Moundshroud
Moundshroud
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@Krunga said:
https://forum.deadbydaylight.com/en/discussion/comment/2242318#Comment_2242318
This isn't rare. I had a game with a rank 15 Spirit (In a red rank lobby) who camped me the rest of the match on the Dead Dawg gallows because I flashlight blinded her once. Even later that day I ran into multiple Bubbas who just basement camped the first person they found.
My friend in my swf group literally gets tunneled the entire match while we pump out gens and win. It's not fun to have you or your teammate not be able to play the game.
Like I said, confirmation bias. It is always easier on the ego to blame OTHER people for one's personal failures. They aren't playing fair, they are tunneling, they camped me, and all that jazz. I'm going to give you some tough love advice, the same which was given me when I started this game. You can't control how other people play. You have no say in the structure of the game. The only thing you have power over is yourself. Spend your energy working on what YOU can do to improve your performance. Get out of your own way. And most importantly, stop lying to yourself. We all lie best when we lie to ourselves. Lower your expectations, put your nose to the grindstone, and you will be tilted less often and start to improve. That's it. There is no secret formula or magic bullet. There will be no Deus Ex Machina from the Dev. The only thing that is going to improve you is YOU and hours played.
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@piggygooik said:
counterforce is like is a really good totem breaker perk
I'm not saying its OP but I don't think will be running ruin for a while since a lot of people will be playing JIll and probably with that perk
Counterforce is going to be neat, but I don't think it is going to make Ruin any worse to run than it is now. Ruin can be gone in the 1st 15 seconds. It is always a gamble. The new Perk shows them the aura of the Totem that is FURTHEST away. So nobody is efficiently cleansing Totems unless lots of people take the Perk. For about two weeks the best Totems to run will be Undying + Haunted Ground. :) Or Undying + Retribution. After that, things will return to normal.
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@Krunga said:
https://forum.deadbydaylight.com/en/discussion/comment/2242299#Comment_2242299
So what is it called then when you have Endurance, DS and being chased until the DS timer runs out after being unhooked?
Bad luck. Tunneling, traditionally defined here, is being chased by the Killer until you are dead to the exclusion of everyone else. In other words, the Killer doesn't even try for anyone else until you are gone. This is actually pretty rare. Most Survivors incorrectly identify Tunneling and Camping on a regular basis. Everyone feels "picked on" when they are being chased, and confirmation bias convinces you that somehow YOU are being Tunneled more than anyone else.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2240820#Comment_2240820
I dont have that much empathy with Killers here if we consider that most of the stuff in the Survivor Bloodweb is outright useless.
And that is different from the Killers how? I use less than 10% of the stuff I buy. My Scrooge McDuck Vault of swag has gone beyond ridiculous. Most of what I buy is outright useless too. And I play Killer and Survivor.
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@Aven_Fallen said:
Having a Mori is still better than not having a Mori. You might not get to tunnel someone out of the game after their first Hook to secure an easy win, but you can avoid:
- Saves in any way (Pallet, Flashlight, Sabotage, Bodyblock)
- DS after the second Unhook
- potentially waste of time (because carrying to the Hook might take longer than the Mori OR because you have to wait out DS, if you want to avoid it that way)
They are obviously not as useful as before, but this is totally fine. They were busted and everyone with a few hours in the game should realize it.
I don't disagree that they still have uses; I even point out a particularly nasty one earlier in the thread. I do, however, question how much space they take up on the Blood Web and the cost of them. I hate getting forced to buy them.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2240371#Comment_2240371
But these offerings are not guaranteed. It only increases the chances and if there are no offerings accumulated among the survivors, this will hardly happen (solo =/=swf).
Please don't do this to yourself. It makes you your own worst nightmare. Don't be a person who focuses on what you can't do or what might go wrong. Focus on what you can do to mitigate odds and get better. You can't control how other people play. You can't change the structure of the game. You only have power over yourself. That is where your energy is best spent.
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Also, there are offerings that let you control where the Basement will be located, i.e. in the Killer shack or the main building. I tend to like putting it in the shack so the Killer is kept away from the center of the map. :) *Well most of the time. There are a FEW maps where there just is a shack in the center.
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At this point, with as many Perks as we have, it would behoove them to eliminate the different Levels and just have a Perk be a Perk at Level-3.
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I get grabs all the time, but then again I play Spooky Myers and time it so that they don't have time to interrupt me. I have a pretty good internet connection too. I like the grab, both as a Killer and a Survivor as it keeps things from being a methodical ritual at the unhook and generator stage.
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I would purge the word "toxic" from your vocabulary and ignore anyone who throws it around willy-nilly. It is a subjective term and utterly devoid of real meaning. There are simply things which are within the rules and things which are not. All a Player has to do to be a good sport in Dead by Daylight is:
- Don't cheat, either by hack or lag spike.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
That's it; that is all it takes not to be a bad sport, or toxic, or whatever term you want to apply. Playing within the rules, as hard as you like, is still fine and dandy.
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@ill_Boston_lli said:
All the killer has to do is sit at the top of the stairs and he gets a kill. It takes nothing for a killer to do this and I feel like its the killers equivalent to hatch. I think this shouldn't even be part of the game and I am a killer main. I stream where the killer just sat there to get a kill and its like how is this even fun for you. This shows nothing when it comes to skill.
While the basement is certainly the Killer's strongest point on the map, it is not a guaranteed Kill. You also have lots of ways to mitigate the basement, if you choose to use them. The basement would be more aptly compared to the strongest, safe Loops on the map. Most maps have 3-4 strong, safe loops. All maps have one basement.
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@CLB198 said:
What does killing on death hook prevent?
They are extremely useful if you are willing to play rattlesnake mean. To date, I've not run into anyone else (when I play Survivor) that has tested out the theory that I tested. The Mori in its current form, and I suspect the DEV know this which is why they are going to revisit it again, has very little game purpose beyond eating up your Blood Web, except for one specific tactical (if coldblooded) purpose. You can play keep away, discouraging a rescue just long enough for someone to go to second stage, and then allow the rescue and Mori them off the first hook taking a 4v1 to as 3v1 extremely quickly.
Does it work? Absolutely. The point is you don't camp, but do short range patrols, just enough to keep discouraging the rescue without giving away the purpose. You will have at least two tied up (the hooked and the would-be rescuer) and perhaps more as time passes and it is clear one can't get through your patrols and returns to the area. The point is not to discourage them coming, not to ultimately stop them, but just to let that timer run out. Against good players this is easier than you think since they tend to MILK the first hook anyway, figuring they will still get them before 2nd Stage.
Like I said, if you use it rattlesnake mean you can get a tactical use out of it. I tested it; it works. I stopped doing it as it does not endear you to anyone. For me it was just a curiosity, to test a theory. The second I knew it worked as I thought it would, I put it away.
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@PsyQuil77 said:
1.) As a killer, why would you slug for a 4k less than 3 min into a match?
2.) As a survivor, what do you do when a killer does this?
Just had a SM Meyers do this in a match, 1 died on 2nd hook, the rest on first hook.
been seeing this behavior a lot in killers recently and wanted some insight.
- Speaking as a Myer's Main (when I play Killer) and someone who plays the Spooky variety (Scratched Mirror + Boyfriend's Memo), I would almost NEVER slug early. It isn't effective for Blood Points or Emblem advancement. More to the point, I enjoy the cat and mouse game. If you are all on the floor, there isn't anyone to unhook. However, it is quite possible that your Killer was all business, i.e. just sees his/her job as killing you as rapidly as possible. They lack the confidence to let you get off the ground or hook. This is pretty typical in newer Killers. Spooky Myers is SLOW. He also lacks any ability to Insta-Down Survivors that isn't a Perk. Those somewhat new to Spooky will often slug and use the people on the ground (not the hook) as the honeypot bait to slug the rest. The only reason I would ever consider slugging early, ruining my own fun in playing a Spooky is if I recognize a Tournament Squad from an earlier game. There are very few of these guys out there (at least for now). And since giving them an inch is the same as giving them a mile, I don't ever take my foot of their collective throats. *It also bears mention that you didn't specify ONLY Spooky types, i.e. you asked why any Killer would slug early in the match. Well, same reason already illustrated.
- Survivors have to learn to milk hooks and time on the ground. If everyone stays in close together, it makes things very easy for a Slugger. Oni is particularly good at this, and so are the chainsaw-wielding maniacs. Any Killer can slug, but to do it effectively the Survivors have to help out by making it easy to knock someone down and them guard them or use them as bait. You have to keep total situational awareness (as Archer would say). One person down, no reason to panic, two people down, time to stop what you are doing and figure an angle of attack to get one of them off the ground. If three people are down, it is the Killer's game to lose. Does that make sense? Balancing altruism versus Generator imperative is always the hardest part of the game. If Survivors spread out immediately, going to the four winds as it were, the Killer can't really slug effectively. Because by the time he/she finds the next person to slug the original is off the ground. Slugging early for a 4K only works if the Survivors stay together or all run up helpful like to get knocked down.
- Unbreakable is a great Perk, Borrowed Time, and so on. There are lots of Perks, Add-ons, etc. which will let you get someone up fast and keep them going. Some Survivors in the group better have some of them.
- Looping is an important skillset. Newer Survivors rarely have competency and without at least half the squad being able to Loop, a slugger has command of the board. Evasion (immersion) cedes the advantage to the Sluggers. By attrition they WILL find you, or even if they don't, they have neutralized you until you emerge. Some of you (all is better) need to be "competent" Loopers. You don't have to be superstars, but you must be competent so you don't always go down in 10 seconds or less.
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I suspect part of it is Bill is part of the Rift and there is a specific Rift where someone has to escape by hatch using Left Behind.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2237592#Comment_2237592
Come on dude, making a whole moral judgement of character based on some in game actions? Who's going to take anything said in such a melodramatic way seriousm the best advice this guy could get is to stop taking it personal, that's all, there doesn't have to be a ton of drama behind it.
Games tell us a lot about people. How they play games is, in my experience, how they operate in person, their work, and their relationships. People who cheat a games, cheat elsewhere too. People who do sick crap in games just to troll people for kicks, well clearly that is how they get their kicks. So yeah, first impressions matter. We are judged by our actions and our ethics (or lack of them). People who play the game hard and do things to achieve game objectives are fine and dandy. People who go out of their way to torment the Player for no game purpose are demented losers.
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Yeah, Pebble in particular boggles the mind.
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Speaking of which, if you added the Aura flash to Bubba's basic Power, what would you take away? Drop him to a 110% Killer before Tantrum? You can't give him freebies without taking something away.
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I don't think we need a Totem counter, but once ALL Totems are cleared there should be a special sound/animation. :) But I do believe Small Game should get a counter that shows how many are left.
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@Avignon said:
https://forum.deadbydaylight.com/en/discussion/comment/2237592#Comment_2237592
I mean..... i've watched people crawl out and picked them up last second but in my case i'm counting to 60 in my head ;)
Also survivors can definetly hold the game hostage, dono about killer... maybe body blocking in the single person gen in Haddonfield / Badham. Had a couple dingbats climb on top of long rock outside the main building in Ormund and tried to stall out. Luckally was playing twins and could kinda clip em if i aimed right if i threw Victor off the balcony.
This is only acceptable if they JUST got off the hook. :) I'm talking about the ones that just do it for sick kicks.
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Letting people bleed out is rude, childish and an attempt to grief the PLAYER rather than just score points. It is bad sportsmanship. It isn't, however, against the rules because:
- It does not hold the game hostage (as the Mods and others already pointed out).
- It is still the same game as far as you are concerned, i.e. don't get caught and pick people up.
- It would be impossible to police, because most slugging is not with this intention.
All in all, the defective person that does this is rare. Every once in awhile you run into the twit who picks you up, carries you over by the hatch, drops you and pretends to let you get it only to slam it on your face. You also get the ones that seem to be letting you crawl out but wait till the las second to pick you up. These things are contemptible because they aren't really done with any game goal in mind. It is, as I've already said, evidence of a seriously defective person, the kind that tortures small animals if given the chance. Fortunately they are few and far between.
Most people that slug are doing it for tactical reasons.
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If we are going to talk about Barbecue & Chili, we should talk about all Aura reading and "tells" on both sides. Why do we have a Terror Radius, a Red Stain, or any ability to get warning other than our own eyes? I'm not advocating removing Barbeque & Chili (or anything really) only saying that singling any of them out is hypocritical. They either ALL go or we shouldn't complain.
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@Noth1ngY3t said:
https://forum.deadbydaylight.com/en/discussion/comment/2237334#Comment_2237334
How can i overcome camping? Not get hooked, there's always a killer whos gonna hook you, and you don't want it to be a camper, what's with you defending campers, i just want killers to move around and get better (like your telling me to get better), so they don't need to camp, if you still want to camp than, it just wont work unless you use the perk, That I'm also pitching
I'm working the Rifts... so I don't have the time or patience to write out everything for you. It suffices to say that you can, with the slightest work and effort, look up articles. blogs, podcasts, and youtube videos on the subject. Assert yourself. Thousands upon thousands of people manage to get by every day, dealing with the same obstacles that you face. Ask yourself why are THEY succeeding and I am failing? Quit blaming YOUR failures on external forces. You can't control how other people play. You can't control how the game is structured. You only have power over yourself. That is where your energy is best spent.
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@miketheratguy said:
Good, tense, creepy original film (only saw the first one). Great, eerie monster design.
http://www.thebesthorrormovies.com/i//Jeepers_Creepers.jpg
https://gscollectibles.gr/wp-content/uploads/2020/05/x_hcg9413_a.jpg
Film directed by a convicted child molester. Not so good.
Thoughts?
We already have a fictional child molester in the game in the form of Freddy. I don't think we want to do anything that might put royalties in the pocket of a real one.
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@Noth1ngY3t said:
They 100% need to make it so your health doesn’t go down if the killer is near you longer than a second.
They can maybe add a killer perk that increases the time how long you can be near the survivor.
And a survivor perk that increases the radius of the effect so they can stay on the hook longer.
You are so typical of those moaners and groaners. You ask people to name one for you; they name many. You proceed to argue with them. For you it is all about what you can't do, while for a good player it is all about what I can do, and what I can learn to do. If you spent near as much energy working to overcome your obstacles in the game as you do coming here to complain about them, you wouldn't have any problems.
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@MadLordJack said:
I don't think that it should even do what it does. Survivors should never be encouraged to let teammates die. Perks like Left Behind and Sole Survivor are just awful.
I think they should rework Sole Survivor so that it encourages you to keep your Teammates alive, i.e. it gets less effective as more of them die. A power that obscures your Aura while everyone is alive, is more likely to make you the Sole Survivor. The Range would be largest at the start (although ranges would have to be adjusted somewhat since everyone could take it), and shrink each time someone dies.
The simple solution to Left Behind is that it must be triggered, not unlike Deliverance by some levels of Altruism. *And for that matter since Deliverance has a trigger, I think the Broken status should be removed from it. That is a tangent however. My point is Left Behind should not be able to trigger, period, unless one has helped one's Teammates with Altruism, i.e. have unhooked at least two SAFELY.
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I think an account should be linked to the Forum, for the sake of responsibility. I don't have a problem with there being an "optional" selection on top of that which displays one's stats. I don't think anyone should be forced to show them, but those of us comfortable (or wanting to strut) should certainly be able to do so.
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There is very little point in any of the shrouds.
- Most Survivors, as already noted, spawn near other Survivors.
- Only daft Killers (or new) use the Shroud of Separation because having the Survivors start all over the map and able to jump on 3+ different Generators at once is NOT to the Killer's benefit. :)
Basically, the Shroud of Separation should be a SURVIVOR Offering because it works to the advantage of those who want to maximize the first 1-2 minutes of Generator Rush when the Killer can't be everywhere. The Killer should have the Shroud that starts the Survivors together OR a Shroud that spawns the Survivors as far as possible from Lit Totems. Only those designs would have any real value. Right now the Shrouds are just there to waste your Blood Points and fools unwary newbies.
But then again, MOST of what is on the Blood Web is entirely useless or detrimental. :)
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The skill based matchmaking is like Bigfoot, reports of it never die off completely but nobody much believes in him anymore.
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I don't lose more, but I do get a lot less support. I find that Console Players seem to be a bit less team-oriented unless they are already a SWF. When it comes to Solo, I prefer pulling PC over Console every time.
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Hrm. You all have spoken, and I am clearly in the minority here. I don't really see any difference in application. I will defer to the majority opinion then. I'm still going to be very interested in seeing the metrics in a few months.
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@GoodBoyKaru said:
Wraith has his bing bong.
Spirit has no animations or sound queues or tell she's using her power at all.
Wraith moves at 6m/s (150%)
Spirit can get up to something stupid that's over 200% when using MDR.
They're not comparable. Spirit is still literally bordering Nurse for the title of best dbd killer. I wouldn't place Wraith above Blight.
True, but I don't think one should underestimate the value of never losing sight of the quarry. The speed difference, as far as I'm concerned, is nominal because both allow one to cross any map in record time. The Wraith isn't limited by how long he can remained in high speed mode while the Spirit does it in bursts. Right now, perhaps it is due to more practice against the Spirit, I would rather face her than a Wraith any match. I have a far better record as a Survivor against Spirit.
The Wraith isn't under any kind of pressure, no ticking clock. He simply keeps moving at high speed until his quarry in on lock and moves in. I can deceive and evade (stealth mode) a Spirit, but a good Wraith will find who he is looking for every time. Again, I'm not complaining about Wraith being overpowered, but I just don't see a fundamental difference between the two Killers in how they operate overall. In fact, I think overall the Wraith will be more consistent. I'll be interested in seeing the metrics in a few months.
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@Opossum_Supremacy said:
In addition to what Illiterate said, it's worth noting that Wraith not having a passive phasing animation makes him easier to read than spirit too. Even while cloaked, his shimmer is fairly visible up close if he's moving. I don't think Wraith is even on the same tier as Spirit in his current state.
I beg to disagree. I played a lot this weekend and watched Wraiths in Purple and Green tear Red Rank teams apart.
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Myers all the way. The Boogie man is an evil force riding the body of a mortal. It is what it is, not unlike a tiger being a tiger. Freddy is a sicko pedophile who happened just managed to become a ghost. I'll take the Boogie man over a defective person always.
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While I 100% agree that Camping is a valid tactic, I don't have a problem with a Perk which would help the hooked Survivor punish certain behavior. Said Perk, allowing an attack on a Killer that gets to close in the hopes of stunning him/her doesn't seem too unreasonable. It is far more likely to get used when the Killer intercepts at the hook as someone attempts to save. That would be the rougher part to figure out, i.e. the priorities there.
Perks as tools for Survivors to use seem reasonable and the right way to go, rather than trying to outlaw Player agency.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2232243#Comment_2232243
How? A rule cannot be an honor rule, it literally is a rule. Besides, not nonsense. Go ahead, make a poll here: should you rush kills/gens regardless of the situation. The majority will answer no. Meaning the consensus is that you shouldnt. Making it a community honor role.
If you ever get pissed at your opponent rushing kills or gens, you're abiding to that honor rule.
I never get angry at my opponents for playing within the actual rules. Your imaginary honor rules are moot. I'm far more likely to get mad at my fellow Survivors for playing poorly, squatting in corners or self healing while someone dies on the hook than I am a Killer just doing/his her job. As a Killer I'm not going to get upset that Survivors are doing Generators as fast as the can. That is their job. Again, everything within the actual rules of the game is honorable and good sportsmanship. All these personal morals and morays are just that, personal standards of behavior that you are free (encouraged even) to adopt. Just don't pretend they apply to anyone but you, and that you are being anything other than obnoxious when you try to grief or shame others into playing by them.
I hope I pull you as a Survivor sometime, I truly do. I'm sure the after match salt where you explain how I have no honor will be quite amusing. For the last time, the rules of this game are transparent and clear. The only thing one has to do to be a good sport (and thus honorable) is:
- Don't cheat, either by hack or lag spike.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory, and gracious in defeat.
Everything else is valid, legal, and honorable. Your personal rules apply only to you.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2232174#Comment_2232174
THE MAJORITY is. The playerbase IN GENERAL is. And no, for every person I can find that laughs hysterically, I can find at least 5 people agreeing with me.
"Good sportsmanship and honor for EVERYONE is merely the rules."
You said yourself "Honor is an "individual" thing; it always has been.". So how can the rules be honorable when they are merely the rules? They apply to everyone, they cannot be honor.
Again, nonsense.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2231850#Comment_2231850
But those are actual rules. Honor rules is what the playerbase expects in general. Considering the general consensus is "genrush bad" and "camping/tunneling for no reason bad". Yeah, those are honor rules. Ones not stated by the game, ones just being desired by the community as a whole. So no, its not just MY preference, its the consensus of the community as a whole. It's why people who tunnel hardcore at 5 gens get hated. Its why people who do a 3 gen split when the killer doesnt even have a single hook get hated. The only "preference" is the amount of gens where that behaviour is going to be neccesary.
Besides, those arent the only requirement of good sportmanship and I can easily prove it:
I can proxy camp a survivor, tunnel them hardcore only to slug him in the end and keep slugging all game. I would not be cheating, I would not be disconnecting, and all I would need to do is say "gg" after essentially torturing a player in game by making them unable to play. That's not good sportsmanship. That's not honorable. Yet they follow all the rules in the game.
As for "be humble in victory, and gracious in defeat", not an honor rule. Some builds are meant to be madness inducing to the opposition, the more triggered the opposition is, the fairer it can get. The honor in that situation is to not exploit that madness to rush objectives for no reason.
You cannot say that actual in game rules that have actual penalties and consequences(cheating and disconnecting) are honor rules. I can suicide on hook because I simply dont want to play a certain match due to either teammates being extremely slow and selfish, or the killer being extremely boring and campy. It would be an honorable way to exit the game. It would be dishonorable for my teammates to expect me to stay in a game that has practically 0 chance of recovery and practically 0 chance of progression(especially if the killer slugs a lot).
Which leads back to rushing objectives. Dont rush objectives for no reason. That's the only honor rule anyone can live by without any holes in it. And it's the only honor rule that's supported by the community in general. Doesnt mean objectives are never rushed for no reason. Sometimes its accidental, sometimes its on purpose(for example, against spirits with prayer beads and stridor, or against survivors who decide to work on generators in your face because they assume you wouldnt chase someone off hook), but it's generally avoided. Making it an honor rule.
To put it in a word, nonsense. The so-called community (the player base) isn't in agreement on anything. For every person you find that thinks YOUR preferences are an honor rule, I'll find you one that laughs hysterically. Honor is an "individual" thing; it always has been. Feel free to maintain YOUR honor. Nobody begrudges you that. Just don't try to sell your snake-oil to anyone else. Good sportsmanship and honor for EVERYONE is merely the rules. Anything extra is yours and yours alone.
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@ryzen0849 said:
Stop slugging. Escpecially for the 4K. A survivor in chat was kind enough to let me know that I was holding the game hostage because of it. Us killers are better than that. I know we are.
No. I will play as an individual match requires. If that means slugging, I'll slug. :) Slugging is not holding the game hostage. As others have already pointed out, the only real way you can do it is to body block someone in the corner.
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I don't play either Trickster or the Twins, so my opinion is not predicated on any bias. I play both Killer and Survivor (mostly Solo). It is NOT the Killer's job to protect the Survivors, nor handle them with kid's gloves. That is the job of Survivors. Everything within the rules is playing clean. Scummy doesn't come into it. This thread is pointless; get better at the game or play with other Survivors who are better at the game.
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@Predated said:
The only rules of honor that exist are:
- as killer, try not to camp or tunnel unless you need to(often around 2 gens left or less with no one dead or dead on hook).
- as survivor, try not to rush gens unless you need to(often around 3+ gens left when someone is dead on hook).
That's it, that's the rules of honor. Dont rush games. Its not a tournament. You get nothing extra for rushing.
You read this entire thread and got absolutely nothing from it. Those two aren't rules of "honor" either, merely your preference. The only things Players on either side should be abiding by are:
- Don't cheat, either by hack or lag spike.
- Don't disconnect; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
Those are the only requirements of good sportsmanship and thus honor is satisfied. Any additional rules, which you make up for yourself, only apply to you. It is, in fact, bad sportsmanship to infer or state that others are beholden to your personal code.
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@LordWack said:
I was truly excited when I watch the stream about the new update. Iam an old school player who loves Resident Evil.
but I have to say up playing the past few days.
I have really not enjoy playing this game.
Very disappointing.
I grinded down to rank 3 in hopes of better matches only to find out how disappointing the matches have been.
I then joined this form to see what’s going on with the game.
The chases don’t last.
The killer is way to fast and some just absolutely unbeatable when you get down to lower level players that have EXPERIENCE with the game.
I mean nobody starts 1 gen because everyone is just hooking each other with short to no chase.
I find that I enjoy games that give me a feel good excited experience.
Even playing as the killer I don’t get that experience because it’s so easy to get everybody.
This is the true reason why the wait times are so long and I’m sure majority of the community feels exactly this way.
I mean honestly whenever you have back to back games where you get one maybe two generator started and the whole team gets killed off how is that even slightly enjoyable.
This is experienced players i’m talking about.
This game maybe gives me in 1 out of 10 matches or so that The killer actually is doing a variety of things within the match to make points in everybody is making points and doing stuff in an even at the end everybody dies I actually got a feel-good moment because the chases were good we started some generators we unhooked each other even though everybody died we were still able to do these things and these matches are feel-good matches and again even if we die.
But they’re literally 1 in 10 matches.
The Show on twitch about what’s to come and changes must be all talk.
I mean really. I have absolutely no problem with people and their views.
Adding a rainbow charm like really people.
How could you not think it would bring toxicity to the community?
Again myself I could care less how somebody lives.
To me it’s just another charm that looks like a rainbow.
Iam just So disappointed in what could be an amazing game. If it was only engineered better.
Hope all is having a happy Memorial Day weekend.
I will enjoy it without playing this game against online random killers.
I guess custom matches it is.
Makes me very sad that my friends and I can’t enjoy this game as playing as survivor.
Iam just wowed.
After playing against these killers.
Id rather not even play against the nemesis.
Its just gonna be another disappointment.
As in no chase and nobody escapes.
SMH.
Yes please give us bots with custom matches that friends can join With a variety of bot difficulty levels.
Now this Will give my friends and I the feel-good game play.
Hope y’all have fun with this busted online gameplay.
LordWack is out.✌🏻
I think you covered everything you need to say in the title, the part where you say you aren't enjoying the game. I can help you there. With the thousands of games at our fingertips these days, I'm sure you will find some you do enjoy. Go, fly, seek your bliss
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2230567#Comment_2230567
Lucky Break is the complete opposite of that. Get hit, run behind LoS, even the best killers in the world can lose you. It allows even inexperienced survivors to not only delay chases, but win them entirely, which is nearly impossible to do vs a good killer. Without any weak links, you lose.
You put a couple of qualifiers in there:
- You indicate run behind LoS blocking terrain.
- You said the Killer "can" lose you.
- You said "without" any weak links.
Let's not mince words, that is a lot of "ifs" there. That means, EXACTLY as I said in my post, that the Perk is both map and Killer dependent. There has to be LoS blocking terrain at hand, and you have to get a Killer who is entirely reliant on the red marks to hunt. In my experience, not all Killers are that reliant on it. I'm not. I hardly look at the ground anymore when I play. You also don't address how many times it is going to get used which was discussed by most people.
I enjoy your posts. I enjoy your videos. Most of the time I agree with you. This time I don't. I ran this Perk a lot because it sounded great. My performance (and I record and track the metrics of every match I play) didn't alter because of it overall. There are other Perks, for my own playstyle at least, that served me better. Let me repeat, again, that I'm NOT saying it is a bad Perk. I think it is a very serviceable Perk, and have advised people to try it out extensively to see what they will get out of it. I am not, however, in agreement that it is one of the best Perks in the game.
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@CantDeadHarder said:
https://forum.deadbydaylight.com/en/discussion/comment/2230546#Comment_2230546
mhm and when there were perks which made these killers stealthy it made them avoid BT. You just said you didnt think it was fair for stealth killers like Myers to completely avoid BT. The "us vs them" does exist, is it a good thing? No, but it surely exists in this commmunity. However that's not what I was trying to push. Survivors also got their fair share of nerfs too, DS got nerfed because people took advantage of the 60 second timer. Wouldn't you agree that in that case survivors brought that on themselves?
No, I don't agree. PLAYERS, not Survivors or Killers, simply play the game as currently allowed. They aren't "bringing anything on themselves" because that implies they are doing something wrong or sketchy at best. The DEV make changes to the game based on their cryptic stats, and other feedback. The constant, nearly nonstop bellyaching that occurs here (and elsewhere) is not a primary factor. DS was changed because it became an issue. Borrowed Time was changed more because now you can stack Trail of Torment, Tinkerer, and Dark Devotion if you want a Killer who isn't Stealth and spend almost as much time Undetectable as if you are Stealth. :) The more things they add, the more unintended consequences follow. When there were only a few Stealth Killers they CHOSE to tie BT to Terror Radius as a "gimme" to the Stealth types. Now that Stealth has become part of nearly every Killer's arsenal, BT had to change. People try to read too much into these things, and usually to support their pet peeve.
Nobody is bringing anything on themselves by playing the game in the currently legal format. That is the expectation. If/when the DEV find there is an issue or need more game design room, they are going to make changes. That is the main cause, not some naughty children acting out.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2230528#Comment_2230528
I think the reason we aren't seeing it so much is because people don't want to dedicate two perk slots to escape a maximum of maybe 2 chases if they're close together.
Sure, that wasted time can win your team the game, but I think most players just want to use more interactive perks.
This isn't too far off the mark. I think it goes even deeper than that. I pick Perks (and I assume many others do too) based on a consistent return. Sloppy Butcher is one of the best Perks in the game because you always get a return on it. Does that make sense? I ran Lucky Break for a over a week in every match, and found it to be a useful Perk, but one that was a gamble. For me, personally, I didn't always get a return on it. To be honest, I'm pretty good at avoiding the Killer in the first place. When I do get in a chase and hit, I'm either going to loop till the guy gives up, wasting as much of his time as I can, or I'm going down. Lucky Break felt very map and Killer dependent. And like many other people mention, I really only got one good use out of it. So, solid Perk but not good for my personal playstyle.
MadLordJack is a really good Survivor, and clearly gets a LOT more consistent return on it than I do. I suspect that Lucky Break is like a Stradivarius Violin, i.e. in the hands of a master it is amazing. In the hands of a merely competent or good musician, they might as well just be playing a fiddle. So I don't doubt for a second that MadLordJack gets obscenely powerful play out of it, but I would suggest that normal Survivors (and I'm not nearly as good a Survivor as I am a Killer) won't. Does this make sense? All things said and done, I do encourage people to do what I did; use the Perk extensively for a week or so and see if it functions well for you. It isn't a bad Perk by any means, but I suspect mileage is going to vary a LOT.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2230530#Comment_2230530
Lies, people just come here to be pat on the back by other bad killers and told they're right.
I wish; I could use some back rubs and pats. :) Magic hands like the ones in the game would do wonders for my ego.
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@CantDeadHarder said:
https://forum.deadbydaylight.com/en/discussion/comment/2230518#Comment_2230518
BT got changed because stealth killers would camp the hook, rendering all saves unsafe. Killers caused this one on themselves.
No, no they didn't. As someone who plays a Stealth Killer, and who argued at length for removing the Terror Radius requirement for BT, I find your comment funny. Most Killers I know agreed with the change, and we were all pretty vocal about it. I found it very unfair and nonsensical that my Spooky Myers never had to deal with BT. Statements like yours, continue to push this "us versus them" dichotomy that doesn't actually exist. Please don't do that. Most people play Killer and Survivor. Borrowed Time got changed because it needed to be changed for consistency and because they created a number of new Killer Perks which turn non-Stealth Killers into Stealth Killers. :)
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/2230501#Comment_2230501
I don't think you understand and you're talking about nonsense. Honestly making my head hurt lol dbd forums man i swear
Unfortunately, I understand you all too well. Just remember it is a "forum" and the moment you post, you are inviting others to discuss your thoughts, debate them, and sometimes show you the folly of them. If you can't stand the heat, stay out of the kitchen.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/2230457#Comment_2230457
Jesus man people are missing what im trying to say. Im saying that bt used by bad survivors allows them to get to red ranks easy because of braindead saves. The perk also makes bad survivors think they're making good plays but really they're screwing over their team
I hate to break it to you, but while there are some Survivors carried to the Red Ranks without the skill to be there, that is normally accomplished by playing in a SWF. A rising tide floats all boats. :) Borrowed Time isn't carrying anyone to the Red Ranks unless they also have the chops to use it properly. Relax, cut back on the coffee, and don't take it personal when people disagree with you. People disagree with me all the time; when you don't let it tilt you, the discussions are actually pretty useful.
I understand the point you "intended" to make, but you didn't really verbalize it well. Sadly, your point holds no water and indicates a profound bias. The majority of people in the Red Ranks, Killer or Survivor, worked to get there. It is unfair to them not to give credit where credit is due. None of us can tell if someone earned their Rank by their Build. Hell, I can't even tell Red Ranks from Greens anymore. Seriously, I'm stuck in matches thinking, "damn it... stupid matchmaking gave me newbs again... better throttle down." Then I get to the end and find out I was facing an all Red Rank team.
My point is that you cannot trust your assumptions with things like this. The longer you play, the better you get (well most people do). Think about your grandmother and grandfather (if they are still with us). To the much older generations, most people all look YOUNG. To a good Killer, all Survivors look the same. It takes damn near Superstars to REALLY know for certain. Food for thought.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/2230442#Comment_2230442
That's why i said the perk is good and bad
Now now... let's not try to rewrite immediate history. The inference, i.e. the clear meaning of your OP, is that the Perk is bad. Sticking that little "it is good and bad for the game" at the end doesn't somehow mitigate your overall intent or meaning. Rhetorical tricks and games do not become men and women of action. You only included examples of it being bad, and stuck that last bit on the end to hedge your bets. You don't like the Perk; that is ok. I'm just answering your argument. The Perk is fine, and by far the good outweighs the bad.
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@supersonic853 said:
I will agree there are obviously "the best addons" that youd rather run over any other addons. For instance demo since his rework barbs glasses and black heart. They are way better than demos other addons in pure value. But i wouldn't say that makes other addons useless depending on how you play. For instance the one where you don't have to use your power to get killer instinct from portals. And increase detection range. Goes great with perks like ruin. It really depends on how you play. There are some addons the devs really need to address because they are pretty much useless in every case. (Chainsaw cools quicker when flashlighted and haemmorhage addons) but id say most addons are good in some cases depending on playstyle.
I said useless by comparison. :) Bear in mind that the way the grind works (as I'm sure you know) I get the better ones in equal measure to the ones that suffer so much by comparison. I suppose if I ever ran out of the ones that work best, I'd use those, but I NEVER do. :) Ideally, all Add-on(s) should be distinct and good enough that deciding which to run is a tough call. Right now there is no internal debate whatsoever.