyway? "Because you don't want to deal with it later in the game." If I'm forced to camp someone as the exits are powered, DS is not necessary for the hooked person to get out, even though it helps as an insurance perk. All they need is for their rescuers to have Borrowed and/or body block for them. They get out no matter what in that scenario, so you "got the DS out of the way" in the beginning for nothing. Another lose-lose scenario for killer!
You can also slug the person, but if they make to a locker they're invincible. And unless you're watching their body constantly for 1 minute, they will just get picked up and get away. If you do watch their body for a minute, gen rush happens. Another lose-lose, who could have guessed?
This "counterplay" is as ridiculous as the "solution" to Tombstone Meyers as a survivor. With DS, just take the stun and hope for the best. With Tombstone, you jump into a locker to avoid getting insta-moried. So the counterplay is literally to get insta-downed. Both of these examples are laughable in that you avoid punishment by a perk or add-on by punishing yourself in an arguably less severe way. And the worst part about them is you don't even know for sure if the other player has them until they use it on you! You could be playing around something that they don't even have, and that's why these things are so polarizing to have in the game. When you, by default, play around something because you must assume everyone is running it, doesn't that show how broken the perk is?
I think I've made my point. Taking the DS is not adapting or switching up your strategy. It's glorified Russian Roulette, and when you play it you lose the game most of the time, both metaphorically and literally.
I don't know what to tell you, except that it works for me. I always take them as early as I can get them.
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@Hyd said:
Against a decent Survivor team, imo, it's basically tunnel for the kill or play normally and likely waste the Mori.
I only ever use a Mori offering when there is a challenge or ritual for it so, it's not a huge deal to me but last night was the first time I've used one (Nurse daily for 1 kill) since the nerf, and against a decent Survivor team, I felt I had no choice but to tunnel the crap out of 1 player and essentially throw the game just to get that 1 kill.
Map selection did not help - Coldwind Farm with those cornfields is pretty crappy for me with Nurse - so I did lose my target a couple of times and lost time that way. We all already know Survivors hate being tunneled and so I don't normally do that but to finish the daily, I felt I had no choice here. Playing "normally" against this team would have likely been a waste of a Mori because they knew what I was doing and pulled all sorts of body blocking shenanigans to prevent it.
I ended the game with two kills. I normally do better with Nurse but I'm rusty as I haven't played her in weeks and I got a non-ideal map so, I wasn't too disappointed overall. My Mori kill was quite satisfying though as the Survivor tried to hide and heal on those hay bales by that big piece of farm equipment with the ramps going up either side of it (not sure what it's called) - they were just close enough to the edge on the side you can't walk up for me to down her from below and finish her off. The other I sacrificed normally but I think they let him die because they'd just powered the gates when I hooked him, and since I ran NOED for this game (expecting I would be giving them easy gen repairs by having to waste time focusing one person), they might have been scared of being downed after all of that but strangely enough, NOED didn't seem to work anyway. Not sure if it's bugged, but I slashed a survivor and it did not down them. I know the totem was up because I ran right by it on the way to the gate where the remaining 2 survivors were... Is it buggy? First time using it so, not sure how it behaves normally.
TL;DR
Anyway, as far as Mori's go, I think the nerf essentially makes them a waste of an offering which forces Killers to throw the game tunneling 1 or 2 players if they wanna get use out of it, pissing off Survivors who hate that in the process. BHVR should consider alternatives to the nerf if they want Mori's to be useable again.
My advice, and take it with a grain of salt, is that you you don't actually have to tunnel the traditional way. You just make sure the person hits second stage on the hook by patrolling vigorously and proxy camping. Once they hit struggle bus, let them make the rescue and then just down them and Mori without having to worry about DS. Even against good Survivors it is pretty easy to to achieve this unsavory trick. Most GOOD Survivors like to milk that first hook and go late for the unhook to get them before they go to 2nd Stage. This means you only have to play keep away for a short time before they hit struggle bus.
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@MadLordJack said:
It literally wins trials just by existing and requires either extreme luck or co-ordination to disable before the killer has snowballed so much the game is unwinnable. It is extremely easy to defend generators using these two perks, and mobility killers can slap on a gen info perk and make it a complete breeze to 4k.
If that's OP, it's OP. Personally, I think so. But it's not like survivors don't also have their own small pp build, so my only hope is that the two get magnetically drawn to one another and let me have fun in peace.
Truth be told, my PREFERENCE would be that Generators start regressing (base kit) at 25% speed when kicked. Ruin should take it to 50% at Level-1, 75% at Level-2, and 100% at Level-3. That way not everyone would even feel the NEED to run the Perk but if they do they don't lose anything. If I were to change Undying I would have it work thus:
Undying is not a Hex Perk. It is a Perk that modifies Hexes.
Level-1: The Aura of Survivors cleansing a Totem will be shown to the Killer, and continue to be shown for up to 3 second after stopping. *Thus just being close to one will NOT reveal the Survivor's aura unless they start to cleanse.
Level-2: A single lit Hex Perk will move to an unlit Totem if cleansed. It cannot be moved more than once.
Level-3: Two Hex Perks will move to an unlit Totem if cleansed. Neither can be moved more than once.
*These changes would slightly slow down the Generator Rush with our without Perks and thus make Ruin less of a go to option. The changes to Undying means Ruin would only move once. It would only show those Auras if someone stops to cleanse. And thus you could run two different Hex Totems and they each could move once once you max the Perk out.
In fairness, I don't think I agree with you about the power of the combo, BUT I have to admit since I rarely run anything but slow Spooky Myers, I don't get the same kind of benefit a high mobility Killer would have.
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@Almo said:
I saw a player on LoL who had played 4,000 games and was Bronze 4. Some people just don't get better, regardless of why. They might not be capable, or they just might not care. People who do learn and get better do at different rates. Devotion would be a terrible thing to use for matchmaking.
I don't disagree with you about the fact that there are people who simply don't learn, but I think they are probably the minority. I think the Bell Curve of people who are Devotion-3 are probably a better matched against other Devotion-3 (or at most 2s and 4s) than they are against Devotion-1. :) People do learn at different speeds but I think there is a margin of error where the Devotion probably could (and should) play a factor.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1831031#Comment_1831031
The thing is though is that BP is the most basic, and low effort, thing they can give us. Add to that, they are giving us basically none of it.
If they had, instead, gave us a Blood Hunt/2x BP for these two weeks we would have made many, many more than what they are giving us. And those would have been free since we are doubling what we normally earn. Hell, they could have made it one day and we would have made more.
Look, I don't want to trigger you or get into an argument about this. We just look at it very differently. Me, I say... "hey free stuff.... cool beans... thanks." I mean, they aren't blood relatives or even close friends. They aren't required to give me jack squat. Oddly enough, they have given me more than some friends and blood relatives when I think about it. I think everyone who starts feeling the urge to chime in on what they didn't get, or what they should have gotten... should watch this first:
https://www.youtube.com/watch?v=GHXSvCMpCGM&t=15s -
@Vetrathene said:
You Win. I am uninstalling this game. First game of the night. You where a team on comms telling each other where you where and where I was. You where using BT and waiting until I got into range with my terror radius. You where body blocking. You all had Balanced Landing and where on Coal Tower with a hill. You used them perfectly. You utterly destroyed me as a killer, and as a player. You succeded at making me have no fun, so well done. I hope you enjoyed crushing a person in such a way. You deserve it for how well you used a program the game was never intended to use to bully a human individual trying to have a good time. Just playing some Legion. But I am now uninstalling this game. I want to like this game. I want to love this game. But as killer it is just too frustrating for me, and I would rather not have anything to do with a game that lets me be abused in such a manner. I hope someday this is fixed. Goodbye.
Why let them win? I wasn't there so I can't comment on whether they were a SWF or not, but I'm willing to defer to your judgement on it. My point is, why let them win? All games get hard, and can be very frustrating. The best revenge is served cold. Buckle down, hone your skills, and make them pay during the eventual rematch. Don't get me wrong, I've been where you are now. For a long time I was inappropriately matched against SWF and people far out of my league. You accept that you are going to get curb-stomped and don't have any expectations for the match. That way you won't get tilted and you can just play however you want, experiment and learn.
You will improve faster against that kind of garbage. In fact, my favorite thing in the world is to pull an "actual" Bully Squad these days. I live for it. I have my fingers crossed. I keep hoping and praying that at the last second everyone will change look identical in the Lobby and have Flashlights. I consider that like winning the lottery. Payback is a Myers.
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Smurfing is scummy, and I don't care if someone has a good intent to bring someone new in (nor do I believe that is the case most of the time).
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I found the OP's comments funny, and feel they are utterly fictional. But here are my own thoughts:
HE SAYS: Undying+Ruin = easy 4k
I SAY: I wish it was an easy 4K. I run that combo often with Myers because he is slow. It ain't guaranteed me anything unless I work like a dog to keep pressure up. That is the mean truth of Ruin, i.e. it does nothing for you if you aren't applying Pressure.
HE SAYS: pay to win Freddy+tinkerer= easy 4k
I SAY: Huh? Freddy is certainly a potent Killer but I've gotten out (as a Solo) plenty of times versus this combination, and I'm not that good.
HE SAYS: spirit = 4k if you are more than 5 years old and have 2 braincells
I SAY: That isn't very nice, to insult every single Spirit Player here who doesn't get 4Ks every game. I imagine, since I get out against Spirit often enough (and I'm not that good a Survivor) that you just insulted a lot of people.
HE SAYS: bad killer + noed = easy 2/3k
I SAY: This guys is clearly still a POTATO.
HE SAYS: camper against solos = easy 4k
I SAY: This guys SCREAMS "I am a potato."
HE SAYS: tunnelers against solos = 4k
I SAY: Uh.... mashed potato?
HE SAYS: 3k + slugging for the 4k = 4k
I SAY: Garlic mashed potatoes?
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Hrm. Well I guess I'm the odd man out, because anything I get free seems like something I wasn't going to get before, and worth showing gratitude. We all (me included) want more for Xmas; that is human nature. But wanting and expecting should be two different things.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1830977#Comment_1830977
Surely you realize that Blight and The Twins have powers that are sooooooooo easy to use well
/s
Did you mean to ask me this? What is the context? I was merely saying that based on the OP's post I don't believe him in the slightest about 3K hours. :)
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@valvarez4 said:
Undying+Ruin = easy 4k
pay to win Freddy+tinkerer= easy 4k
spirit = 4k if you are more than 5 years old and have 2 braincells
bad killer + noed = easy 2/3k
camper against solos = easy 4k
tunnelers against solos = 4k
3k + slugging for the 4k = 4k
killers don’t need to find survs, they have dozens of perks, hitting survs is easier with new killers, map reworks are so killer sided, totems are more difficult to find.
I have more than 3.000 hours and this game is so killer sided I can’t imagine why surv play as solos
I don't believe you.
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@Barlor said:
Heyo,
as in title, what is the actual point of bringing mori as killer? Don't get me wrong, I'm all in into changing it, but this change was simply lazy, and it puts it as offering even below bronze blood points offerings. To be honest it makes more sense to remove them out completely at this point, rather than have additional useless pick in bloodwebs.
Only use of it I can think of is if you get daily, or archive challange to kill someone by hand.
Why can't we get some option to dunno, for example fuse few other offerings that just sit there into 1 other from particular category? For example transforming 3 offerings of your choice into 1 random from categories of map, bloodpoint, or mori(as if anyone would use the last one now though).
And do we really need offerings/items to be limited to particular character? And don't get started with "it's unrealistic" or "every character has what he found". How comes they can learn other's characters perks? Do they have random chit-chats at bonfire to teach each other their skills? Do they have shed full of toolboxes/flashlights/medkits, ready to pick items from before match begins?
While we're at it, why isn't eq shared between all survivors for example? I can get the issue in killers, as they have killer specific addons, but then again offerings could be shared.
Most people are avoiding a topic, or they simply haven't realized it yet. The Mori is to encourage Survivors NOT to let people get to the 2nd Stage, i.e. they must get that rescue (or else). What it means is that if (and I'm not advocating this, merely clarify) they are lazy and let a person go to the second stage, or if you purposely keep them away long enough for that to happen... you can then allow the unhook and immediately Mori bypassing DS. On any given day, I see lots of people hit 2nd Stage and I'm not even working to make it happen. Imagine if I were?
So the point of the Mori (and I have so many I could take one every game if I wanted) is to simply punish any team that is lazy, or to be extra nasty and cause that 2nd Stage with a bit of pressure, and then take a 4v1 to a 3v1 early. Have I tested this theory? You bet your sweet patootie. It is horrific but it works.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1829066#Comment_1829066
I don't know what I'm talking about?
Unless it's a 4 man swf the game is already over.
An early-down, interrupted a gen 2 or more survivors have been working on, had ruin, etc... So many factors are there, gens don't magically get worked on the second the match start.
Solo teammates get destroyed by this since there is no way for them to know unless all three checked the hook and saw that I was camped.
Bitter Murmur and Noed will reveal all the remaining survivors for easy downs.
Answer me this, how can survivors avoid Noed and Bitter Murmur when they were rushing gens thanks to a camper?
Otz made a stream in August where he got ez 4k almost every match, with survivors rushing gens.
1k? Lmao are you serious? Have you been playing the game or are you just spouting nonsense on this forum the whole time?
Noed shouldn't activate for a facecamper.
No, you don't know what you are talking about. What Otz can accomplish is not normal for the game. Otz can get 4K without Add-on(s) or Perks. That is Otz. You and I are not Otz. Don't be ridiculous. That has nothing to do with the game, and everything to do with Otz being Otz.
It is BAD Players (SWF or Solo) get destroyed by a Camping/NOED Killer. There is no excuse whatsoever if the Killer is camping someone to death for the remaining Survivors not to get the rest of the Generators up. People manage this every day. The question you should be asking yourself is why can't YOU manage this?
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@mynameisaaaaa said:
I faced a swf that accused me of face camping when i was patrolling near the hook. i knew there was a survivor on the other side of the map doing a gen but i couldn't care less because i had to 3 gen (we were on coldwind) and the hooked survivor was in the middle of my 3 gen. I was also aware that 2 survivors were nearby so i hit them both while in proximity of the hook and at this point the hooked survivor has about 10 seconds left on hook until he dies (it was his second hook not first). the gen i didn't t care about pops while i just face camp the hooked survivor to secure a kill because he had such little time left until dying. i ended up winning the game and they blamed me of face camping the whole match. Other than that little 5 or 10 seconds of face camping (knowing none of the gens were being repaired) is this really considered camping?
Why would you care? Only you are qualified to decide what you need to do in a given match. Camping is a valid tactic, so if you do it (or not do it) makes not difference.
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@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/1829445#Comment_1829445
To be completely fair, folks that want to leave a match (for whatever reason it is) don’t care about pips or bp. It would have to be some insane amount of bp to get someone that doesn’t want to play against the 8th strider spirit in a row to not suicide.
im not condoning suicide on hook, just stating the obvious.
Sure, some people will leave regardless... but I submit that some people will stick the 2 minutes if it means the match isn't a total loss.
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@kaijudane said:
You know what I want? For ######### to not wait until I've run across the map to try to unhook themselves. They don't get it often, obviously but when it happens you can't replace all that wasted time.
That is a valid gripe too, although not really related to what I'm giving feedback on. I'm giving feedback on how to keep people from suiciding on the hook. :)
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@luvcraft said:
playing hag for a daily after not playing her for a while, and it feels like her speed is HALF what it used to be. I'm running slower than all the survivors! How am I supposed to win a chase with this???
And don't give me any "you have to set traps in strategic places" BS; when I pop to a trap the survivors STILL leave me in the dust with their standard running speed running away from the trap!
Is this a new bug?
Nope, she is the same speed I've always known her to be. She has always been 110% speed, i.e. slower than most Killers but faster than poor Spooky Myers. And the Traps are how you are supposed to make up a lot of time by teleporting where you need to go. If you are having trouble with that, I can suggest the Perk: Play With Your Food.
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@yobuddd said:
....Injured David sounds waaaaay too much like Victor. It’s unnerving!
I thought you were about to say that No Mither is a death sentence against the Twins (which it is) but what you said instead is just weird. I can't say they sound anything alike to me.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1824125#Comment_1824125
If the camper gets an early-down, the team has 120 seconds to finish all gens and open the exit gate.
Let's say the killer got the first hook after one gen was completed, If the team finishes the remaining gens they would have no time to cleanse totems. And that if the team were SWF and knew the killer was camping so they rushed gens. Solo players get rekt by this playstyle
https://forum.deadbydaylight.com/en/discussion/comment/1824183#Comment_1824183
My issue is with camping killers getting rewarded with Noed for doing nothing while players were rushing gens because he was camping.
https://forum.deadbydaylight.com/en/discussion/comment/1824304#Comment_1824304
If the team was SWF (again solo players will get destroyed by this playstyle) And they prioritize totems, then the killer will %100 get another kill and bittur+noed will make the 4k even easier.
Let me repeat myself here:
Noed is fine
Camping+noed is not fine. If the game detects the killer is camping, noed shouldn't activate since there isn't enough time to do both gens and totems. The killer shouldn't be rewarded with noed if he wants to camp hooks all game then finishes with noed.
If the Killer gets an early down, the Survivors (including the one downed) had all the time up until that down to work, they have the time while that person goes through the two stages to work, and they have the time it takes for the Killer to find someone else to work. On average, they will have brought up 2-3 Generators in that time. As long as they have done this, they are in no worse position than they were at the start of the match, i.e. the dead Survivor has done his/her part to get them out, no different than if they had looped the Killer for 2+ minutes.
In short, you don't know what you are talking about; stop pretending that you do. Now, if the rest of the Survivors haven't been doing anything (wasting that precious time) then yes, things are going to be rough for them. That is on them, not the Killer, and not Camping or NOED. Seriously, how long have you been playing this game? Time is the most precious resource, and a camped Survivor (early, middle of the game, or late) provides time to the others that they are not under pressure. So let me repeat, as long as the Survivors are doing their job, 2-3 Generators will be coming online during that time. That means only 2-3 will be left for the remaining Survivors to do when the Killer resumes the hunt. It also means those Survivors could pick and choose which Generators they did and can make sure they didn't 3-Gen themselves.
To put this in even clearer terms, it takes (80) seconds for a single Survivor to bring up a Generator (one minute and twenty seconds) if alone, not using a Toolbox, and without any Perk bumps. So in the (120) seconds of the camped death there really is ZERO excuse for three Generators not coming online. Remember also, that we aren't even accounting for the time they had prior to the early down, or the time the Killer is going to use to try and find the next one. Are you picking up what I'm putting down? Are you following this brutal math? When the game starts, most Survivors start within 3-8 seconds of a Generator location. Most Killers take between 10-20 seconds to get within Terror Radius of a Survivor. So even with a BEST case scenario for the Killer, Survivors potentially are already on their way.
What is more, the first Generator (or first two) is usually worked but two Survivors, which is pretty efficient. More than that and you lose efficiency and return on simply getting to another Generator with the 3rd or 4th Survivor. This means that even with an early down, there is an excellent chance that the 1st Generator will be coming online before, about the same time, or just shortly after you get that first hook. Truly efficient Survivors have been known to regularly get 3-4 Generators up before that camped sacrifice. Survivors using gear and Perks which accelerate the process are a wonder, and as a Killer you kind of get annoyed watching Generators slam on like lights one right after another all over the map. Again, are you following the simple math and time?
A camping Killer is a gift to Survivors who know what they are doing and don't potato around the map when someone is hooked. Survivors that understand the game don't waste precious time. A Camping Killer with NOED is going to be lucky to get beyond a 1K if they are doing their job. So, in summary, if Survivors are getting wiped out by a Camping Killer with NOED, that is on them.
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@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/1828111#Comment_1828111
You do realize me using a mori on you when you are death hook is just cosmetic right? It doesn't help the game out at all, in fact it takes longer to mori than it does to just hook you so it's actually in your favor if I use a mori not mine. The mori nerf was lazy, there were a ton of other things they could have done to make it more fair but they went with the lazy route (lets be real NO ONE is surprised.)
No, it isn't if you use it EARLY in the game. I'm not advocating this, but I am breaking down the positives. Sometimes you might want to turn a 4v1 to a 3v1 extremely early. If you proxy camp and just make sure that the first person goes to 2nd Stage before you allow the rescue, you can tunnel and Mori without any fear of DS. The entire game has just changed. So, if you are going to use one, you use it as early as possible if tactics matter to you. I could care less about the animation. I'm not going to bring one unless I'm going to use it effectively. Do you follow?
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@dspaceman20 said:
We all have been tunneled and camped, but the question that I started thinking about is what is the psychology behind camping and tunneling and why does it feel so negative? Or if you do it why does it feel positive and rewarding at times? What are you guys theories?
They are neither. Camping and Tunneling are tactics, nothing more. Sometimes they are the right tactic based on conditions and the situation, and sometimes they are not. You are playing the match to win, and ultimately killing MORE Survivors is what you want to do. You balance the camping against the loss of Generator pressure.
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@HollowsGrief said:
Thanks for nerfing Moris without doing anything to keys. Now the only thing that kept them in check is useless and I get to deal with a key in 80% of my games! Fantastic balance changes by the way, I can't wait for them to add a 5s progress bar to keys opening the hatch that I'm sure they will let you 99 so that it's just as pointless as the EGC!!!
Well, I hate to be the one to point this out but you can use the Mori EXACTLY the same as many people did before. You just make sure the person hits the 2nd Stage before letting them get unhooked and then Mori them.
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@Father_Dark said:
Normally, as soon as I hook, I move off to check on a gen. If I happen to still be close when they get unhooked, I may head back, and I will chase the new survivor, not the one that was unhooked. If I think someone might be in the area, I might do a quick search around and give chase if I find anyone.
My question is... should I be lingering closer to the hook longer? I was reading a post about a survivor who was constantly being camped and someone mentioned that killers do that because 2 or 3 others will get off gens to rescue this person. So, that means, my nice, friendly way, is only pulling one person off a gen, where "some what" camping, will pull 2, maybe even 3, survivors off gens.
Is this accurate? Should I be more campy? (I've only been playing hard core killer for the last week, so I'm still new to this. Currently rank 7 or 8.)
My advise is to hit whatever target pops up in front of you which is the most certain to go down. Whether or not you stay around the hook is entirely match-specific. Sometimes you have an altruistic bunch where everyone runs to the hook. There isn't much reason to leave if you can see them coming. Sometimes you have people who will simply let them die on the hook. Why waste your time. I break babysitting the hook down into three types:
Squatting: (what most call Face Camping) is staying point blank to make it super hard to unhook safely.
Lurking: Which is hiding nearby, extremely close hoping to go unseen by the hooked and unhooker until too late.
Camping: Which is a series of short patrols where you are able to get back to the hook fast if you need to do so.
All of them have their uses. There is no magic bullet or formula. You have to base it on the individual match.
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@AhoyWolf said:
What if Distortion was Survivor version of Insidious?
Standing still for 4/3/2 seconds will make it impossible for the Killer to read your aura until you move or act again.
What do you think?
I think having it mirror Insidious is an excellent idea, and far superior to the current token option.
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@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826480#Comment_1826480
A guy that threatned irl my gf got banned in less than 12 hrs. That time i filed a report on both ingame and help center. As i said, ingame reports alone are worthless.
Bear in mind, that you should also report actual threats to the police. I'm not kidding or exaggerating. Record every game. Any serious threat is actionable by law enforcement. So anyone who threatens your life (or a family member) rather than just saying, "I hope you get cancer," you should report it.
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@honestscript said:
I was red rank and then took a break only logging once every few weeks and now I'm rank 16.
It's legit not fun being matched with level 15-20 players.
Why are you complaining? It should take you all of two days to hit the Red Ranks again, a nice easy slide back into things.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/124061/is-calm-spirit-good
It's a junk perk. Only good against Doctor and sort of good against Clown, and against IF Slug Nurses, but then you will die to an IF Slug Nurse no matter what you do.
Since there is no need to stealth against Doctor or Clown (it is better to just run and loop them) Calm Spirit has no real significant use.
https://forum.deadbydaylight.com/en/discussion/comment/1033035#Comment_1033035
Sorry but it really isn't.
https://forum.deadbydaylight.com/en/discussion/comment/1826523#Comment_1826523
As you progress towards more skilled killers they don't give a damn if you're stealthing they will find you and they will kill you, just like Liam Neeson.
If you say so. :) I've had very good results with what you call a "garbage" Perk. I stand by my advice.
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@Kyle1234 said:
I have been running Calm Spirit a lot lately since everyone is playing Doctor. And while it appears to be pretty strong against him, but what about against other killers? Does anyone have any success with this perk?
Yes. Aside from preventing you from screaming, which is excellent, it keeps you from disturbing the crows. As you progress and go against more skilled Killers, you will find that they can spot a disturbed crow halfway across the map. Many people even take the Perk: Spies in the Shadows. Crows give you away to good Killers. Calm Spirit is a auto-include for me.
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@MadLordJack said:
Not entirely sure what mori's and facecamping have to do with one another aside from being extremely toxic to the game and genuinely being some of the biggest reasons people quit playing.
Edit: seriously, don't see a big link. It's easier to compare mori's and actual genrushing.
I'm not sure I entirely follow the logic of his posts either, but there is a link between Camping and the Mori now. It is an unintended consequence of just flat linking this to being 3rd Hook (or already having reached 2nd Stage). If you DID want to use the new Mori effectively to change a 4v1 to a 3v1 early, you would Camp but you do so not to keep someone from making the rescue, only to delay the rescue long enough for them to go to 2nd Stage. Then you tunnel, and Mori.
In short, the nasty habit of current Solo Survivors of letting their Teammates get to the 2nd Stage actually plays extremely well into the hands of someone who brings a Mori. It is an encouragement to stay just close enough while applying pressure to run off potential unhookers with the threat of an unsafe rescue. Do you follow? That is pretty easy to do, and much easier for some Killers than others, i.e. those that can Proxy Camp and still keep up pressure.
It became apparent to me, same day it was announced, that IF someone takes the Mori and intends to use it tactically, they are going to Camp and/or Tunnel. If they are just taking it for color, they won't do this. But let's be honest, those people who regularly took them were intending to use them tactically. They will just adapt, particularly because the damn Ebony Memento Mori was so expensive. They will be looking for a return, not just an animation or the "possible" ability to avoid DS.
And let's talk about that avoiding DS benefit, i.e. the only one remaining if you don't Camp and Tunnel from the start. Being able to bypass it simply means it is being suggested that you SHOULD Tunnel as soon as they hit 2nd Stage because that is the only benefit. :)
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826197#Comment_1826197
When survivors complain about camping, they are not referring to when camping is utilize correctly. Survivors are complaining about when it is used incorrectly.
When PLAYERS complain about anything here, they looking to scapegoat something, blame anyone or anything other than themselves for their own loss. We lie best when we lie to ourselves. Let me break something else down for you; we all are playing the SAME game. Statistically I run into just as many campers, tunnelers, sluggers, etc. as you do. It isn't a problem for me. I look at each game that goes south as an opportunity for me to get better. I ask myself what I could have done differently. In short, my ability to control things starts and ends at my own actions in a match. The same is true of you.
Brutal as it may sound, your comments are just a high pitched whining noise. We have heard it before, and we will hear it again. Eventually you will simply learn to live with it and play the game, or you will move on. The sooner you accept the nature of the game, what you can and cannot change, the happier you will be. You just need to stop making assumptions. The ACTUAL DbD Community is made up of everyone who plays. The total number of people who post here (or have ever posted here) is a tiny minority compared to the actual number of Players. The real DbD community members will never post here or show up on social media. They just come and play the game.
Even the much smaller community of this Forum isn't in agreement about anything. You should not try to speak for everyone globally. You would do better to speak only for yourself. Better yet, you should use the energy you waste here playing the game and honing your skills.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826099#Comment_1826099
Than why is it that, essentially the entire dbd community constantly argue that it is wrong, unfair, boring, and punish the campers.
Even some users who claim they are killer main say camping is wrong.
At this point, we can all agree it's wrong. So let's make it official so it gets rid of the confusion.
I'm going to correct you on a few things:
- The entire FORUM community is not in agreement that it is wrong.
- The FORUM is not even representative of the entire DbD community.
- And the DEV have ALREADY stated it isn't wrong, cheating, or invalid.
Your assumptions are simply wrong. Tunneling, Camping, Slugging, etc. are all just tactics that Killers sometimes use. They are niche tools and when used incorrectly hurt the Killer. When used correctly and in the right circumstances they will benefit the Killer. It is ALREADY official that they are not against the rules, not wrong, and not really YOUR purview.
You should worry more about YOUR side of the game play.
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@noctis129 said:
Can the devs put it in writing? In the game? Like on the main screen or in the tutorial?
That camping is wrong or it is simply not the objective? This will clear the confusion.
Why would they do this? They have affirmed on many occasions that Camping is a valid tactic. It is a tool to try to achieve the objective. If used incorrectly it will hurt the Killer. DbD believes in player agency and thus they don't generally don't impose them on player style choices.
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Well it is certainly a bug if it won't let you pick them up. It doesn't quite meet the criteria of holding the game hostage because they WILL bleed out, but it is exploiting a bug (and doing it knowingly) so it is something you can report.
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@maximus909 said:
I just got through playing a match where the killer was Leatherface. I was survivor Jane Romero. The killer hit every survivor rather quickly after one gen was complete. One hit and each survivor was downed. ONE HIT. So for all you pathetic killers that cry and whine about DBD being more survivor friendly.... you all need to stop crying because that allegation isn't true. All it takes is skill, practice and perks. The devs have balanced every ones perks the best they can. And if a killer has a perk that can down a survivor with one hit, well, you all should be joyous. Instead, you killers cry every time survivors escape. Probably, because you aren't good enough. Maybe it's because you were raised to always win or where everyone gets a trophy and simply losing wrecks you emotionally. DBD is the most balanced game of it's kind. "You can't win them all."
You are new I take it? Leatherface has a chainsaw and a tantrum that lets him insta-down a lot of people at once if they clump together. While I agree with you that whining online here at the forum is an unattractive habit (whether Killer or Survivor), your post is also just one more big whine about what happened to you. Kettle meet pot.
For the record, I don't think DbD is Killer or Survivor friendly by design. I think it teeters back and forth based on variables that change. In general, Killers have an easier time at the start (potato ranks) but have a harder time as time goes on because as a group Survivors definitely can match or exceed the Killer's ability to pressure them. SWF (a team with Comms) in particular have an advantage in this area.
To me, and I have no way of knowing for sure, you sound like a Potato. I do not mean that in a negative way. We all started as Potatoes. You just got your first, hard lesson in chainsaws and slugging. We have all been there. It suffices to say that your experience has little bearing on the balance between Killers and Survivors overall. It is dangerous to make assumptions (or whine) based on individual events.
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@OldHunterLight said:
So a group of 2 ttv players got upset that I 99% a gate, since when that is the wrong choice? The heck is happening to survivor mains these days?
The Streaming Crowd, who use us for content, get paid for it when we do not. I wouldn't lose too much sleep over what upsets them. I had one chew me out once after I wiped out almost all of them on Midwich with Spooky Myers. He took the hatch. He did the normal, accusing me of tunneling, camping, etc. Told me I didn't give that newer player a chance (none of them were that new). They were the Streamer's entourage clearly. The thing is the Streamer didn't really care about those other Players; the Streamer was upset that I trounced him and his team in a live stream and was desperate to try and save face by attacking me. I offered to show him the video from my perspective so he could see no one was tunneled or camped, but that would have defeated his purpose.
I expect the people complaining at you were doing it for the same reason, i.e. to try and shift blame.
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@Kaitlin814 said:
Ruin/Undying is painfully boring on both sides. Makes the games way too easy as killer, and it makes more games than not unplayable as survivor. Add in Tinkerer, and.. well... EZ 4 kill for the killer.
Spoken as someone who knows next to nothing about it. :)
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@AnnoyedAtTheGame said:
Theres no need. Once hes in red or purple ranks hes useless killer in my opinion.
Hrm. I take issue with this statement. I'm in the Red Ranks (have been for awhile) and useless he is not.
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@Stop_camping said:
Hello everybody,
I wanted to ask if anyone had any tips on how to best play against Michael Myers. Because he is very fast and also has the onehit mode.
Sure! :) Remember there are effectively (3) Michael Myers "basic" builds. They are:
Spooky Myers (Scratched Mirror+Boyfriend's Memo) who is slow, locked in Tier-1, but has a large wall hack.
Mediocre Myers (Vanity Mirror + Whatever) who can not get past Tier-2 and has a smaller wall hack.
Maniac Myers (Any build that can reach Tier-3) who has Insta-down in Tier-3.
It sounds like you are having problems with the Maniac. These are some useful suggestions:
- Use terrain and hide and seek to keep him from juicing up on Stalk in the first place.
- Split up and go to the four winds to work Generators and prevent massive Stalk at once or snowball.
- Jump in a Locker or hide if he can't see you to run down his Insta-Down (if not infinite).
- Spine Chill is great to avoid him early game before he Tiers up or to know the second he is coming all game.
- Head On can be a nice combo if you have to jump in a locker to avoid Insta-Down and then jump right back out.
- Tenacity+Flip Flop+Unbreakable is good because Maniac is often a slugger.
Remember, that Myers is tricky because you never know WHICH Myers you are dealing with unless you pay attention. If the game goes on a LONG time and you never hear the Myers music, chances are you are dealing with a Spooky (even if they pretend they are not by seeming to stare at you like they are stalking up). If they always seem to be showing up out of nowhere, that clinches it. If you hear the music and he hits Tier-2, you should assume it is a Maniac because not that many people really like Mediocre Myers (myself included). Assume that he is going to stalk up to 99% and trigger it only when he needs it and have the Insta-Down on tap.
This means with Myers you want as long a head start as possible. Keep your head on a swivel and use whatever you can to keep those sight lines open. He will have a Terror Radius but it might be much smaller than you would expect. I often run an Add-on called Dead Rabbit and use the Perk: Monitor and Abuse. The combination of these two really guts my Terror radius when not in a chase and still in Tier-2 but at 99% and ready to go to Tier-3, so he can get right up on you if you don't keep good sight lines or USE A SPOTTER. Sometimes teamwork is necessary even if it costs you time on the Generators. *There are also Perks he loves (Dark Devotion being a favorite of mine).
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@awosek said:
Im really curious guys what u like more. Bans to be turned on or off.
Absolutely ON. The number of disconnects I saw was outrageous until the bans came into effect. If people aren't here to play the game, they shouldn't play the game.
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@GrimReaperJr1232 said:
Exactly what the title says.
People like to say, "buff X killer" or "nerf Y killer."
So, I'm curious what everyone has to say. How would you change The Pig?
Me personally? I would change her a great deal to be more in line with the SAW theme. In short, there would be no Hooks that spawn when she is the Killer. There would be no need for them. Her game would be the reverse bear traps, and that is how she would make her sacrifices. Right now the Traps are just a delaying tactic, a way to allow her lots of pressure without having to actually pressure. I think that sells her short a bit. I think it would be better if she doesn't hook but slams those traps on you, and the stations to remove them aren't visible by aura. Survivors have to search for them. During the time they are trapped, she cannot down them again directly. All she can do is hit them with Deep Wounds which unless they stop to get mended, will start an additional timer.
Crazy or not, I think the rules would still apply. She can't trap them again or directly down them until after they get the current one off. They have to be allowed to go and look. This allows her to go after other Survivors to put the traps on them. As a result, I don't think she should have a limit on Bear Traps, although perhaps only carry so many at a time like the Trapper (and must go pick up more if she runs out). I also think the Timers should not be stopped for near as many things, and I think someone should be able to crawl to a station and be able to try and disarm even in the dying state.
Thus, people downed and left to bleed out with the trap on their heads would STILL require rescues from other Survivors or they will bleed out... or run out of time quickly in their hunt for disarm stations having to crawl. Again, I like the theme of Pig being different and I think having hooks and traps is kind of a distraction. I think each time she downs someone she must use one of her carried traps, or carry them to a station to put the trap on. That counts (for emblem and bp points) as a "hook". Each time someone dies to the traps, that counts as a Sacrifice. You get the idea.