Moundshroud
Moundshroud
About
- Username
- Moundshroud
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1824613#Comment_1824613
No it isn't. You're just not understanding.
Pinning a survivor down and not letting them go is holding the game hostage, are you kidding me lol. It's the definition of it haha, you're trolling.
It's also super relevant. OP is talking about how most toxicity is post-game by survivors, I am explaining why. Survivors are limited in game so they save their direct aggression (toxic chat) for the post-game. Killers are prevented from griefing in game, so they are less likely to feel the need to release aggression post game. Duh. I'm insulted that you said what I said wasn't relevant, when really it was just you not understanding. You owe me an apology for your condescending "Well let me tell you the rules, you're confused" post. I doubt you'll say sorry tho.
Btw I am not talking about camping a hook when there's a 99% gen nearby. I am talking about camping/tunneling the first survivor you find. That's toxic: Throwing the game to ruin one player's experience is toxic. Don't twist it
I don't owe you an apology. Your post was poorly written. If you mean blocking a Survivor into a corner and then not hitting them to hold the game hostage, that does fit the limited criteria. But lots of people complain about the Killer blocking a pallet and so forth. But again, what the Killer does in the game has no bearing on what Survivors do or say afterwards That is entirely on THEM. It doesn't matter if the Killer tunnels and camps on first hook at five generators because that is legal, whether you find it bad or not. That is just the game. The only thing we can hold Killers and Survivors to are the RULES of the game, not our personal preferences.
-
The notion of the game popping up an alert offering bonus BP to someone for choosing to play a specific Role isn't bad. I suspect coding that would be a nightmare though.
-
@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824636#Comment_1824636
I mean its a stupid thing if you have a behaviour account implemented like people suggested for cross progression you could just monitor an account after a report AND they took auric cells away from people after the first rift had that bug so they obviously can remove things and see accounts so how would it be hard to just accept somebodies word and then see of they recieve currency in insane amounts or items?
Nope; that is not the world we live in. There are procedures and avenues for people who are actually hacked to follow. If people choose not to do them, that is on them. The sad part is a few rotten apples often spoil the barrel for everyone else. Due to those bad apples, claiming they were hacked, or didn't disconnect, etc. (lying) we live in a world where we cannot just accept anyone at their word.
-
@Father_Dark said:
I had 2 matches recently where at the last moment in the lobby all the survivors switched to a single character. The first match was Claudettes and the second match was Bills. I try not to tunnel, but this was coordinated and they wore the same exact outfits too, and it was very difficult. I got a 4K with the Clauds and one Bill escaped through the hatch.
I'm just wondering why do it? To reduce tunneling? But now you might get accidently tunneled? I don't know. Just curious to wonder why it was done.
Thanks.
It is often done for Memes as Mandy said, and sometimes it is done to try and confuse the Killer, to make it harder for you to know who still has DS, who has used Unbreakable, and so on. Sometimes it is done to do a handoff in a chase, i.e. a switch when out of site of a Killer trailing. Thus the fresh one runs on and you follow him/her while the original target doubles back to the Gen, and so on. Personally, I hate that two of the same Survivor are even allowed to appear in the match. At the very least I think it should force different cosmetics. But that is just me, and I'm sure the coding required would make that difficult.
-
@Komodo16 said:
So apparently if you get hacked any punishment is your fault. I'm not going to explain any of this for if I actually discuss the reason behind it ill break the forum rules. But @RandomKid i am sorry you had to deal with that utter drivel and I wish that some people had better rules. But I also suggest you dont talk about it anymore.
The problem is that there is no way to verify if someone got "hacked" or not. Thus, responsibility for not getting hacked has to fall on that person to take the appropriate precautions. Consider this, when the DEV implemented Bans for disconnecting there was a explosion of people claiming how it was a system crash, out of their control, and so on. If the DEV were to accept their word for it, policing and discouraging the behavior would be impossible because very single person was claiming they didn't do it on purpose.
Saying somebody hacked me, is likewise a go to defense for someone. If they were truly hacked and go through the proper procedures to show proof (and provide it) things will get handled. Sadly, nine times out of ten, people just say, "I was hacked."
-
@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1824577#Comment_1824577
Your personal anecdote is worth nothing
Killers don't need to send toxic messages, the games gives them the means to be toxic through gameplay (caming, tunneling, slugging, bodyblocking to hold game hostage, slashing on hook) meanwhile survivors get "crouch/teabag to slow me down in a chase" and "clicky-clicky, let's waste my batteries"
This is a poorly thought out post. The majority of what you cite are tactics which are:
- Valid and specified as such by the DEV.
- None of those are defined as "holding the game hostage."
- Irrelevant to the discussion at hand.
Of the things you mention, only slashing people on the hook even comes close to trying to send some kind of Killer version of tea-bagging. Let me break it down for you, since you seem out of the loop: Tunneling, Camping, Slugging, Blocking, and even the Mori are all valid tactics that Killers can choose (via agency) to employ. By definition they are part of the game and not "toxic" or whatever other silly term you want to use. Holding the game hostage has a specific definition and is extremely difficult to do and has no place here. That is an offense which can be reported if the very rare terms are met. It is inappropriate for you to try and merge tactics you don't like with something else.
Right now, we are talking about people behaving like obnoxious idiots, i.e. BAD SPORTS either pre-game or post game. This is reflected by their chatter. Outside of breaking the actual, reportable rules of the game, it is the only thing that qualifies for bad behavior. Hence:
- Do not cheat, either by hack or lag spikes.
- Do not disconnect; if you start a game, finish it.
- Be humble in victory, and gracious in defeat.
Doing those three things is all that is required to be a good sport. Thus, Killers are not defined as being toxic by YOUR personal standard, but rather by reportable behavior. Are you picking up what I'm putting down? Your Survivor's Rulebook for Killers has no place or validity.
-
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824551#Comment_1824551
I tried but after a while it just becomes boring, the time it takes for me to file the report ingame and on the help center is worth 1 whole trial.
Someone that threatned my gf irl got banned (i even made a post a while ago) but after a while as i said the procedure its too long and complicated to get any "result" because i'm afraid ingame report alone won't do anything.
Pain or not, it needs to be done.
-
@Freddy96 said:
Got way more threats and death wishes from killers than from survivors.
Really? I hope you are recording and reporting. That is not common at all. Most annoyed Killers don't even stick around for chat, much less engage in bad faith chatter. I'm not saying there aren't a few (there are always some bad apples); it is just that level of it is actually pretty rare for Killers. Tell us more and give us examples?
-
@TransverseCaster said:
First Game: Enters The Game as Freddy, go up against SWF. Four DS, unbreakable, all on PC, they have an Object of Obsession calling out all of my movements. I predictably get looped and violated the entire match as the killer. I finally manage to take to the hook but only get a mori at the very end. One guy body blocks for his two wounded comrades and they escape.
Aftergame Chat: "GG", "G.G." , etc
Second Game: Enters the Game as Freddy. Same deal, but only two have DS and unbreakable. Their OoO has a flashlight and thinks they're a god. I manage to get three kills and the last person makes it to the hatch.
Aftergame Chat: "You salty?", "Who hurt you?", "Looped for days!", etc.
.....Why does this happen? They literally played with a stacked deck in their hand and still cry after the game. I mean if you can just watch the killer the entire game and call out every single thing I do the entire time to your buddies, then how is that even fair to begin with?
Some people learn from their mistakes and losses. They get better. Some people look for scapegoats, i.e. something or someone to blame other than themselves. They improve less quickly (if at all). Just record your games, and if the salt crosses the line, report it. Let the stuff that doesn't cross the line roll off your back like water. Or, take it as a compliment. Their bad sportsmanship should not tilt you. Just let it go.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1824057#Comment_1824057
I don't see how anyone gets any use out of Ruin/Thana/Sloppy if they're playing horribly, as Ruin requires constant gen pressure and Thana/Sloppy requires landing successful hits on multiple people using M1.
You are correct, all regression Perks REQUIRE the Killer to be applying pressure, period. That is why I think it is kind of unfair to fault stacking them as a problem. I don't ever use more than (2) Regression type Perks myself, but that isn't some moral choice. It is simply because I have other things I want or need more. :) What we are really talking about here is a difference in skill between the Survivors and the Killer, and the advantage of the SWF.
A SWF gets MORE information, which means they deal with pressure better than those who don't have the same free info. If someone is telling you the Killer's current position, direction, etc. throughout the game, you are going to have an easier time avoiding said Killer and the pressure applied to the group is going to be mitigated. This is true regardless of the Survivor Skill levels. Information is power. While not all SWF are crack commandos who move as one, they are still going to have an edge over Survivors (and Killers) of equal Skill simply by benefit of having that 5th Perk (Comms).
So let me summarize, Regression Perks only work if pressure is applied. SWF can mitigate pressure more effectively than a Solo. This means Solos will feel the impact of Regression Perks more acutely than the Teams they were built to slow down. The game is being BALANCED around the Teams rather than then Solos and I think that is a serious issue. It isn't the Perks that are the problem; it is the approach.
-
@Anara said:
Im actually a survivor main but sometimes I play killer for fun and for rift challenges.
When I play killer I play bad, but I dont tunnel or camp or slug and I use fun builds and bad perks. Because I enjoy the game and I dont care to win.
But half of end game chats there are always survivors complaining about me, insulting me for nothing... tell me horrible things I cant write here.... I always report this kind of players but I still saw end game chats like this.
Ive never seen a killer fair like me. I know that Im loosing but I still dont camp and ran away from hooks to practice chases and get better.
Survivors are escaping and still insults me in end game chat. They calling me a tunneler but everyone have been hooked twice...
I know the most popular opinion is that killers are toxic etc but its wrong survivors players are way more and insults killers for nothing.
Its very sad because this game is very fun but players are just trash people, sorry to say that...
I just want to say : Behaviour please do your job and ban players like this from the game. They are very hurtful for free, with no reason. There are games rules but they dont care because they are not banned and still in this game.
I just start to think that killer is the bad role and whatever your gameplay, kind or toxic, survivors just like to insult killers because they are the bad role.
Well, most people are going to consider your post "bait" and such, but I'll give you the benefit of the doubt. There are more (numerically) Survivors than there are Killers. That means that yes, you will encounter 4x the bad sports among Survivors than you do Killers. That is a simple truth, assuming the statistically number of bad sports was the same among them. We don't really have a way to determine if the percentage of bad sports among Survivors is greater than that of Killers, so it is safer to assume it is the same.
It is unfortunate, but true, that Killers have to put up with more crap. The only thing you can do is thicken the old skin, and turn irritation into drive. I hate bad sportsmanship and salt. I record every game just so I can report them. I figure if it results in the odd warning or ban I'll have done my civic duty to try and lessen things. I do get a lot LESS of that stuff now. I don't know if it is because I record and report, if my name is recognized, or if there are simply fewer bad sports among the Ranks I now play in.
-
@dspaceman20 said:
I love playing steathy and being sneaky so the killer won't find me. Its intense to know that you could be found at anytime. But lately I feel the game is not allowing for more stealth opportunities. I don't wanna run the killer for 5 gens, others might find that really enjoyable but not me. There a multiple killer perks, addons and abilities that can easily locate survivors trying to hide taking away all stealth and basically destroying a certain playstyle. Survivors do have stealth perks but some are not too good or they only handle one aspect of detection. The cherries on top of all of this is that the community greatly hates people who do play stealthy, survivors hate their stealthy teammates and killers hate stealthy survivors. With all of these factors, stealthing doesn't seem to exist anymore.
Sure you can. I'm a terrible looper and play a lot of hide and seek. Just bear in mind that the Emblem system doesn't reward it. You will have a ceiling on your Pips, i.e. -1 to +1 in general.
-
@Noz said:
Against a good killer doing totems is all the time they need. If your whole team is busy for the first minute cleansing totem then the killer already won. Ignoring the fact that the killer will probably interrupt you doing so.
<laughs> If this were true, the Perk: Corrupt Intervention would be auto-win, and it is not. :) Nobody is suggesting the entire Team be hunting Totems for the first minute (although I have seen that done). The basic, effective method is:
- If you see a Totem, cleanse it.
- If everyone does this, they map will be free of them (or the majority) really fast.
- If you are in a SWF and saw a Totem you can't get to, tell your friends who can.
- If you are doing something (not in a SWF) you can point and go back to what you are doing.
It is a stark reality that the most precious resource in a match is TIME. Most Survivors waste at least 25-50% of their available time squatting around, being stealthy even when not necessary, doing Self-Care when it isn't pointless or detrimental, or simply stuck in indecision. The short time it takes to cleanse a Totem is time well-spent (and BP earned) by doing that instead. Seriously, as everyone generally has Kindred going you can watch (and clock if you like) how much time is spent doing NOTHING by your team. That is the problem, not the Perks. There is plenty of time (and then some) to do Bones if wasted time is simply allocated for it instead.
-
@ALostPuppy said:
Well a perk loadout and strong killer will only take you so far. If you're making the same fundamental mistakes and habits every match you're gonna lose no matter what, like committing to too many chases, not applying gen pressure at the right times, not using your killer to their full potential etc. If you had a video of a match a lot of us could go through it and try and help you find out what went wrong and how you could improve.
You can also watch these guides that Scott made. Some are a little old but still relevant. He even has a Blight guide since you mentioned you were playing him.
All very useful videos. I suffer the most on running the Generic tiles, and just have to keep watching this over and over... until it sinks in. As a Survivor I'm a terrible Looper so it isn't surprising that it also applies to my Killer.
-
@Jokersmile said:
https://forum.deadbydaylight.com/en/discussion/comment/1824227#Comment_1824227
Survivors have control on what gens get done and when even if a killer is herding them away he can only commit to one chase at a time. 3 gens happen because all 4 survivor jump on the first gen they see and just start popping them
I don't think you understand what I mean by herding exactly. When I say "herding" I'm not talking about chasing one Survivor. I'm talking about running the chase in a way that pushes the Survivor you started with towards other Survivors and thus causing greater disruption. You can do this by swinging wide opposite the direction you want them to go. As you pick up more people, and/or push them off Generators you can be a bit chaotic so they don't know who you are going to stick with and thus multiples bolt.
Herding is a term used for pushing 2+ Survivors in a chase, not just one.
-
@Jokersmile said:
3 Gen camp? 3 gen is not up to the killer survivors do that to themselves
Largely yes, but also no. A good Killer can herd the Survivors and affect which Generators they do and to a degree the order. Bad Killers will pick three Generators early and try to defend them, giving up pressure on the rest of the map. This is not a good strategy. However, making note of your Generators and where they are being worked, you can herd your chases and affect selection in a subtle way while still keeping up pressure. Survivors takes the path of least resistance. It is their nature. Thus, you can still get that 3-Gen just by chasing them and simply not pursuing them towards Generators you rather they do first.
-
@AnnoyedAtTheGame said:
How powerful does this have to be?
Every pallet i get a flash light to the face.
Every survivor i get a flash light to the face.
How strong do the survivors have to be?
How weak do you need the killer?
I love it when they flash me at a Pallet. It is just a drain on their battery that doesn't get them anything. If you are listening you know which way they went, and you are going to break that pallet anyway which will take up most of the blindness. Do you see where I'm coming from? The extra blind they gave you mostly coincides with the time you spend to break that loop so it isn't really much of a loss. More to the point, they have less and less battery.
-
@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1824053#Comment_1824053
As stated before and with many killers agreeing, Check the thread I've made on this subject.
When you camp with noed, survivors have 120 seconds to finish gens. An early-down means an instant loss for the team against noed and bitter murmur.
Let me repeat.
There isn't enough time to cleanse totems and finish gens if the killer is faceamping.
And yet... people have that happen all the time and it is NOT an instant loss. You should be careful throwing around absolutes like they mean something when they don't.
-
@Aven_Fallen said:
Stacking massive Slowdown is basically the easiest to do for Killers. You dont need to play good if you run 4 Slowdown-Perks. Just yesterday I faced a Twins-player with Ruin, Undying, Sloppy and Thanatophobia. And we did not manage to cleanse Ruin, Shelter Woods must have at least one really godlike Totem Spot, because I got 4 Totems, but not Ruin.
And that Twins-Player was horribly bad. So you can expect this even more in the future, because Killers see that it works to just stack Slowdown over Slowdown.
It is possible, but I've seen enough Killers using different options to think we are there yet. Almost all Killers I know take some regression (I do myself) but I never use a 3-4 stack. To some degree, I think this is due to a path charted by the DEV. I think that instead of dealing with the root of the problem (SWF), they tried to fix it with patchwork Perks. The problem is that any Perk that slightly or moderately slows down the insane Gen-Rush potential of a SWF hits the Solo players 10x as hard.
When playing Killer against a SWF I find that they do not have too much trouble with my regression. Their coordination finds my Hexes, allows them to know which Generators are near, and so on. These new Perks gave them some new obstacles and simply slowed them down. Against the Solo, these same obstacles are crippling. I know almost immediately when I'm facing a SWF and when I'm facing Solos. In truth, if I feel I'm facing Solos, I take it down a notch and let them get a Generator or two to even up. I don't like being put in that position.
I've long felt that there should be a Solo Que and a Team Que. *I think most people would play in both, just as many people play both Killer and Survivor. I would play Solo when I couldn't get with my pals, and Team when I could. Then we would not need Perks to balance things. The objectives could be altered in the SWF, i.e. perhaps an additional Generator would need to be turned on to open the gates, and/or the KILLER gets a 5th Perk Slot unlocked to balance the SWF's 5th Perk (Comms). Heck, we could even have cosmetics for Teams, like matching out fits and so on. It would be win/win. Killers don't mind fighting a SWF, they just want a level playing field to do it.
But I digress; let's get back to the subject at hand. As they didn't go that way, we now have a horrific imbalance based on whether you are playing the 5th Perk (Comms) or not. I think we are still treating the symptoms rather than the disease. However, to tweak these Perks it would require Generators to be slowed down base kit, or repairing them being harder, or built in regression. Finding that magic number is really hard. That is why I harp so much about splitting the Ques. There are too many variables in this game to ever have it 100% fair 100% of the time.
-
@Brhoom said:
Noed doesn't activate if the killer earned the ''proximity to hooked survivor'' emblem status.
This shuts camping Bubba as they rely on bitter murmur+noed to get the rest once all gens are completed. And no, you can't ''do bones'' if you are rushing gens against a camper.
- NOED isn't broken so it doesn't need a fix.
- Camping isn't broken so that doesn't need a fix.
- You already have options to deal with NOED; do the Bones.
- You already have options to deal with a Camper; use that free time effectively.
- As others have pointed out, a Bubba doesn't need NOED as he already has a chainsaw.
- The best way to deal with a Bubba is well-known (don't waste time healing, etc.)
I could go on. Stop blaming any particular Perk, Tactic, Build, etc. for your own failings. Stop looking for a scapegoat to vent about. Look yourself in the mirror and figure out what YOU can do to adapt. That is the long and the short of it.
-
@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822378#Comment_1822378
For some reason, he seems to play well at Dead Dawg Saloon too
Really? The Spooky Myers build? I've never had any luck with him there. For me, it is way too open, and almost impossible to sneak up on anyone. I get looped to death there.
-
I watched Stalky Boi do the AFK Myers bait and switch on Youtube and tried it out. It works. :) But largely it was boring to stand there while silly people kept walking in front of me to try and earn free chases. It was neat to try once or twice, but I can't imagine ever doing it as a primary hunting style. Playing a Venus Flytrap isn't that exciting.
-
@TheKnowlesFam said:
what do you guys think? Should they rev up mori's and make them more wholesome for everyone gettin and givin the mori??? Comments? Questions? Anyone agree?
Give everyone 100% more bloodpoints like bloody party streamers.
change mY mIND
I think it is wishful thinking. The only reason anyone should be getting more BP out of them is if they somehow are negative in another way. Right now they are a very BP expensive joke. :)
-
@danielmaster87 said:
It can be though, like hitting a killer with DS from a locker, then jumping back in it and stun locking them into a Head-On. That's BM.
<laughs> I haven't had that one happen to me as a Killer yet, but I don't think there is anything particularly wrong with it. I can only assume one would do this to try and tie up the Killer for some reason.
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1822671#Comment_1822671
Dude SM Myers is already a gimmick. All you need to do is run forward or to any sort of loop and he can't catch you. As long as you play safe he can't actually sneak up on you. On Game or Midwich it's not even a challenge to beat, on Lery's it can be difficult but still it's not very good.
I think you're just not playing against competent survivors, or survivors that understand what SM Myers can do.
Well, I'm sure we will end up in a match sometime and you can show me the error of my ways. Until then, we will have to agree to disagree.
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1822643#Comment_1822643
Sorry but against competent survivors you are NEVER going to catch them on Game or Midwich. They are far too open to actually jumpscare anyone. Game has an endless supply of pallets, and you can't chase. Midwich, literally all I have to do is hold forward and run in a circle around the map. I don't even need to use a pallet, the time it would take for you to catch up would be an entire game. And I can see you coming a mile away. Lery's is the ONLY map where you'd have a chance against good survivors with SM. IDC if he is your main, SM Myers is SUPER easy to beat on Midwich and Game without Spine Chill. Lerys has a lot of vaults and pallets, but it also let's you move around unseen and provides you the most cover.
Well, I beg to differ. I fight against Red Ranks (with the odd Purple thrown in now and then) almost exclusively. And I 3-4K there MOST of the time (Midwich). I'm sure some of the people on this Forum have played against me there. :) The truth is I don't chase; I intercept. I think a lot of the people I play against are pretty good. You are assuming they are not; an assumption which I don't think is fair to them. I adore Midwich as Spooky Myers. I wish it would come up on the Blood Web more often.
-
@thesuicidefox said:
Just run in a straight line and don't blindly run around corners. He is 105 in EW1 and can't get bloodlust, literally the only way he can get you is by a jumpscare so just don't give him the chance.
Spine Chill and Calm Spirit also crush SM Myers. The former is obvious, but the later is not. Basically, since you don't disturb crows that means anytime you hear a crow go off around you it is A) another survivor, B) the killer. If it's a stealth killer just always assume it's the killer and since you know both the direction and distance you can easily avoid them. It is ESPECIALLY effective against SM Myers because they will always offer Lery's (if they don't they are stupid), and Lery's is nothing but crows everywhere.
Force him to chase you and play extra safe, equip some perks, and it's not a problem.
Infinite EW on the other hand...
I agree with your advice about the crows, but not about Lerys. Spooky Myers is my main, i.e. the build I do more than any other. Of the various indoor maps, Lerys is at the bottom of my list of preference because it has so many vaults, turns, and several loops that Spooky simply cannot beat. Gideon and Midwich are wonderful because I can hack through the floor and follow my targets to drop on them from above or wait for them to drop to me. It is much easier to deceive Spine Chill on Gideon and Midwich. Hawkins is easier to sweep and is not overrun with vaults (although it does have the many rooms with up and downs).
The shape of Lerys is also inconvenient to me. It is just long enough that I cannot cover both far ends, so clever Survivors can break up in a way that makes it very difficult to keep up pressure. If you compare this to Gideon, Hawkins, and Midwich it is no contest. A simple serpentine in the courtyard of Midwich will tell me where EVERYONE is within seconds. Gideon, likewise requires a slightly longer serpentine in a diagonal across the square. Hawkins is long but only has a few Generators at one far end that are a pain to defend anyway and have the strongest loops. I only fight for them if convenient. The rest of the map I can cover easily and always know where everyone is located. Do you see my point? Lerys is better than some massive outdoor map, without a doubt, but of the smaller, indoor maps, it is the least efficiently patrolled by Spooky.
-
As a follow up, I want to tell you what Maps are actually GOOD for Spooky Myers. There are more of them than you might think. I'll put them in the order of my preference:
- Gideon (The Game)
- Hawkins
- Midwich
- Lerys
- Swamp Maps
Then there are the neutral maps.
- Japanese Maps
- About half the Corn maps.
- Haddonfield (Believe it or not Spooky Build does well here and can force a 3-Gen very easily).
- About 1/3 of the McMillian Maps
All the Rest are bad news.
-
As a person who plays a LOT of the Spooky Myers build, I can assure you that it can be countered. You just can't play against it the same way you do against the others:
- Don't spend all your time in Stealth Mode. It is pointless.
- Use open ground and good lines of sight to see him coming.
- Spine Chill is useful but trust me it will not take the place of keeping your head on a swivel.
- Loop him. He is terrible at it.
- Be prepared for the Mind Game, that is most of what he has going for him.
- Beware Insta-Down Perks. I make use of Make Your Choice, Iron Maiden, Haunted Ground, etc.
- He is the bane of SWF because they share info and he makes it harder to triangulate him with no Terror Radius.
- Don't assume he is camping; he probably isn't. He doesn't have to. He can time his return to the hook to meet you.
- Don't heal at the hook, chances are he is watching you to see which way you go or will just hit you there.
- Spread way out on whatever map it is once you determine his type. He cannot be everywhere at once or keep up.
Playing against a Spooky Myers is fun, although if you don't adapt, you will die.
-
@Ghost_Face_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1821916#Comment_1821916
I DO choose to run what I must. Even as a killer, limiting two perk slots to only Ruin and Undying is boring in itself. I for one enjoy some variety.
Well I don't know what to tell you. I know a LOT of Killers that do not run those two and do just fine. Will you need some kind of anti-Gen Perk(s)? Yes. Does it always have to be those? No.
-
@Quiver said:
Just the title, i've got hundreds of hours in this game and i don't care if all survivors escape every now and then, but with literally the most used build and maining blight there are games i stand no chance. You could say i'm just not that good but really, survivors complain when you run super meta perks but if you change any of them you're just going to lose and get teabag. Killer isn't even fun anymore.
I'm a Red Rank Killer and I do NOT have thousands of hours of experience. I have no idea how our hours compare. I find I can fight there ok. Sometimes you eat the bear, and sometimes he eats you.
-
@C_Frank said:
The problem is undying the perk is too good. The perk need a nerf, limit the detection to hex totem when is cleaing by a survivor. For survivor ds is to ez to abuse. But the real problem is the lvl of skill of players. Both survivor and killer 80% are complete trash and need perk to do decent. Dev Don't wanna touch the game to make more different into low and high skill players. In this states if the game perk make more similar the skill if play. If ds and undying rework low skill players will get stomped
No, it doesn't need a Nerf. It already had one following the play testing. It used to be able to move itself too. :) The Perk is fine, and lots of people deal with it every day without much problem.
-
@Ghost_Face_Main said:
I can't have fun using other hex perks because in every trial the survivors immediately assume I have Undying/Ruin.
This is silly. I'm sorry, but if the Survivors all "assume" you have it, take advantage of that. Run Haunted Ground and Undying for a laugh (or just the Haunted Ground). Use Pop and Oppression for your Generator regression, and throw in an Info Perk and you are ready to go. You don't have to run anything. You CHOOSE to run this or that.
-
@I_Be_Pro_Fun said:
https://forum.deadbydaylight.com/en/discussion/comment/1821510#Comment_1821510
True. I still wish there was a system of some kind in place. I have had 2 matches in the past day (the first one I made the post about, and then one a little while ago against the twins) where both times a safe unhook ended with me tunneled. And it is just... I wasted a commodious and a ranger medkit to be out before 3 gens done? Now I depip and lose good items for... What?
I feel your pain; I've been there. The only advice I can offer is something I got from one of Otz's videos about not getting tilted by the game. Play each match to the best of your ability and just try to have fun. Don't sweat the outcome of individual matches. Set yourself a long term goal (or goals) and track for them. Of course there are going to be bad games, but when when you track your progress on the macro those individual games seem less important.
-
@I_Be_Pro_Fun said:
https://forum.deadbydaylight.com/en/discussion/comment/1821498#Comment_1821498
I agree. It is on the unhooking survivors to play smarter and be better. But that isn't realistic to believe in. Do I wish it were true? Yes. But until it is, the unhooked person is simply going to be punished for their teammates short sitedness or selfishness. I get unhooked in a farmy way by meg, who sprint bursts off. Now I am gonna go down, so I lose a hook. Why am I punished for a bad teammate?
Because that is the game. I'm not trying to be snide or harsh. I'm just pointing out the obvious. This is a 4v1 PVP game. Survivors as a group, performing at least competently, are more than a match for the Killer. The advantage shifts to them as the skill levels increase. However, the downside is they are only as strong as their weakest member. You aren't being punished for anything. You and I both know the drill. When we come into the Solo Que (We few... we proud... we undaunted) we do it with the knowledge that we are entirely in the dark about whether our peers will be stand up guys/gals. SWF tend not to have this problem, but Solo do.
-
Hrm. The DEV have killed their own game... and yet... it continues on... vital.... and malicious. DbD must be one of the Undead, feeding on our essence. :) Seriously? This game has been declared dead more times than I can count. Lazarus has nothing on DbD. Look, I know it is frustrating when they make a rule call you don't like. I don't agree with every change they make either. However, I think hyperbole is rather pointless. When the game is truly dying, we will all know and nobody will have to post about it.
-
@I_Be_Pro_Fun said:
https://forum.deadbydaylight.com/en/discussion/comment/1821467#Comment_1821467
I love your train of thought, and wish it was more widely known. Honestly, I do. But these ideas are all something you would have to rely on a random survivor and a nice killer for. Nurse, spirit, billy, wraith, ghostface, t1 myers or t2 invisi myers, pyramid head, hag, oni, demogorgon, death slinger, huntress... Etc etc. All of these killers can turn a safe unhook (no tr nearby or killer distracted) into an unsafe hook in seconds.
Borrowed time is awesome! The problem is, well, its easily countered. Not only does the unhooking survivor have to have BT (something you can't rely on), the killer has to be nearby, have a TR, and even then you only get 15 seconds. Look at what pros like otz do. They will just walk behind the BT guy for 15 seconds until it runs out then hit them.
I take protection hits whenever possible. Heck, if I have a medkit, I can sometimes take 2 to 3 protection hits in a single chase. The thing is, a lot of randoms can't be trusted to do this. And even when they do, the killer can just ignore them and go after you. I love all of these ideas, but all of your ideas rely on the other survivor to be a hero, or the killer to be nice. And when playing with randoms, you are better off running deliverance, self care, unbreakable, and decisive to save yourself.
I'm not saying that hook rescues aren't tricky, nor am I saying they are easy. I'm just saying they (Tunneling too) are part of the game. It is just a problem we all deal with. I'm saying there are already enough things built in and available. Nothing else needs to be added. There is always going to be Killer agency, and straight up bad luck. You can get safely rescued and run to the other side of the map, and still run into the Killer by accident. I play Killer and Survivor. I'm not picky as Killer, and I take the target I feel I can run down safest for the next hit. If the Survivor making the rescue does their job right, he/she will be the target.
I can't tell you how many times I've ended up at the hook when an unsafe rescue is taking place, and the would-be rescuer puts the hooked between me and them. I've seen it too often to think it isn't on purpose. :) Tunneling happens largely because Survivors do a poor job. Fixing that with code isn't necessary. They just need to up their game.
-
@I_Be_Pro_Fun said:
To preface this, I know. It probably won't get noticed by the devs or ever mean much, but its nice to share my ideas when I get annoyed and I am curious to the ideas that everyone else has. Here is my simple solution.
When a survivor is unhooked by another survivor (not unhook themselves or deliverance), they gain a status effect from the hooks for 20 seconds. During this time, if the killer chases them or is within 12 meters of the survivor, the timer is paused. If the survivor is downed, the status effect goes active for 60 seconds.
If the survivor has the status effect remaining and is picked up, the status effect timer is paused. If the survivor has this status effect remaining and is hooked or caged, they will not enter second or third state. They will instead keep their timer at the previous point before they were unhooked, and gain 20 extra seconds of that stage. This cannot overcharge the previous amount (if you get unhooked 3 seconds into the first stage, it doesn't give you an extra 20. It only gives 3).
This goes away if the survivor is fully healed, tries to unhook, heals another survivor, attempts to open an exit gate, cleanse a totem, or repair a generator. This status effect also goes away if the survivor uses a flashlight, key, or map in any way.
Share your thoughts down below. I know perks such as borrowed time sorta do this, and decisive strike counters tunneling, but what if the teammate isn't running borrowed? What if you missed the decisive or get caged? Besides. Both of those perks are just bandaid fixes to the problem that is tunneling.
Yes I just got farmed twice by my teammate from basement (unhooked without BT or We'll make it, didn't heal me, and didn't distract the killer) and was then hooked all 3 times in the span of one minute.
There are already lots of SIMPLE solutions to tunneling:
- Safe Rescues. I know people seem to have forgotten how to do these, but these are the best defense against tunneling.
- The Perk: Borrowed Time is great for when those safe rescues are hard to do.
- Protection Hits: You are part of a TEAM of Survivors and they can take the hit for you and block, or take their time on the hook.
There are lots of other ways too, but the three above are the easiest and most simple. Your "solution" isn't simple nor necessary. Tunneling doesn't need "fixing" because it isn't broken. It is part of the game. You answer it with other game actions, and doesn't need to be coded.
-
@[Deleted User] said:
Is it a bug or some weird new mechanic I missed?
You touch a gen and recoil like it had a skill check, but it doesn't pop or anything it just stops you from starting to work on it for like 1.5 seconds. It just shocks you and you soundlessly recoil?
I've had it happen like a dozen times so you must have seen it too right?
I've had it happen to me too. I've no idea what it is.
-
@QwQw said:
As big fan of horror I thought this game would be my holy grail but I was disappointed after my first game with how un-scary it was. So, what would you guys change to make dbd bit more thrilling? Personally I would like to see the game reworked to be more stealth oriented, but for very obvious reasons, that's never gonna happen.
I would make the point of view of the Survivor the same as the Killer, i.e. 1st Person.
-
@Aldath said:
Hey there guys. I made a couple threads in the past addressing how I couldn't rank up past 10, and many of you recommended me to play Nightmare and gave me advice, as I couldn't really grasp what made him strong: thanks to you, last season I made it into red ranks for the first time ever!
That said, playing only one killer makes stuff tedious, and I love to play as a killer for fun. I went back to my old mains (Legion and Hag), which carried me all the way to 10, and oh boy, I immediately started de-pipping and went all the way back to 8, then at season reset I was placed in 10, and here we go again. I feel like that episode of Spongebob where he learns how to drive blindfolded, but then can't do it normally.
My current issues are...
-My chases are usually quite long. By the time I manage to take down my first Survivor, usually one generator is repaired and the second one is more than halfway done.
-I have problems identifying priorities. If during a chase I run into survivors doing gens, I usually go to the gen, kick it, then start chasing the other survivors. Usually this results in the survivor I was previously chasing healing and helping with the gen I kicked by the time I manage to land my first hit in the new chase.
-On the above issue, I usually interrupt chases when I figure out someone is repairing a gen. By the time I get there, Gen is repaired, I lost a chase, and the survivor gets healed.
-I don't really know when it's a good idea to slug and when to hook...
-Killers with harder to use mechanics, like Nurse, Twins or Spirit, often result in me being teabagged to no end, having lockers slammed in my face, and in general, being made fun of while finishing the match with less than 3,000 points...
The above issues are stuff I usually don't have when playing Nightmare. I use PGTG, Thrilling Tremors, Discordance and Franklin's Demise on him.
I have most meta perks unlocked, and the only killers I don't own are Ghostface, Demo, Myers and Blight. I watch streamers like Otz often but I don't feel it helps much for my learning style. Also, my objective right now isn't to rank up as before, but to just learn to do good with something more than just Freddy.
Any advice? :(
Stop playing Nightmare. :) The only way you are going to get better at someone else is to step away from Freddy. There is no magic bullet, or miracle cure. You pick someone else, you stick to them, and you put in the hours.
-
@Felnex said:
I want to explore using the other perks, but everyime I do
CAMPING
TUNNELING
FACECAMPING
SLUGGING
I need Borrowed Time, Unbreakable, and DS. The game does not function without those perks if the Killer decides to abuse the aforementioned strats.
No, you don't need any of those Perks. You take them because you want them (or you like the cool-aid). My most common build is:
Iron Will
Calm Spirit
Spine Chill
Self-Care
*And, I do just fine. I have a friend who never plays without Detective's Hunch and Spine Chill. I know tons of people (and play with them too) that use all sorts of builds. Some of them might use one or two of those you mention at most. Just play what you want to play, and deal with the problems as they arise.
-
@DarKaron said:
@MandyTalk I'm pretty sure they're referring to the bug where supposedly Devour Hope requires the victim to be on stage 2 of their hook cycle.
And this makes sense to me on one front:
Devour Hope moris seem to be treated as Ebony Moris, judging from the fact that the Ebony Mori icon appears over a Survivor when I go to mori them with Devour Hope, even when no Mori offering is used.
Hrm. That does sound like a likely, unintended side-effect of the recent Mori change. If they didn't go back in and make code allowances for Devour Hope, it would fall in line with the the other Mori which is most certainly NOT what people are bargaining for at all. I haven't been playing with the Perk so I don't know if that is what is going on, but I hope not. The Perk would die immediately. It would also mean other abilities, like Pyramid Head and Myers which Mori might have the same thing happening. I might have to test out some Tombstone Pieces.
-
@bluedusef said:
https://forum.deadbydaylight.com/en/discussion/comment/1820657#Comment_1820657
The perk combo is super boring, like i mentioned, not the chases. yes if im getting pushed off a gen, yes thats fun that i get into another chase, the problem is the part i said is also BORING is doing gens but with this combo, its highly likely u will be doing that same gen over and over again.
or i just run around the map for 5 mins being the BREAK TOTEM GUY, again not the part i mentioned which is fun. another thing, im not the best survivor, i dont always get away from a chase, so if im also being camped, and then u have others running aaround the map DOING BONES, doing the gens 80 seconds each, the killer is probably still gonna have 2 gens left or 1 with ruin still up or not.
i guess killers really need the meta perks and bloodlust, the game is just really hard, the stats prove it, ohh wait....
I could take apart the contradictory statements here too, but I'll cut you some slack. You are clearly frustrated, and we all get that way sometimes. Let me clue you in on something, since you were honest and told us you aren't the best Survivor. None of us were when we started, and many of us still aren't the best. I'm a terrible Looper myself. I work around it. You will have to do the same. If you can't find enjoyment in the game, move on. It is as simple as that.
Some people take a challenge and are energized by it. They want things hard and don't get any satisfaction out of something that isn't difficult. I'm that kind of person. Some would call me a "Tryhard" or "Sweaty" or whatever other weird term du jour. Some people give up. Some people look for excuses. My advice (take it with a grain of salt) is that taking on something hard, something that makes you WANT to look for excuses, is like a pool full of cold water. Never wade in. You just stretch out the cold and misery. Your best choices (and they are equal) are to DIVE IN and embrace the water, or don't get in at all. Do you see where I'm coming from?
Stop blaming other Players, Perks, Builds, etc. for your own problems. You made a brave, honest admission. Stick with that. We lie best when we lie to ourselves. Knowing you have a problem, is the first step to solving it. I have faith that you will solve your problem (one way or another) and I hope you can do it with dignity and grace. That is the hardest part.
-
@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1820683#Comment_1820683
Exactly. I am starting to even see Opression get more popularity. I am even using it more in my own builds. Honestly. I find it is the balanced version of Hex: Ruin that was suggested back when they first were looking at changing Hex: Ruin.
Opression + Pop = Gen gression. Gen Damage. Global pressure. Information.
It opens the doors to dropping your information perk for another synergy perk. Seeing that more than a Hex combo that rarely works in high ranks, and takes up 2 perk slots just for some regression.
Yep. I'm considering trying it out on my Spooky Myers actually, but I'd have to unlock the Oppression first. :)
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1820679#Comment_1820679
same, it's a strong perk but really well balanced imo and I enjoy playing against it as a survivor and with it as a killer.
Agreed. I always kill Totems as quickly as I find them. This sometimes annoys one of my friends. He is like, "It is going to be Haunted Ground!" I'm like, sure, but I'd rather we get exposed right now, than eat the Mori later. :)
-
@TheButcher said:
I nearly never see them, and I am consistently in red ranks.
Ditto. I see a lot more Pop in combination with other oppressive Perks. The new one that forces Great Skill Checks is particularly good.
-
@Wesker09 said:
Like there's no need for it on killers on spirit, freddy, nurse yet I go up against this a lot and it's getting boring. I'm okay with this on killers like trapper but on freddy? Y'all are sad lmao
Who are you to decide for "other people" what they need? I don't play Freddy, Spirit, or the Nurse, but that is beside the point. The only thing Ruin+Undying does is potentially lengthen the match if the Killer is keeping up good Generator pressure. High pressure games are by DEFINITION, more exciting. So, let's be honest here, what you really mean is you are having a hard time against certain Killers and are looking for excuses. You get no sympathy from me. Do Bones. There, the old catchphrase has been uttered. Harder games aren't dull. You get out of a game, what you put into it. Quit making excuses, and up your own game.
-
@bluedusef said:
https://forum.deadbydaylight.com/en/discussion/comment/1820636#Comment_1820636
it seems you didnt even read the post if your saying i use spine chill.
I read your post. I'm trying to understand your LOGIC, or lack thereof. If you find chases exciting, then Ruin+Undying (with Killer pressure) provides lots more chases. It creates the exact OPPOSITE of what you are saying. If a Killer is camping, they are not pressuring Generators. Thus, Undying+Ruin has NO EFFECT whatsoever on you. So are you lying about the Camping, or are you lying about the lack of chase, or are you just lying? Enquiring minds want to know.
-
@bluedusef said:
https://forum.deadbydaylight.com/en/discussion/comment/1820614#Comment_1820614
it does make it more boring because doing gens over and over again for over 10 mins is not what i turn this game on for, its for the chases. how many more times do i have to RE-DO that same gen i did all the way to 90 percent for freddy to come outa nowhere, push me off and then that gen resets all the way back SEVERAL TIMES A MATCH.....
You do see the breakdown in LOGIC of your argument there right? The only reason you would be taking that long to do the same Generator is if the Killer is driving you off of them. Hence you would be getting chases and all that other stuff which is NOT Generator related. If that Generator is resetting several times a match, it sounds as if you have an exciting match indeed.
Or are you one of those wallflowers that simply evades and hides, slipping away at the first heartbeat or flash of Spine Chill? You go off and hide until it is safe and by then the Generator is down again? If you are in "stealth mode" the boring comes from you. Change your play style. Or work with your fellow Survivors to keep the Killer busy at far ends of the map. You and I play the same game. I also run into Killers that use Undying+Ruin off and on, and I'm not having the problem you are having. Do some Bones.