Avatar

Moundshroud

Moundshroud

About

Username
Moundshroud
Joined
Visits
0
Last Active
—

Comments

  • @Tsulan said:

    I´ve seen a couple of threads about long survivor queues.

    Do you really think, nerfing killers even more, is a step in the right direction?

    Yep. It is merely anecdotal, my experience, but Survivor Ques do seem a bit long this last week. As a Killer, I get a match almost instantly. That leads me to believe we have an imbalance somewhat. It is also anecdotal but I noticed we seems to be losing some of our Streamer/Youtube people to other games. More and more I'm seeing the Monto and Otz putting up shows that are NOT DbD. That isn't, in general, a great sign.

  • @bluedusef said:

    dosent help alot of the time the killers are like freddy or deathslinger and hard camping people constantly. i play both sides, so i can see both sides of the coin, survivors do the meta stuff aswell, which is boring too, but not this much in my experience. Its normal to have DS in your build but theres no way 9/10 games a killer plays is vs a squad of survivors with DS PAIRED with UNBREAKABLE.......

    My build is head on, quick and quiet, BT and DS. i only put BT back on recently because most of the games are killers camping and sitting on that RUIN and UNDYING combo. One good thing since the last update i can say WELL DONE TO DEVS FOR though is the fact i havent once, not ONCE since the mori nerf have i been camped off the first hook into a mori straight away.

    that useto happen atleast once a day, havent had one of those since. For the love of god, please as quick as u can devs, make changes to undying combo and the DS/unbreakable combo. games will start being alot more fun again. RUIN by itself is fine, its meant to be a gamble, not a I HAVE 4 POTENTIAL RUINS up over half the game, zzzzzz......

    How long you been playing? Generally hardcore face campers (what I call Squatters) are most common in the Potato Ranks. They are new, don't know what they are doing, and don't want to go down without at least one kill. The best thing you can do to cure them of that is knock out the generators and 99 (or open the gates) and punish them with a bad score. They will come around. Or, after you have all the Generators up if that person is still alive and you guys "want" to make a run for the save, feel free.

    I want to point something out to you about Ruin+Undying. It doesn't make the game more boring. It is incapable of that. The only thing that combination of Perks can do is make a game last "longer" if things go well for the Killer. What makes a game interesting is all the stuff that happens in between the start and the end. Longer or shorter has nothing to do with excitement. In short, you do NOTHING different when that Perk combination is in place, except that you might have to consider doing some Bones.

    If anything, this combination is more likely to make the game more exciting because the Killer will be applying pressure, getting into more chases with you, and you will be under more stress. You argument doesn't hold water. What YOU want is to be able to Gen rush like the good old days without having to do Bones. You want the match over in five minutes or less. I'm not sure why you would think THAT is more exciting. THAT style of play truly is a progress bar simulator.

    Please explain how having more objectives to deal with and potentially more pressure makes things "less" exciting for you?


    PS: Ruin+Undying does NOTHING for the Killer if they are camping. It only benefits them if they are keeping up Generator Pressure.

  • @Almo said:

    It's up to Survivors to punish camping. When I camp, if nobody comes for the rescue, I stop because I'm losing ground. But when they come running, even if they don't rush the hook and just hang around and they're not repairing while the one on the hook is dying, I'm still profiting.

    It is true that the Emblem system does not look favorably upon camping... but the best way to stop it to not to reward it.

    I know all the arguments and counter arguments about it; I've heard them over and over. :)

    One of DbD's core values is "player agency". We want players to have as much input on what happens in matches as possible. Eliminating camping as a strategy removes choice from both the Killer and the Survivors; it limits gameplay possibilities. Deciding to do gens instead of rescuing the one being camped is a moral decision: choosing the good of the many over the good of the one. Sometimes, the Survivors choose the good of the one over the good of the many; when they do, they often suffer dire consequences. But all of that arises from player choice.

    I will not say "camping is good gameplay in DbD" as many construe my comments to mean. But the possibility, the choice leading to it, and the choices it requires Survivors to make are all part of what makes the game great: player agency. Removing those choices only reduces the range of decisions to make, which isn't good in the long run.

    We have experimented extensively with anti-camping measures. In the end, the result was always that the camper just camped harder, or we had to break fundamental systems to accomodate the anti-camping measure.

    Exactly. Agency must be at the heart of this game. THANK YOU.

  • Disconnecting is an offense and can draw a ban. Suicide on the hook it just idiotic 99% of the time unless you and one other person are left and you can see they are camping the hatch. So 99% of the time don't suicide on the hook. Look, if you don't want to play the game... don't play it. Don't do this lame, half ass stuff.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815428#Comment_1815428

    Then you are playing against some real spuds. The survivors have to practically be AFK for you to actually get it instead of a canceled animation. Grabs were dead since dedicated servers came out.

    Hrm. I don't know what to tell you, but I get grab quite frequently and I'm certainly NOT playing against Spuds. Most teams I play are all Red Rank Survivors and have been for some time. Full context, however, I play a LOT of Spooky Myers. I have no terror radius and I am fairly decent at sneaking up on people.

  • @DaKnight said:

    Evading grabs lol, like you can ever grab survivors in the first place.

    I grab them all the time. *In regards to the original topic, I think I ran into that team this morning. The lag was SO BAD they were constantly vanishing in front of me and I'd find myself somewhere else on the map.

  • @Mozzie said:

    I think the only way they could manage to implement some semblance of this would be to credit each account 4, 5 and 7k per each respective mori and remove the offerings completely from everyones account.

    To create a whole system from the ground up to sell back items/offerings is probably out of their scope.

    That would work for me. I don't care HOW they do it, just as long as it is an option.

  • @RoboMojo said:

    I just read the Twin's lore and I was shocked that Victor actually died long before Charlotte entered the realm. In the lore itself it mentions how Victor suddenly comes back to life just before Charlotte entered into the fog but he appears to be rabid and animal like. What do you think? Is Victor in the entity's realm actually Victor? Or is it a clone who exists to motivate Charlotte to kill?

    No, it isn't Victor. It is a manifestation of the Entity just like everything else in its Realm except for the Survivors and the Killer himself/herself. That is why he can die over and over even in the same match and pop back up like a sabotaged hook. I think the Entity took her and granted her the Victor "power" as a reward in the same way it granted Feral Frenzy to Legion, and unnatural speed and strength to Pig, and so on. If the "real" Victor had been brought back and joined with her, it would be "joined" with her and wouldn't have fully functional everything when it detaches.

    I know I'm applying logic to something supernatural, but even magic has its own current and sense.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/213130/your-thoughts-on-hex-blood-favor

    Use it on Gideon or Hawkins and your perspective on this perk will change forever.

    Blood Favour is AMAZING on these maps, particularly Gideon.

    Hrm. Yeah... but unless you are putting in an offering, getting those maps is statistically unlikely. And if you are putting in an offering, you usually can build an even better beast. Still, it isn't bad advice... I might do it for fun to try it out.

  • @Harrington said:

    I'm not sure how to feel about it right now because moris have been rendered basically useless and I don't know if I should spend blood points on them.

    You shouldn't. They serve no purpose. Buy strategically in the Blood Web and try to get the Entity to eat them. They are less useful than your average Brown Offering right now, and I'm sure you (like most of us) are already stuck with a lot of them.

  • @SilentHillOnDvD said:

    Just had a match where all the survivors did was urban evade whole game 1 gen was done in 5 minutes because they just hid it forever finding them 1 by 1 man it was so boring makes me just want to main doctor to force chases

    Take some information Perks. Spies from the Shadows is good. Urban Evaders tend to hug terrain to make the most of their crouching and send birds up all the time. Barbecue & Chili is always good. And you can just get more methodical in your sweeps. Spooky Myers eats them up, and even Mediocre Myers with the Vanity Mirror is effective against them.

  • @Afius said:

    How good do you guys think it is does it need a buff or fine

    I don't use it. :) That pretty much says it all. Perks are either pass or fail to me. Either I get a reliable return on it or I don't. I like the "idea" of the Perk but the implementation makes it unreliable. There are better options.

  • Again, I want to comment that on just ONE of my Killers, I currently have (86) Ebony Memento Mori. That is roughly 600,000 pts that I spent in good faith on something that was an Ultra Rare. I think it is only fair you purchase them back from me, or adjust the color of that Mori and award me back the difference. I think you should do it for all the Killers stuck with them.

    It isn't a matter of what they can or can't be used for. It is a matter that it is not an equitable price. The Blood Web sold me what looked like a bad ass sports car, but it turns out it was really a Kit Car with a Volkswagon motor in it. :)

  • @Bwsted said:

    The shortage of killers is anecdotal. Queues vary throughout the day.

    The game is unbalanced because Killer has a much higher skill cap than Survivor. You have to understand the macro-level map pressure, chase juggling and hook pressure. But also the micro-level interactions with 1v1 chase, map design and different perk interactions. Not to mention using the specific killer power, which can change drastically depending on who you're trying to learn.

    Everything you mentioned needs to be understood by (good) survivors as well. Decision-making and awareness are core skills regardless of role, just as 1v1.

    Survivors tend to team up with friends and play with voice chat.

    SOURCE: you. Survivor is by default a solo role as well, you know?

    and even if they don't, they have perks like Bond and using their eyes to see how other players succeed.

    I just needed to use aura perks to become a pro survivor. I can't believe I've never thought about that. Eye-opening.

    With Killer its either dive right in and learn the hard way from a repeated cycle of failures or do tons of video research on Killer to gain the knowledge from other people, either way you'll struggle much more. And spend much more time learning the basic and advanced knowledge for Killer than most Survivors will for their role.

    That whole paragraph is extremely biased and unfounded. Learning players are in the same boat, regardless of the preferred role. And the resources to improve their gameplay are of the same kind.

    Killers have a higher skill cap because there are many different powers. But you don't need to be a jack of all trades and you can simply focus on your favorites. That lowers the skill ceiling.

    Being a (good) survivor has a big skill cap as well. This is not 2016-17 DbD anymore. Survivors too also face a variety of powers and they don't have the luxury of focusing on a particular killer to practice (unless KYF).

    Proof is when killer mains like me try to play survivor and then they get decimated until they've practiced a ######### ton. If anyone thinks they can just clicky clicky their flashlight and instantly become the next Ussylis or Probbzzz or whomever, they're in for a rude awakening. They needed to use Bond alongside their flashlight (sorry, I couldn't resist).

    Being bad at the game is easy, regardless of role. Being good at the game is hard, regardless of role. Again, this is not 2016-17 DbD anymore. And queues are not indicative of anything if the sample is not significant.

    You don't tell a Killer shortage just by one thing, but by two. When I play Killer, I get a match within three seconds. When I play Survivor we are talking 5-10 minutes. The two of those together is very telling. I also play throughout the day, and haven't noticed too huge a difference. And finally, it is about who you are being matched with. The worse the matchmaking, the shorter they are on Killers.

  • @jpk007 said:

    Hi All,

    I started playing Killer this week and I'm a level 12.

    Over the past two nights, I'm being matched up against teams of level 1s almost every game and it is very difficult to do anything.

    I know I have to get better, but for someone who is just starting out and learning the ropes, its tough.

    Is there anything I can do on my end to get more like-level opponents?

    There aren't enough Killers to go around. I would suggest just not playing one for now, and do Survivor. The Ques are long because of it, but I'd rather wait in line than get garbage matchmaking where you are so far outclassed that you can't even learn anything. There are lots of reasons there are too few Killers. I normally play Killer, but aside from the odd match when I'm in the mood, I'm just doing Survivor too. Until Matchmaking is corrected or the SWF are broken into their own Que, I'm just not really down with playing Killer. I'm getting matched with people I wax when I'm Killer and I don't feel good about it.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/212788/slugging-is-necessary-blame-the-game

    to be fair, you don't actually need to do any of these, you just need to do them if you want to get 4ks consistently

    Yes? By that you mean, of course, if the Killer is playing to win. If they are just there to be a Bot for the Survivors, sure. they don't have to do any of those things.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814157#Comment_1814157

    You don't like random games? But randomness is a major feature in DBD??

    We will have to agree to disagree. I find things very predictable. While you can't always control how things spawn, you can control your behavior, and with work the behavior of the Survivors or the Killer. Basics make bank, and if you play reliable, solid basics you will get reliable results.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814144#Comment_1814144

    The randomness in many (most?) online pvp games is largely based on your teammates and/or opponents.. and their skill. Much of the randomness in DBD comes from the game itself. Pallets, hooks, windows, bear traps, RBTs, exit gate spawns, hatch spawns, chests, bugs, etc etc. Of course skill will help, but if whether you get a 2k or a 4k or whether you escape or not, I don't put a lot of stock into that because if the RNG had been different then things would change dramatically. So I don't get much fun from the "challenge" of this game.

    Hrm. You and I just have very different experiences. I find my results are pretty predictable and reliable. I don't like random games. I think it is pointless to play them, just as it is pointless to play boring games that are weighted in a Player's favor. If I didn't think my efforts weren't the deciding factor in my overall results, I wouldn't be playing.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814113#Comment_1814113

    I mean skill only means so much in a game like this, with all the randomness, bugs, etc.

    There is a random factor in every game, and skill matters more than you think. That is why some Killers and Survivors are so reliable.

  • @brokedownpalace said:

    I have absolutely no idea why you would care about pipping in this game. It gets you NOTHING. In fact, it means youre more likely to go against gods and/or sweaty tryhards.

    To go against those guys? I'd rather be a sweaty tryhard than a wannabe. :) But then again, I play the game for a challenge. The minute I can't get that, I'm moving on.

  • @AnimatedAaron_ said:

    Bruh... I worked my buttttt off for these 2 kills and trust me, they were a SWF. I damn near got 8k in each category, and I got 2 kills. I know I'm a red rank now but GODDAM. What the hell do I have to do to pip up??? This is so frustrating man.

    https://us.v-cdn.net/6030815/uploads/50896PWIEY8A/img-0955-2.jpg

    https://us.v-cdn.net/6030815/uploads/2310XAWIN64D/img-0956.jpg

    https://us.v-cdn.net/6030815/uploads/ETK6959W8NYQ/img-0957-2.jpg

    Oddly enough, killing fast and efficiently is not the best way to advance as a Killer. The Emblem system is whack. You don't just want to win, you want to win with style. You want showmanship. Drag that game out as long as possible, which sometimes means letting people go a bit. Let them get those unhooks, so you can down and chase again. I find I pretty much always Pip if I make a match last 10+ minutes. If I make it last that long and kill 3+ I double Pip.

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813868#Comment_1813868

    I've player solo and people have dc'd for the hatch. People just don't want to slug or trade being slugged. It's boring.

    That's fine and all, but it is a weak justification. It is an offense you can be banned for, and it is an unethical cheat. If you disconnected to give someone the hatch, you cheated the Killer.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1813884#Comment_1813884

    https://us.v-cdn.net/6030815/uploads/6T5ZFWZ9FBCW/a.jpg

    Yea and now I get left to die on first hook bc a moronic dwight with kindred decided it was more important to m1 on a gen. The matchmaking is also crap. Why am I getting yellow ranks as team mates?

    If you aren't Smurfing and coming in with them on PURPOSE to draw a weaker Killer... and I'll give you the benefit of the doubt, odds are there is a dearth of Killers right now. I've noticed a sizable increase in the Ques to play Survivor. When I opt to play Killer, I get a game almost instantly. These things usually come in cycles, but I'm sure recent events has played a factor.

  • People suggest lots of ignorant things; I try not lo laugh.

  • @Canas said:

    I've been in a debate lately with another player regarding their behavior in a previous game. I had managed to down all 4 survivors and was about to hook them one by one when the 3rd survivor dc'd just to give the last remaining one the hatch as they crawled to that location.

    My argument on that topic was that the ability to dc was never intended to facilitate the escape of another survivor. Opening the hatch by breaking one of the rules of the game (dcing is punishable after all) can't legitimize any win gained from this. It is by definition an exploit.

    What's your opinion on the matter? Do you consider hatch escapes from dcs a legitimate way to win for survivors?

    It is cheating, and no I wouldn't do it. It is one of the more blatant abuses of a SWF's 5th Perk (Comms).

  • You can play however you want, but you must learn to do it efficiently. Camping, sometimes, is the right call (although squatting at the hook almost never is). Usually you need a variety of things to advance.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/211812/something-has-to-be-done-about-slugging

    You're saying killers who slug should get help from the game? Please for the love of god, no. As a survivor, my issue with slugging is that it's boring. I almost always wait a MINIMUM of at least five minutes to get a game and then the killer slugs at five gens? I can understand late game, it's still boring but I'm not mad that someone is trying to win. But for the love of god, no, killers don't need help or anything to encourage more slugging.

    There are lots of Perks Survivors can take to deal with Slugging Killers. Tenacity, Flip Flop, and Unbreakable are all extremely potent against that tactics.


  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809663#Comment_1809663

    I agree. I myself don’t always use it, but It’s really handy against The Doctor or any killer running Infectious Fright. I try to pair it with Iron Will some times.

    It also helps against Iron Maiden, Make Your Choice, and anything else that makes you scream. But more important, I've found, is the Crows. The really good Killers can spot a crow take flight from halfway across the map even without the Perk: Spies in the Shadows. With that Perk they often have a near perfect progression of the Survivors as they move around. The difference in my ability to avoid the Killers is night and day since I started using it.

  • @lostboy said:

    I just did a daily with Myers and got stomped literally all gens popped and only one hook. I'm just curious if it's just me or is this an issue with most killers? For reference I am a nurse main rank 1.

    I'm a Rank-1, Myers Main. In fact, I play mostly Spooky Myers (the slow one). So yeah, it is possible. I don't know how dependent it is on personal style. In fairness, while I'm now dabbling in the other Killers to learn them, I basically went to Myers Boot Camp and played nothing else until I hit Rank-1 with him. Now, I can play other Killers and my Rank gets bad fast, switch back to Myers and rocket back to the Red Ranks. So it is possible, although, I suspect it is going to vary a lot.

  • @madradfox said:

    I have never done it, but I always thought it was to prevent BBQ auras that would trigger on their last hook.

    Interesting thought, and if so, it would be cheating rather than simply being an idiot. That would be no different than disconnecting to instantly pop the hatch for your buddy who has told you on Comms he/she is sitting on it.

  • @gatsby said:

    Some Survivors and Killers have perks that are so bad I never want them to pollute other characters bloodwebs. I've leveled them up and sometimes even prestiged them without ever touching the teachable. Here are those perks for both roles.

    Survivor: No Mither, Calm Spirit, Empathy, Left Behind, Wake Up, Sole Survivor, Technician, Wake Up, Stake Out, Boil Over, Buckle Up, Diversion, Repressed Alliance, Poised and Solidarity.

    Killer: Bloodhound, Predator, Shadowborn, Beast of Prey, Territorial Imperative, Coulrophobia, Zanshin Tactics, Gearhead, Dead Man's Switch, Hex: Blood Favor, Overwhelming Presence, Hoarder and Coup de Grace.

    There are plenty of other weak or outdated perks. But these are the ones that are so bad that I think unlocking them at all is detrimental.

    I think you are missing out in regards to Calm Spirit. I rarely play without it. It makes bank.

  • You should blur out the names on those pics.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809630#Comment_1809630

    Yeah, no. You're making way too many assumptions. You can't definitively say why someone is doing something like walking in a new direction.

    Ask in your matches, get data, and then we'll talk again.

    Heh. Talk about assumptions. I do always ask. Most SWF are up front about it. I like to know if I'm right or wrong. It is a game within a game. I do ask whenever I think I'm playing a SWF if they are as SWF. They are up front about it. And that is yet another way I know I face a LOT more SWF than I do Solos.

  • @VIle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809575#Comment_1809575

    Again, BP are worthless, no one cares, if someone DCs thats up to them. Let them. You get your precious BloodPoints and they get a 5 min smoke break to avoid the likely highly toxic tunneling face camping killer they just DCed from.

    Win win if you ask me.

    I could care less. It is their fellow Survivors, that they are screwing over, that are the ones suffering. I stand by my assessment though; the only message it sends is that the person is an idiot.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809590#Comment_1809590

    There's too many variables to your proposed test. It's too based on personal skill (on both sides), as well as perk loadout/items, luck with positioning & maps, not to mention the map RNG. Not to mention that it's a "test" that has absolutely nothing to do with the statistics of SWF teams. Playing against each other is not even remotely related to that number.

    & see, that's what I'm saying--you literally don't factually know. You can't in one breath say that your personal experiences are the truth while disallowing someone else to use THEIR own experiences as competing evidence because your PERSONAL EXPERIENCE is not inherently more valid than anyone else's experiences. Our evidence--anecdotal evidence that is entirely based on personal experiences--is equally valid and can only be countered by data & statistics gathered over time.

    I find it ~amusing~ that you're so stuck up your own ass that you unironically tried to argue that your evidence gathered through personal experience is only anecdotal when it's used to support an argument.

    Actually I do know, and I figure it out very quickly. As I was telling the other poster, I like to feed SWF information and let them see me doing something because they relay the information to EVERYONE on the team. Remember, I favor the Wall Hacking Myers with the maximum range of it. If I do something, letting one of them see me do it, and then watch 2-3 other people who could not see me react accordingly to the information they just got over the wire.... I KNOW. I generally do a test like this very early in the game just to figure it out.

    My suggestion to you is try it yourself. Play a Spooky Myers and do something that only one Survivor can see (while watching multiple of them through the wall hack) and watch how many of them react almost instantly to the change in your behavior. You may not like me (fair enough) but I think you are a more or less fair-minded person. I suspect if you saw how I'm doing it yourself, and that it works, that you would accept that I have a reliable way of knowing when I'm facing a SWF. Can all Killers do this? No. I never said they could. I said I know, and I am explaining how I figure it out.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809583#Comment_1809583

    You can't even be sure of that, though. It's just really easy, especially for the killer when they are reeling from a loss, to assume "Those guys must have been a 4-man SWF because they were REALLY good." But four individual players, even in red ranks, are all just gonna be a higher caliber of player, solo or not. They naturally understand how to cooperate and support each other, even if they're not a group of friends or on comms, because they have developed a really strong game sense.

    Also, speaking as someone who plays the majority of my survivor games alongside a friend (so tow of us queuing together and getting matched with randoms), comm-enabled coordination is usually not remotely what people imagine it to be. It usually goes something like this:

    • Me: "Where you at?"
    • Him: "Right over here. Use your Bond dummy, I can see you."
    • Me: *walks over* *FLASHLIGHT CLICKCLICKCLICKCLICKCLICKCLICKCLICKCLICK* "Oooooooooh cyberbullied."
    • Him: Shut up and work this gen.
    • Me: BLOWS THE GEN UP IMMEDIATELY
    • Both: run run run
    • Him: "Do you see the killer?"
    • Me: "------"
    • Him: "You're getting chased aren't you?"
    • Me: "------"
    • Him: "------"
    • Me: "------"
    • Me: "------"
    • Me: "He broke off."
    • Him: "Thanks for the heads up dummy, he just got me."
    • Him: *gets hooked*
    • Me: *does gen*
    • Him: "Is nobody gonna get me?"
    • Me: "------"
    • Me: "------"
    • Me: "Sorry was getting chased. Dude has no one unhooked you yet?"
    • Him: *gets to second phase*
    • Him: "AGGGGGGHHHHH"

    We're always purple/red rank btw.

    You are talking about bias, which is a legitimate concern. I don't suffer from that when I evaluate what I'm playing against. I don't get upset when I lose, and I win far more often than I lose when playing Myers. I'm pretty much a cold fish. I evaluate and determine if I'm playing a SWF during the match because it changes how I'm going to handle them and try to win. I play against SWF very differently than I do Solos. I like to feed them false information which they, in turn, relay to their buddies. It makes jump scares and ambush much more effective. Solos aren't talking to each other, and thus you can only fool one of them at a time.

    In short, I'm not worried about whether it was a SWF after the game because I'm not looking for EXUSES as to why I lost. I'm just looking for how I'll win the next one. I don't consider a loss to a SWF any less of a loss than losing to Solos, and thus trying to deflect or BLAME that after the match is irrelevant to me. When I'm beat, I'm beat. Analyzing them during the match is the only reason I care, because it will affect the tactics I apply. I would MUCH prefer to know I'm facing a SWF up front rather than have to parse it out in the first few minutes. Learning that I faced a SWF after the match is just to satisfy curiosity, and serves little purpose beyond that.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809567#Comment_1809567

    Nah, and your experiment would prove nothing because you're focusing on my saying that spine chill negates scratched mirror Myers, not the amount of sweaty 4 stacks you're paired against. What you should do, if you really want a "real test" to know who's experiences are more common, is start to ask after matches if they're solo players or stacked & what their stack numbers are (2 stack, 3 stack, 4 stack). Keep a record of it--it might surprise you how many people you assumed are 4 stacks are solos or 2 stacks.

    I'm not focused on anything, but I thought that might be a good test. You feel one way about it (a rather extreme point of view), and I feel the other. It seemed the mature, grown up thing to just test it and get our answer. But I'm patient. You indicate that you are a Red Rank Survivor. I'm sure you will show up in one of my matches eventually. Since I play Spooky most of the time these days, we can test it then.

    In regards to how many SWF I face (and how many of them are really good), there is no way to verify that until the DEV do what many of us are asking and reveal to the Killer when they are facing (or faced) a SWF. Until that time, we have to use our judgement based on game play and what we experience first hand. I know when I'm facing a SWF and when I'm not with a pretty fair degree of accuracy. I face more SWF than Solo these days. You seem determined to tell me I'm wrong. I find it amusing. Be sure to let me know, when we do run across each other, if I was facing you in your 4-Stack or as a Solo. Until then, we will just have to agree to disagree.

  • @Rydog said:

    More accurate topic: Very few games are SWAT teams.

    I can get behind this correction. I would agree that in the Red Ranks:

    1. The majority of opponents I play are in a SWF.
    2. Very few of them have achieved the perfect coordination of a SWAT.

    That being said, even a regular Red Rank SWF tends to be solid. You can fully expect them to be rushing the Generators, milking every second out of every Hook, be solid loopers, and generally loaded to bear on stuff.

  • I generally nod back at Survivors who start pointing at me or some other weird attempt at communication. As a Killer I only have two things I can do to respond, i.e. nod or whack something with my weapon. I rarely understand what it is the Survivor is trying to convey to me, so I just nod like I do and then kill them (or try).

  • @VIle said:

    It's not about the BP, its about sending a message.

    BP are a dime a dozen who cares.

    What message, "That I'm a spoiled child and will cut off my own nose to spite my face?" :) Rage quitting only sends one message (regardless of what the person thinks they saying). They are saying, "I'm an idiot."

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809543#Comment_1809543

    & you can tell ME that I'm wrong about the experiences that I've also had first hand! What a fun conversation this is. Anecdotal evidence is the best!

    Isn't it though? Heck, I was willing to put anecdotal aside and put some things to the real test but you declined. I think you must LIKE anecdotal rather than putting your money where your mouth is... just saying. ;)

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809188#Comment_1809188

    I do both. I play solo, with a duo, and with a 4 stack. But I'm not going to do a custom game with you because:

    1) I never said SWF isn't a thing, I said you're grossly overestimating how many sweaty SWF 4 stacks you play against

    2) I just don't like you as a living human person & I don't want to know you off of this forum.

    Fair enough. We can agree to disagree. You can continue to tell me I'm wrong about what I experience first hand and you just assume.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808698#Comment_1808698

    making an item useless is something different than making an offering useless. the hatch mechanic needs a big change, but the aura part should definitely stay and probably get a rework to make keys useful without addons in any way.

    I also disagree with the mori change and that there were a lot of more creative solutions, but it is definitely more helathy for the game.

    And regarding the argument that it should have been changed along with keys: the same happened to gen/toolbox speed nerfs and Hex:Ruin. SO Id say this is common. Just thinking about a case where the survivor side has been nerfed first and then adjust the killer side

    Except that it would NOT make them useless. It would make unlocking the Black Locks much more limited (just like the Mori). It would allow someone another way out after the Generators are up, but the End Game Collapse hasn't started. This can be great if you are trying to avoid NOED. The Killer is probably headed to the gates. The Key can STILL have the other Add-Ons to do OTHER things. That is how most Items work, you take them and add-on. Nothing about that will change for the Key by my suggestion. I'm just talking about nuking the ability to for an EASY escape in the same way they nuked the easy Kills.

    Heck, I don't even mind if the Hatch still becomes visible (so people can find it early) based on the current formula. I just don't think you should be able to unlock it until all the Generators are up.

  • @Rebel_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809207#Comment_1809207

    They have bots in the tutorials, and DBD Mobile has solid bots doing pretty much everything survivors would need to do.

    If the code from mobile could get applied, things would be fine.

    But like I said earlier, there's another reason to not get your hopes up over bots.

    The pvp scene is too strong right now. Bots would likely only come after the game loses enough players, and it needs a second wind.

    The Bots in the Tutorial don't have any variables. They aren't bots so much as preset targets. They always do the SAME thing. :)

  • I wouldn't get your hopes up to high for Bots. Good Bots for a game with this many variables would be so costly and time consuming to make that I don't think they could make back what they spend on it. More to the point, if you think things are buggy now with graphical updates and minor fixes, imagine the bugs in trying to get a working Bot going.

    Lastly, they can't integrate Bots into the existing Code. It would requires a BRAND new code base from the ground up.

  • We should setup a game. You play Solo or SWF? I'm guessing Solo since you seem so darn determined to claim that SWF aren't a thing. I'm sure we could get some random people to join in and NOT do Comms for a little custom game. It could be fun. We can test out your theory that Spine Chill makes Spooky Myers powerless.

  • @keygun said:

    As survivor or killer, the best advice is: run meta and do nothing but main objective.

    Of course nobody really agrees on what the META is these days. So your advice is what is called a "glittering generality".

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809114#Comment_1809114

    Moris provide almost a guaranteed 3k + hatch or 4k in a fair match. They impact every match in which the killer is not matched with survivors that are much better than them. Ebony Moris were the single strongest loadout item in the entire game.

    Keys can certainly provide easier escapes, and they're therefore strong, but it's usually for just one survivor, and even then it's a minority of matches. Keys are irrelevant if the survivors win easily. Keys are irrelevant if the key is lost or disappears before it can be used (e.g. Franklin's or stashing it because of Franklin's). Keys are irrelevant if the last survivor escapes through the open hatch.

    Keys also have many counters. Franklin's (especially with Hoarder), defending gens so that the hatch doesn't even spawn until there's one survivor left, tunneling/camping the person with the key (especially after the hatch spawns), or even dodging the lobby since you can see it before the match starts.

    Old Moris had no counters. If matchmaking was fair, it was a 3k + hatch or 4k the overwhelming majority of the time. Keys might be able to salvage a 2k if the killer is slow with the first kill, but that's irrelevant because you can't bring a key to counter a Mori; the match is already loading by the time you can even suspect there's a Mori. You can't even dodge the lobby for the same reason.

    Old Moris changed the progression of the match substantially. The second the first survivor gets Mori'd it's almost always a guaranteed 3k + hatch or 4k and the survivors are forced to just suffer a long, slow spiral to defeat. Meanwhile, keys would have almost no bearing on the match until the hatch spawns, and matches often end within seconds of a key being used. Keys are often irrelevant, or maybe the difference between a 4k and 1k/2k/3k. They are not an automatic 0k/1k even if survivors bring four of them, which is what they'd have to be in order to be close to as strong as Moris, even if we forget the most important point of all: Moris are offerings and keys are items. They are not meant to be the same strength. To be consistent with the rest of the game's balance, keys should be clearly stronger than Moris.

    I do think that keys should be nerfed. They bother enough people that it would clearly benefit the game. They should still be useful if they're going to stay in the item slot, though.

    Again, they have plenty of ways to be useful aside from opening Black Locks, and would still retain that ability if it was done the way I suggest. They simply cannot use it until all the Generators are done. That is not unlike not being able to Mori someone until they have been hooked twice (or reached the 2nd Stage). The Key would STILL allow you to leave immediately, and not have to wait for the End Game Collapse, but you would have to get those Generators up.

    On the plus side, you would have fewer people giving up on Generators just because they would rather wait for their teammates to sacrifice out. They still need to work those last Generators to make the Hatch appear (or be able to unlock it). Problem solved.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809098#Comment_1809098

    That's not at all true. The Mori should not be impactful specifically because it is an offering. It should be as strong as the likes of Murky Reagents, Rotten Oaks, Salty Lips, and the like: that is to say, not very. Keys should be impactful and stronger than Moris because they are items. They should be as strong as medkits, toolboxes, and the like.

    Items are almost always generally useful. Offerings are almost always fairly useless and niche.

    The Key does the same thing the Mori does, it provides an easy escape where the Mori provided easy kills. It needs the SAME Nerf. You can still use it for other things.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809064#Comment_1809064

    Key add ons are mostly useless, though. The Blood Ember is situational but occasionally useful and the wedding ring is actually quite solid in solo queue. Other than that they're all terrible. If the add-ons were worthwhile on their own we'd see more broken keys in matches. All other items are useful without add-ons, even maps (although that's a bit map dependent).

    Edit: No pun intended

    So here we go. :) You guys are just fine making the Mori almost entirely pointless but adverse to doing the Keys the SAME way.

1 … 43 44 45 46 47 … 81