Moundshroud
Moundshroud
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It would change it for the better and open new monetary streams for the company. Those concerned that it would split the Player base are not seeing the bigger picture. People who SWF also play Solo when they can't get their pals. Logistics prevent people from doing good grinds always with friends. Thus, you would have Players doing both. There might be some that only do one or the other, but overall it would not slow things down. Right now Lobby Dodging and Disconnects are doing quite a number of Ques already. Having two Ques one for Solo and one for Teams would simply balance out in the long run.
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@scenekidtrash said:
I just had a lobby with a 2man SWF who brought a map(hatch addons)+skeleton key. I didn’t really feel like going against that so I threw an ebony on and mori’d the two gamers who brought the items. I triple hooked the other two because they were just playing the game normally, nothing stupid. In post game the duo flamed me and called me toxic for bringing a mori. So, I pose this question; is it unfair for one side to bring an OP thing but completely okay for the other side to? A lot of people compare moris to keys so I felt like I was perfectly justified in doing this.
i'm a Johnny-Come-Lately to this thread, so I apologize if my comment to the original post is already redundant based on the responses I haven't read yet. Use of the Mori was justified the second you decided you wanted to put one in as an offering. What the Survivors brought (or didn't bring) is entirely beside the point. The Mori are offerings the game makes available to you int he Blood Web. Your free will is enough to justify it, no more and no less. You do you.
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I do think transparency (both before and after a match) is important and fair here. Killers (and the odd man out Survivor too) should know that they have been put against (or next to) a SWF. It affects the match in a profound and discernible way whether the SWF is Seal Team-6 quality or just enjoying a competitive edge. The fact that we are purposely NOT told feels a bit sketchy to me. It could be being done because:
- They are afraid Killers (and the odd Solo) will duck the Lobby.
- They don't want us to be able to clearly track the issue and the problem ourselves.
Neither reason is very good. If they are certain Killers (and the odd Solo) would duck the Lobby then there is clearly a reason for it that needs addressing. If they simply don't want us to know so we can't track success/failure, they are trying to obfuscate an issue, i.e. a clear reason that it needs addressing. I've tried hard and I can't think of any other reason we shouldn't know.
I think that the only logistical solution to this issue is to have a Solo Que and a Group/Team Que. It solves 99% of the issues in that the Team Que can have additional Objectives added or extra Perk Slots unlocked for the Killer to attempt to balance the SWF 5th Perk (Comms) without unbalancing and strangling the Solo players. On a positive note for the DEV it opens up an entirely new and lucrative monetary stream of team cosmetics and potentially league dues and organizational options.
While I commend the DEV for trying to fix the issue with Perks and so on, that is never going to work long term because whatever they add to balance the SWF will always hit Solo even harder. The only OTHER option is to try and give all Solo the same powers as a SWF which would require massive amounts of new coding, rebalancing and redesigning of existing Perks and Powers, and also require the subsequent buffing of the Killers too. That is the LONG way around, whereas the short way around is simply two Ques.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1671282#Comment_1671282
I like to complete things. I have a couple survivors left to P3 and max out. It’s a gift and a curse. I can’t remember the last time I bought anything in dbd, so I’ve already voted with my wallet
Hrm. Sounds weird to me; my need to complete things (which are entirely optional) does not override desire for enjoyment from the activity. But you do you. It sounds like a huge waste of your time, but if you want to keep volunteering your energy as a Survivor to a game you don't enjoy, who are we to complain.
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I've never quite understood hitting hooked Survivors. It doesn't yield points of any kind, nor serve any objective purpose other than telling the Survivor that you are "angry" at them? All in all, I find it a silly practice. I don't care if Killers do it, but it makes them look stupid.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1670831#Comment_1670831
Knowing I’m not in the minority...of all games I’ve put time into, this game would be the least fun. I don’t have fun being immobilized on the ground for a few minutes. I don’t have fun forcing struggle just to get a 4k. That’s just me though
So, not meaning this in a snarky way, why are you still here? If I'm not enjoying a game, I move on. You just described DbD as the least fun of any game you play. If this is true, vote with your wallet.
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No. Games like this, with so many variables and changing elements, cannot ever be truly balanced. It is always a work in progress. There will always be unintended consequences of new materials, a changing META, and odd out of game issues like disconnects which play havoc on balance. The game will always be as balanced as they can manage, but it is better for your sanity (and that of the Dev) that you have realistic expectations about what can (and cannot) be achieved in this medium.
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@jerakal said:
If you just got done bullying the other team, gg is seen as sarcastic 90% of the time. Don't say gg unless it was a close game.
If one side dominated, unusually day, gg and sorry.
Everything about this post is wrong. Perhaps YOU see someone wishing you a GG as sarcasm, but it would be better if you gave people the benefit of the doubt that they are just being good sports. I'm going to give everyone a "good game" at the end no matter how the match went, but I'm not going to apologize for beating them.
Another good follow up is Good Luck and Have Fun in your Next match.
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I don't blame him. I've noticed both as a Killer and as a Solo Survivor that the SWF doesn't care about that poor Red Shirt Solo that gets slammed in with them. They will milk this person's efforts, and hooks but aren't really going to do that much to help him/her. I've seen it time and time again. Here is a little secret... which isn't secret anymore. When I encounter this I try to 3K the SWF and will give the Solo the hatch when I can.
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A friend of mine, who plays Freddy exclusively (in the same way I do Myers) has a rather nasty trick using Blood Warden. He will slug someone down in the EGC when he knows he is fighting a SWF. Being as altruistic as they tend to be, they don't leave. They will try to work out to make the pick up. Freddy waits until the End game collapse is more than halfway done and then hooks the slugged person. This brings up Blood Warden and ensures they can't get out before the timer runs out. It is pretty dirty pool.
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I've often wondered if the Survivor HUD showed them (in general terms) where they are for a specific Emblem, i.e. when something is midway or maxed out, if they would know when not to trip over each other. If I've already helped (or did myself) finish 2-3 Generators, do I need to take a slot blocking out another Survivor who wants to work on one? When it comes to rescues, that is a harder, as one doesn't always know if/when the other person is going to get there in time. We need to make that unhook before they go to Stage-2 from the first hook, and so on.
A clear example is a game I had against Pig the other day. I managed to avoid her downing me for most of the match but she got me in the end and put the Reverse Bear Trap on me. I got unhooked and ran into the Killer Shack and went to one of the Saw Stations in there to try and disarm the trap. Another guy ran in wearing a trap and he was clearly nearly out of time. I got off the station and let him try his luck. This is commonsense. He survived because of it. Had I had insisted on trying my luck first, he would have died. I would have been a teammate down for the rest of the match. It would have been selfish as well as stupid.
Point scoring for Survivors, and doing overkill at the expense of the others, is kind of like that.
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1669668#Comment_1669668
I don’t want to put too much emphasis on rank but I’m wondering this too. There can be bad games but when I’m solo and paired up with other rank 1’s to 4’s I hardly see people leaving through the exit gate without helping to go for a save during endgame and if the situation is appropriate there is solid body blocking to help out etc.. I also live by running Bond to help with resetting after injuries and also borrowed time just in case they don’t have DS and I had to go for the save.
I used to run Spine Chill all the time but my thoughts on it have changed and I think it’s extremely overrated. Don’t get me wrong it has it’s uses but it makes me laugh seeing 3-4 people all running it.. little scaredy cats😋 lol
Well, I never used to use it at all.... partially because I thought it was overrated and partially because I kept forgetting to keep an eye the display so it was wasted. Of late, I bring it every time. Why? The number of stealth Killers I face has been climbing every day. I suspect this is because there are more SWF every day and stealth Killers are more effective against them, taking away a lot of their 5th Perk (Comms). To put that in perspective, stealth Killers make up less than half the total Killers and yet they make up 75% of my matches on a bad day, and at least 50% on a good day. I run into the following most often:
Ghostface
Wraith
Pig
I also run into Myers frequently but I blame that more on it being October. :)
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In regards to camping, another thing to remember is ultimately you probably do want them to get some of those people off the hook. You can can't run them down and put them back unless they get a rescue. If you one hook every Survivor you will not earn that many BP and you will lose a Pip.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1669664#Comment_1669664
I'm in red ranks right now so I don't know if the experience is different at green/purple.
My Myers is now Red Rank, so perhaps we will end up in a match from time to time. If so, please give me some feedback if something felt too over the top. You have my permission to name me here in the forum if we do end up in a match. I often wonder about how my matches look/feel to my opponents. I record my matches from my side and I'm always interested in seeing it from the Survivor side.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1669664#Comment_1669664
I'm in red ranks right now so I don't know if the experience is different at green/purple.
Well I would expect the games in the Red Ranks to be extremely challenging and cutthroat. At that point, you are facing the most efficient Killers (whatever their methodology may be). I can understand your frustration, but I also understand the Killers. The problem of SWF gets more and more pronounced at that level. There are a larger number of SWF fighting in the Red Ranks, and thus Killers probably fight almost every match as if they are fighting Seal Team-6.
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I play both Killer and Survivor. While I do get to play with some of my friends from time to time, about ninety percent of my Survivor matches are done as a Solo. I hate to be the odd man out but overall I've been fortunate enough to have largely positive experiences. I'm currently Rank-10 on the verge of becoming Rank-9. I'm hoping to hit the Purple Ranks before the reset.
Survivors are only as good as the rest of their Team, so I have advanced faster as a Killer. But that being said, I think Solo is playable.
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@AvisDeene said:
It is only a problem for Solo since ranking and matchmaking keeps pairing up potatoes with everyone.
Its really difficult to play solo since Survivors generally want to help one another, but aren’t experienced enough to know what to do or what perks to run.
If facing a group of potatoes, please be nice and don’t do it while 5 gens are up.
And this is quiet true. If you find yourself in a match were you completely outmatch and dominate newbie Players, take it easier on them. You don't have to give them wins, but you can let them get practice and you can max out hooks, and make sure they get rescues. It is good for them AND lets you make more points.
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@JordanMalicious said:
Hey all, I'm a player of both Survivor and Killer, but I definitely prefer to run as killer.
I find myself proxy Camping a lot these days because almost every lobby I go against will dive bomb hooked survivors moments after I start to walk away. I don't feel great while proxy Camping, but if I see someone trying to crouch around where I just hooked someone, I'm going to stay near the hook, unhooks aren't free, especially if you're trying to unhook in my face. Obviously borrowed time is a thing, but I find that usually 7 out of 10 times, there is no BT, just bad plays.
My question is, do you feel that proxy Camping is just as bad or worse as camping next to hook? Try to be civil in the responses please ☺️ We are all here to enjoy Dead by daylight 👍
You do you. Myself, I will camp, tunnel, slug, or Mori if a specific match calls for it. If you feel you should stay in the general area of the hook, then you should. People spend entirely too much time worrying about what they should or shouldn't be doing. The only rules that matter (in my opinion) are:
- Don't cheat, either by hacks or with lag spikes.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
Everything else is up to you and YOU alone. If you are uncomfortable doing something, don't do it. But be aware that camping, tunneling, slugging, and the Mori are all valid tactics. Nobody should be giving you grief or shaming you for using them. And if there are Survivors here incoming, you cannot by definition be camping. If they don't let you leave, that is on them.
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1669618#Comment_1669618
My chat is closed most of the time. And if there is nothing nice to say, I say nothing. That's common sense.
This works too. Although, there is almost always something nice to say, win or lose. We can agree to disagree about that.
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@Xzan said:
Saying gg after a onesided game is toxic.
General rule for me is: Loser says gg first, otherwise you are just telling the other side "Hey, I win, you not, of course good game for me! :)".
My advice is to purge the word "toxic" from your vocabulary, ignore people who use it, and just practice basic good sportsmanship practices. That would mean saying something nice at the end of the game regardless of who won/lost or who went first.
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I prefer Surveillance to Discordance. If you keep solid Gen-Pressure up, always pushing them off Generators, Ruin kicks in and you get immediate color-coding of what is regressing and what suddenly stops regressing. It doesn't require there to be two people on the Gen.
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It would certainly be more challenging and feel more horror-themed. I personally think it should be an option you choose in the Lobby and doing so gets you a 100% BP bonus in all categories for playing it that way. :)
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@Mandy said:
I definitely agree that survivors need better (and more) ways to gain bloodpoints. With the changes made to addons it's more imperative now than before that they do get an increase in points.
I don't think I've gone into a match as a survivor in a long time without a BP offering for example, as I feel that the extra points are so much more important now than ever before since survivors lose their addons each match.
I've often felt that there should be a secondary Offering slot that only works with those less powerful or supplemental things like Wreaths, Vigos, etc. I've always found it odd that I can either put in a this game changing offering OR get a 25% boost to my BP in some category.
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@AvisDeene said:
Win or lose I always say gg unless I’m playing Survivor and the Killer tunneled/camped/slugged at 5 gens. Then I don’t even wait and move on to the next match.
Good practice; if you can't say something nice, say nothing at all. I still say GG even when those things happen to me, but I think your method is the next best thing.
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For myself, I try to be a bit more expansive than just saying GG; I consider that the minimum. I like to say something positive about things I saw the Survivors (or Killer) do at the end. I don't make up compliments, but in the course of a match one can almost always find something done well even when you destroy your opponents.
I used to try to give slight pointers or advice, but that is never taken well so I've given that up.
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No, although upset people will take nearly any comment wrong. Saying "good game" or just "gg" is just good manners. Don't let the bad sports of the world drag you down with their salty tears. Just be chipper, polite and cheerful.
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@Chrisko said:
Unlike the killer role, survivors compete for totems, unhooks, generators etc... It's rare to see survivors get anywhere near 32k points because they are constantly competing with other survivors for those points. Conversely, it's more common to see a killer regularly get 25 to 30k for a game.
Example: If you are being chased and several generators are done, then you are no longer able to get points from those generators that have been completed. If totems are done, then those points are no longer available etc...
A skilled killer does not have resources removed from the game. A skilled survivor regularly has many opportunities for points removed by the other survivors.
I am referring to actual gameplay and experiences, NOT the hypothetical maximum potential such as if 3 survivors work together on 5 gens.
What is your average experience with points?
While it is true there are a finite number of Generators and Totems, Survivors aren't really in competition with each other. It is getting a variety of things done that pushes Emblems and thus points. If you do nothing but hide around the map and do five Generators all by yourself, you will NOT make good points. It takes awhile to figure this out. You need to be doing a bit of everything to really get good points. Survivors can absolutely break 30K in a game (and on a regular basis).
Help/do 1-2 Gens, destroy a Totems, unhook a Survivor or two, heal someone, and get in chases. The more rounded you are in what you do in a game, the more points you will score. It surprises people all the time to find out that Gen-Rushing won't earn you that much.
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@danielmaster87 said:
Meyers, Ghost Face, and Spirit.
I don't like stealth killers, especially ones that instadown you just by staring at you, or in Meyer's case by staring at someone else. Spirit is annoying because you can't see her while she's phasing and she can fake it by standing still. Also, she's hard to see in just a regular chase because she phases in and out of reality for split seconds, making unmindgameable loops mindgameable just because of passive animations.
Well if it makes you feel any better, I play the Spooky Myers as often as I can and thus can't hit Tier-3. :)
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@lowiq said:
https://forum.deadbydaylight.com/en/discussion/comment/1669296#Comment_1669296
Coldwind is definitely survivor sided.
Well... I agree that Rotten Fields is Survivor-sided but the rest of them can be extremely Killer friendly in that fast routes to patrols Gens, accomplished by cutting the fields, are very efficient.
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@OllieHellhunter said:
A close game, where you could feasibly see it having had the opposite outcome.
Yep. A blowout is never as exciting as a match fought down to the wire.
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If I'm trying to avoid Seal Team-6 SWF, I play early in the morning. It is harder for them to coordinate all getting together at 5-8 AM. :)
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Hrm. Hate might be too strong a word, but I suppose it would be these three that throw me for a loop the most often:
- Pig
- Ghostface
- Wraith
And yes, I have noticed they are all Stealth Killers. :)
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Not liking, or being bad against, a specific Killer is not a good reason to duck them. It is a reason to play them. While I'm not against offerings to try and GET a specific Killer, I'm opposed to trying to avoid one.
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I want to provide some context, as a relatively new Player who has (in a short time) hammered out a lot of hours. Things don't seem that bad to me. It may be that since I'm new, I don't have this idea of what the game should be, based on this ideal setting when some of you seem to indicate it was all nice and friendly. To be honest, I find that a bit hard to believe because I also see grizzled veterans pop up now and then and tell us how bad things REALLY were back in their day. I'm old; I've been around PVP games for a long time, even if I'm somewhat new here. I hate to sound pessimistic but I don't believe ANY of you. I don't think you are lying, but I do think you are looking at the game through a very self-involved lens. It seems to be made of rose-colored glasses, or an apocalypse filter.
PVP games are just that, competitive games where Players try to curb-stomp each other. Ideally, they play hard in the game and are humble in victory and gracious in defeat outside of it. You can't really ask for much more. Those of you complaining about your opponents giving 100% to win should find another hobby. There are lots of games that are not PVP. Your artificial construct of how things "should" be is always going to be at odds with reality and you will never be happy. A conflict-driven game is always going to be hard for those playing it in the moment. You either take your enjoyment from the challenge, the struggle, or you don't.
I'm not trying to downplay or dismiss the frustration you guys are feeling or expressing. I'm just suggesting that you need to take a breath, take stock, and decide if this game is right for you. I get frustrated too. I'm triggered by pretty much the same things you are. The difference is the degree of frustration and stress. I accept the game for what it is in fact. This means I don't rage against the DEV or my opponents for simply doing their jobs in designing and playing the game. Things going wrong is either bad luck or my own personal failures. If I'm going to rage against anyone, it is myself. The negative echo chamber that gets setup by threads like these is rarely helpful. It keeps us looking for a scapegoat when there isn't one.
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@Raz_ said:
Well... the game started and this legion decided to tunnel a baby meg (soloQ) one is for sure this killer was a experienced killer, maybe not the best but a decent one.
after the meg getting tunneled very hard i got mad.. i actually never got mad like that in DBD when i play survivor, i was just asking myself how can someone be so scummy and an a**hole..
well i decided to get the aggro.. and as i mentioned i was very angry at him for tunneling a baby who doesnt even know how to play the game.. and when i speak about tunneling he went 3x in a row for her, just focused on her, nothing like he found the meg all the time when looking for someone else.
Anyways.. i decided to be an a**hole back to him, i tried to took the aggro and just wanted to make him feel bad.. helpless like the meg. Bully the bully right? :)
The chase started and i tbagged him, dumb tech, flashlight clicky .. pretty much did everything to f**k him up. Well after 2-3 minutes he disconnected and here the conversation begins.
Legion : Fu*k this ######### im out
Me : why did you leave we had so much fun?
Legion : i didnt had fun, why is every survivor so toxic holy sh*t
Me : so .. you play for fun right?
Legion : yea
Me : so.. just a question, why did you hard tunneled the baby meg?
Legion : i always tunnel the bad survivors first.
Me : and you wondering why survivors are toxic towards you?
Legion : wdym? im the killer and i need to kill the survivors.
Me : true, true but didnt you say you care about fun?
Legion : that makes no sense
Me : so you want fun at the game, but you do everything to make it unfun for someone else who cant even do something about that, it was fun to tunnel a baby meg, but as soon you got a decent player who bullied you because you bullied a baby it wasnt fun anymore for you? so you pretty much care just about your fun and everyone needs to suffer just to entertain you, and you had fun right? please keep playing like that but never again complain when someone doesnt care about your fun alright?
after that i left the lobby. i honestly didnt want to read what he has to say.
Sorry guys but how pathetic is that? im not mad about that he tunneled someone, im mad because he tunneled someone who maybe has just 20 hours in the game, and just to have fun? is this for real?
funnier is that he cares about his own fun and is doing everything for it but as soon someone doesnt care about his fun he disconnects because it was not fun at all? people with this mindset just deserve toxic behaviour and im talking for both sides.. that is also for all the survivor mains who bully a rank 20 killer you guys are just pathetic.
Just to be clear, an inexperienced Killer engaged in extreme hunting behavior not knowing any better, so you engaged in extreme aggro style to do your best and make him disconnect? Did you feel trying to make him disconnect would somehow improve things down the line? My overall issue is this:
- His hunting behavior valid if annoying.
- Your aggro style is valid if annoying.
- Your methodology only ensured more bad blood.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1667858#Comment_1667858
Why would aggroing the killer not work out? Provided you haven't touched a gen, totem, etc. you'd be encouraging the killer to chase you with almost a full guarantee that you couldn't be hooked if downed. The only way you could be hooked is if the killer finds, downs, and hooks another survivor before you can use UB or get picked up by a teammate, and that's realistically just not very likely. DS doesn't save the survivor, but eating a DS wastes a massive amount of the killer's time. In the time it takes for the killer to chase you, down you, eat the DS, re-chase you, re-down you, and hook you, the killer is probably going to lose a couple of gens. That's especially true for the Legions of the world that struggle to land a second hit on survivors.
The amount of killer time DS wastes is why even top killers will slug to avoid DS; the whole "just eat the DS and get it out of the way" argument doesn't really work. Yes, one survivor will now be on death hook with no DS, but unless you were way ahead going into that chase, the survivor chases really poorly, or you're playing a highly mobile and deadly killer like Spirit or Nurse, the game is pretty much going to be lost.
If disarming a trapper trap removes your DS that would at least make it so the DS user is useless to their team if the killer doesn't take the bait, but it would be pretty brutal for dealing with Trappers that actually are tunneling. I suppose Trappers are rare enough though that it doesn't matter a whole lot, though.
I still don't like making a 50/50 out of injured people clicking flashlights at the killer trying to bait chases while they may or may not have DS. Lose the coin flip and you're probably losing the game. Win the coin flip and you have the right to have a normal chase. I would prefer to just nerf DS so it's more of a defensive tool than an offensive tool.
Because the Killer can just slug you and let you sit on the ground for one thing, hook someone else and come back and get you now completely safe from your DS. Remember, the second someone else is hooked the DS expires under my rework. Doing pretty much anything interactive ruins it too. Using a Flashlight is also interacting with something. The only safe thing for someone to do is run off and hide, and thus are protected from the tunnel. If they go aggro they get slugged and then the Killer will let you sit there. If you get up with another Perk, like say Unbreakable or recover due to No Mither, one could also set the DS to expire.
My point is you keep looking for something that isn't there. They CAN go try to annoy you but it isn't a good idea for them. If they just got off the hook they are going down to a single hit. And there they will sit until they bleed out or the Killer hooks someone else. So yes, Survivors can try to annoy the Killer but it isn't going to be a good thing FOR THEM... the Killer will see it like Xmas coming early.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1667906#Comment_1667906
Fix? Maybe not. Improve? Absolutely.
Some effects are disproportionately strong in SWF, but some effects are NOT.
Most tracking perks aren't a problem with SWF, like Alert or Spine Chill. And chase perks like Sprint Burst or Dead Hard are just as useful in Solo as in SWF.
It's the perks that require or enable teamplay that get the most benefit from SWF. Which is why something like BT, Prove thyself and OoO are all disproportionately strong on a SWF group.
True but to balance it for SWF makes it pointless and useless for Solo? Do you see my point? I don't disagree with your intention, I am just stating that the unintended consequence here is always going to HURT the Solo to try and reign in the SWF. It seems a lose/lose situation. I'd rather SWF just get put into their own Que where additional objectives and a 5th Perk be opened up for the Killer to balance them without strangling everyone else.
All that being said, I don't see a way to improve this where it doesn't hurt the Solo and fix the problem. Thus the Perk probably just needs to go away and be replaced entirely.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1667894#Comment_1667894
Being able to control it as Survivor IS the problem.
If anything what you are suggesting would make it even worse, since they could use it cross map and it would be easier to use it with distortion since you wouldn't get any accidental procs.
The 3 second additional reveal doesn't make up for the increased control.
You have to understand that when I look at a Perk I'm not trying to balance it for SWF. I think that is pointless. I try to balance it as it was intended, for Solo. The only way to fix it for SWF would be to remove the Perk entirely. Or, massively gut the range at which it works, i.e. 8 Meters at Tier-1, 16 Meters at Tier-2, and 32 Meters at Tier-3, and still give the Killer +3 seconds of seeing the Survivor's Aura after they look away. :) I'm not trying to be snarky.
I'm just pragmatic and honest. It is impossible to "fix" this Perk if you are really trying to deal with SWF which isn't even official, and not used by everyone. I agree it is a problem, but I just don't think you can fix SWF by playing with the existing Perks.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1667866#Comment_1667866
That has the exact same problems as the current OoO
Not really. If you have to push a button to turn it on, you as the Survivor control it, and turning it off means the Killer has YOUR aura for 3 additional seconds. That is the price you pay. The problem with OoO isn't really built into the Perk. It is SWF. Let's be honest here, if it weren't for SWF abusing this Perk, we wouldn't be having this conversation. Trying to fix this issue by playing with the Perk rather than addressing the SWF 5th Perk (Comms) will never really fix anything.
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@shakala said:
Just had a match with a Legion. I'm the first who got hooked and literally got camped and tunneled to death. Then he slug so he can get the last two survivors on the ground. One of them unbreakable up while killer was picking up the other. So the killer literally drop that survivor just to find the unbreakable one, like, was he so afraid he's going to get hatch or something? It wasn't even spawned yet. Anyway, he got them both on the ground again and waited them to bleed out. One DC after 5 mins of the BS so the killer felt safe to pick up the last one to hook.
This is such a cancerous killer. I checked his steam profile and apparently he only have DBD, with 60ish hours. I theorized that he got a new account just so he can pull toxic BS like this.
My question is, can I or should I report him? If so, how? I have the match recorded, so I can send over with the report if need be.
No, you shouldn't report him because NONE of these behaviors is listed under the report system. You should purge the term "toxic" from your vocabulary, ignore anyone who uses it, and just play the game. The bleed out is unfortunate but it is not holding the game hostage, as there is a timed ending in this case. Killers are going to kill, and Survivors are going to do their best to Survive.
You should ONLY report people for things listed there in the Report System.
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Actually, I think it should be the other way around, using the Perk reveals the respective Auras to the Survivor and Killer for as long as the Survivor keeps the button/bumper/trigger depressed. However, when they end it, the Survivor's Aura remains visible for an additional (3) seconds for the Killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1667621#Comment_1667621
With a 60 second timer you can be sure at some point, though. Just leave them alone for a bit and you're good. With this method, you really can't. You can send the first guy who gets unhooked to follow the Trapper around and disarm all of his traps, for example, because he has DS up and is therefore impossible to hook. With a 60 second timer, they can't really do that because their protection would run out shortly after. With no timer, you can just do that indefinitely. The Trapper would be forced to either take the chase and then slug or eat the DS, which would be a massive waste of time, or they'd have to accept being an M1 killer with no power. If disarming a trap counted as an action for DS purposes that would solve this, but that feels overly punishing too. Imagine a Trapper loading up the shack with traps and not being able to disarm one on the way out without giving up your DS.
I think you are overestimating a couple of things:
- DS doesn't actually save a Survivor, even when it works.
- My method says the DS deactivates the second they interact, so disarming a trap means the Trapper just hits you.
I considered you concern which is why I say that any interaction will shut DS down. It shut down with interaction or the next Survivor being hooked. So its chief value is in getting AWAY, not hectoring the Killer. :) Following the Killer and going aggro will just go badly for you.
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*Although, since this Perk comes with the Survivor coming with Legion, I kind of think that Distortion should also hide his heartbeat from a triggered Feral Frenzy when the Perk is active. But that is just me.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1667805#Comment_1667805
I'd agree with you if it didn't also get rid of scratch marks for 10 seconds. I think that effect would need to be nerfed if it could proc every 30 seconds.
Agreed. The scratch marks always felt like an add-on because the Perk was so weak. If the Aura part was done properly, that extra would not be necessary.
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@Exerlin said:
I think that Distortion would be better suited as a cooldown perk instead of a token perk. Allowing Distortion to activate once every 45 or 60 seconds would make it a very useful and consistent perk.
I kind of like this one even better than my own (or the others) but I would think the "cool down" should be 60 seconds at Tier-1, 45 seconds at Tier-2, and 30 seconds at Tier-3. *But with a Cool down I think it should last a flat 10 seconds.
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*Or if my suggestions of 15/30/1 Minutes are considered too generous. Make each token 30 seconds each, but DO NOT TRIGGER THEM AUTOMATICALLY. Let the Survivor Trigger them and use the token only when they feel it is appropriate and/or have an automatic option they can turn on if they want.
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@gatsby said:
If Distortion simply prevented all Killer Aura reading on the Survivor using it, would that even be overpowered?
Honestly, I feel like it'd still be pretty niche. The most commonly run Aura perk is BBQ and having your Aura hidden every time it activates doesn't seem to me like it would compete with most of the meta perks for a slot.
Some crazy stealth Blendette might get tons of value from this buffed version of Distortion. But most of the Iron Will, Dead Hard, Decisive Strike and Unbreakable tryhards probably wouldn't even consider using it for a second.
Yes, but it is my personal opinion that the current time periods are too short. It should be 15 seconds at Tier-1, 30 seconds at Tier-2, and one minute at Tier-3. So potentially it could be 3 minutes of black out during the match.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1667476#Comment_1667476
If the killer had a way of knowing if the survivor had DS I'd like that, but if someone is good at looping and you're not using a killer like Nurse that doesn't care, you're probably going to waste a lot of time to slug them. If you choose not to slug, that's fine, but if they didn't have DS you'd be hurting yourself by passing up the opportunity for an easy hook. This is even worse if you don't know where any other survivors are, meaning you'd have to go right back to tracking. That just feels like a silly 50/50, and something that is very far removed from the anti-tunnel niche I think this perk should occupy.
I don't agree that a redesign to DS needs to benefit both sides. The perk simply needs to be more balanced; the devs don't owe mains of one side or another anything. DS is OP right now in my opinion and I would be happy for it to be weakened when it is reworked.
Every time you eat a DS, you're going from a state with 1 incapacitated survivor to 0, and the survivor gets a free health state. If you think about it that way, it's basically Adrenaline, but you gain even more distance on the killer, the effect is always timely and useful whereas Adrenaline can activate when you're already at full health and out of a chase, and it activates from the killer doing their objective rather than from survivors doing theirs. That's extremely strong, and I therefore think it should be exclusively reserved for cases where the killer is tunneling. If so, the mere threat of DS is a powerful deterrent to tunneling. As is, killers are often seriously punished in cases where they didn't even come close to tunneling. I know that wasn't the devs' stated intention with this perk, but that's how I think it needs to change.
Well that goes toward Killer accountability. If they went with this suggested change, you would KNOW who could have it potentially activated. The second they are unhooked (and you know who you put on the hook) you know it has activated IF they have it. You know if you hook someone else it is turned off IF they have it. Do you see what I mean. There is always risk and always some information you have to make educated guesses or play the odds on. :) My suggestion isn't intended to make it completely without risk for either side, merely to make it the most balanced I can, and tune it to be more effective as an anti-tunnel Perk.
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@[Deleted User] said:
I really like the idea of making the perk deactivate the second a survivor heals to full or does an action, or after a teammate is hooked. I would actually also keep the 60 second timer, though. Without it I'm a bit worried that a confident looper would just intentionally aggro the killer and then be guaranteed to have DS active while slugged. The killer would have no choice but to slug and leave if the player was playing that way, or to just ignore them entirely. Even if they didn't actually have DS, the killer would still have to respect it.
If there were some other method for preventing survivors from playing hyper-aggressive without a timer I would be all ears, but a timer combined with your idea solves at least a good chunk of the issues with it.
Well nothing would stop them from being very aggressive, but nothing would stop the Killer from ignoring them, or slugging them.
Example-1:
Meg w/Flashlight gets unhooked and her DS activates. She decides to get very aggressive because of it. The Killer can just ignore her and work on getting someone else on the hook. This would give her a chance to try and blind you or body block (sure). Or you could just slug her, hook the other person and her DS deactivates and then you hook her too. :)
Remember, in fairness, any redesign of DS has to benefit both Survivor and Killer mains in some way. There is always a trade off. I don't see them getting aggro as a problem because the Killer has answers to that in game.
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@TheClownIsKing said:
Nothing works against survivors during these time periods.
No matter which killer, no matter which strategy is employed, no matter how loops are run or mind-gamed, I’m just spinning my wheels in place.
Why is this game designed in a such a way whereby experienced, coordinated teams make this game 100% impossible as killer?!
Literally!!!
Well in fairness when this game was designed they weren't thinking about the pinpoint coordination that some SWF would bring to bear. This issue has been creeping up slowly but surely for quite sometime, but it has more or less reached the tipping point. My personal view, which I repeat often, is that Solo and Team Ques need to be broken up. The following rules needs to apply:
Solo Que:
- No more than two people may join a Lobby together (2-Person SWF don't break the game).
- No identifying info is shown until the match is over to prevent setting up Comms on the fly.
Team/SWF Que
- Teams must be 3-4 in size and they join together from their group Lobby.
- Teams require one additional Generator to power the gates, i.e. 3-Person team needs (5) and 4-Person team needs (6).
- This Que unlocks an additional Perk Slot (up to five) for Killers who choose to take them on.
This logistical solution allows:
- Balancing options to be increased or decreased by the DEV as appropriate without affecting other Ques.
- Opens up NEW monetary streams for the company as they can sell Team Cosmetics. I want jackets that say "Unhookers."
- This will not, in the long run, increase wait times as it will be offset by less Lobby Dodging and Disconnects.
I do sympathize with you. I hit Rank-4 as Myers (that is the only Killer I'm playing until I get him to #1) and the number of SWF going full on Seal Team-6 I fight is clearly the majority and very tough fights.