MrGrizzly
MrGrizzly
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- MrGrizzly
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@Nosferatu3145 said:
I actually don't mind, I don't think it will make any difference whatsoever. But it is a improvement to don't need to press esc to know who is who
I'd still rather have the HUD we have now than the newer one.
For a game where every second counts, needing a few seconds for a whole glance of the screan will make you distracted for longer, you'll look at the HUD for info for the gens left, then the survivor health status, then your power cooldown. Now do this like 30 times a match.
The old one barely needs a second for every peace of information you need, and you can memorise the survivor's names/skins with each other so the "press escape and look at the survivors" problem can be avoided anyways, it's nice that it's in the new HUD, but the positions of every thing was just awfully placed.
So I hope they actually listen and change the position of the info, probably the biggest complaint about the HUD.
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Before you post any videos, how I usually train is get a friend and play 1v1 customs. It helps alot and if they have all killers, you can practice on every one of them! You don't feel pressured to do gens / worry about pipping, both of you improve while doing it.
I recommend doing it too :).
But for your actual question, I'd help / give feedback on your gameplay if I see the post, for sure. I'm sure many other would too! And yes you will probably get people that'll just criticize you because you run DS or something. Whilst I do hate some of those perks, using them is always allowed in my book, they aren't in the game just to be banned from a non existent survivor rulebook lol.
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@Dwigtht said:
https://forum.deadbydaylight.com/en/discussion/218450/devs-are-u-even-listening
In my opinion, the main thing which makes the people play this game is your anger and hatred. On lower ranks, I remember I played a lot because I just hated killers as the survivors and survivors as a killer.
I've got used to all that ######### and learned how to counter that. Now I am not playing this game that match :(
- DS -- counter with slug
- DS + Unbreakable -- counter with slug, wait for unbreakable and then slug again
- Undying nerf is needed. Ruin + Undying is not healthy and boring. I can 3K/4K with only those two perks.
- Bugs. They are fixing bugs. Some bugs are fun.
- Map offerings: Unless the survivors know the map by heart, it is very satisfying to get 4K on their map. This depends on survivor skill, if this is a tournament swf team... well not sure I can do anything here. Also, how would I play scratched mirror Myers without map offering? Or drifting Billy?
- Keys I agree -- those are BS, which morally let's me just hard tunnel, slug and give them the worst gamming experience. For instance, this is very satisfying to let the last surv with the key to bleed in the dying for the last 4 minutes. Then I pick up and hook it. If it DCs -- this is even better, cuz I know it will lose the key and the points.
"DS - Slug"? Even though you adressed unbreakable in the second line, you still can't know if they have UB or not, heck you're sometimes slugging when they don't even have DS. Even then slugging doesn't keep that much pressure on the map as hooking them, it's BS that one perk can basically give every survivor a 4th hook, and they call it anti-tunnel when people use it to play aggressively: Hide in lockers infront of them, do gens infront of them, throwing yourself on killers to get hooked, when healthy they try to unhook someone, your only play is to grab them but you get DS'd anyways, so you literally can't stop it.
"Wait for unbreakable" what do you mean, they only use their unbreakable if you're hella long gone, and waiting 60s for a DS is just not worth it, so you eat the DS which is usually not that great in any period of the match, even early, or leaving him slugged with like a 60% chance of ub, so either way you keep almost no pressure. (Yes they don't always have unbreakable, but usually a teammate or 2 are nearby)
I only really like it when it actually does what it was supposed to, counter tunneling, but every other strategy is just a way of abusing the perk.
I don't get it, the PTB had multiple of things that survivor could abuse one time, so they didn't implement it of course, so why is DS still here as it is? The "nerfs" it got barely changed how it got abused.
Undying was a meta for a few months, now tell me how long people complained about r/u in comparison to ds/ub. Both VERY strong combos and if you deny that, then you haven't seen a single forum post that makes sense or haven't visited a red rank match with people that can actually play with meta perks like these.
Map offerings, Hatch location offering, Key. These 3 combined guarantees a 3k or less, never more if it's a full swf. Tell me how to stop a healthy man approaching the killer shack with a key as the last survivor? Literally impossible. So map offerings are huge problem, even IF used as the only offering.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1864213#Comment_1864213
I agree from a business point of view. It's best to please as many of your customers as possible. The problem with this product is if the killer isn't pleased enough to play the game. The 4 survivors don't have a game to play.
Oh yes I'm not saying that I agree with them, I just know that's how they think. They think "4 people pleased is better than 1" is a good marketing strategy, but in the long run I know it will backfire, like it is kinda now with those queue times and rank 20 killers often being faced with red ranks.
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Damn I thought this was fixed already. Well the devout emblem got bugged after the binding of kin chapter. That's probably why
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Nah nah, keeping 4 survivors happy to a ratio of 1 killer is smarter to do than the other way around.
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@Feather said:
https://forum.deadbydaylight.com/en/discussion/comment/1862558#Comment_1862558
i mean mark would give something like legion have after hitting survivour
I know that, but OoO also shows your own aura.
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@ukenicky said:
Try running devour hope + undying.
We're so obsessed with slowdown, maybe we should instead be obsessed with killing the survivors before all gens get done.
I was thinking that too... the new undying isn't necessarily a nerf for killers, it opens up for more builds like actually being able to do fun stuff like using lullaby and not losing it in 2 seconds, devour obviously for more "sweatier" builds, but finally you don't lose it immediately after it's found.
@SoShiny said:
https://forum.deadbydaylight.com/en/discussion/comment/1861062#Comment_1861062
All fine and dandy, but devour hope is awful if you want to get any kind of mileage out of your BP offerings. Because they have long since made it clear that killing survivors will hurt your BP.
Sure but BBQ usually makes up for it, and people seem to usually complain about losing a game than about not getting alot of BP. Ruin delays a game so indeed does give more BP, but devour now can let you win games faster. Giving devour a 2nd life is huge.
The old ruin undying worked so good because of how long it can last, but now that it only basically has 2 lives, its viability and longevity decreases after a long amount of time, which what ruin undying does, delay a game.
It's a good change to the meta imo, sure not the most loved and DS/UB could use some change too.. but atleast it isn't just a nerf, but a rework. (Yes aura reading is gone but that part was necessary, it needed to go, TOTH was basically a weaker version so..)
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@Feather said:
https://forum.deadbydaylight.com/en/discussion/comment/1862469#Comment_1862469
When playing with full team everyone know where is killer even without OoO and it wouldnt give aura. Marking killer would be only available when looking directly at the killer. OoO user still cant say to randoms what killer is making right now.
Well I understood "marking" the killer as showing their aura so if a 2nd survivor could mark a killer during a chase, it'd basically do the same as OoO. Not saying that this would be as strong as OoO in SoloQ or something, it's just that we didn't need an OoO that worked for soloQ too.
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Quick comms? That's actually a very good idea! I hope they aren't lazy to support different languages though.
I think just normal marks of like the map addon is already enough to be basekit, marking the killer is a bit OP.. reminds me of a perk.. OoO...
A nice suggestion for a totem counter is to put 5 candles in the basement, for every unlit candle is how many there are cleansed.
I 100% agree that soloQ just needs a little bit more info to encourage more teamwork.. because this game can not be played alone if your goal is for as many people to escape.
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How I see it, Haunted grounds is still a gamble, 1/3 they can still get your devour, and when they get rid of that exposed status they aren't gonna fall for haunted anymore. Whilst undying, it guarantees you 2 bones and 2 locations that need to be cleansed/sought.
Honestly haunted was the only viable hex to combine with devour to secure atleast any sort of expose status. But I think devour and undying is better (The newer undying).
Here's why:
Haunted only grants you an expose status for 60 seconds. That's good and all but 3 hooks isn't that hard to get, so when devour is active... this basically makes this hex useless. Though having an early haunted can be great, you can only reach the max potential of haunted with infectious or if the survivors play very badly into your hands. And haunted also doesn't guarantee safety for your devour at the beginning.
Undying has no "early" exposing ability, but an early find on devour/undying will atleast not cost you one of your strongest perk for the entire game, you have a higher chance of it surviving.
Personally I only cleanse hexes if it's ruin or if it's devour, I never actively seek them if they're ruin though. So I'd say devour is USUALLY pretty safe for some time, and if they do find one, they need to find the second one, which could give me an extra down or 2.
Don't forget now that it doesn't really matter which totem is which (Since undying just gets replaced by devour if devour gets cleansed), so now you can defend your totem if it's in an area with alot of gens much easier. (Also undying allows you to have more time to get 5 tokens, to mori peeps :) )
But that's just my opinion, it depends on your personality:
Like chance more? Go undying
Like to gamble for more possible outcomes? But can sometimes put you in a worse situation than with undying? Go haunted.
Seeing how much can be RnG in this game, I'd rather take undying, thank you.
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Oh my god I thought this was gonna be another post how 'survivor sided' this game is, but thank god it's just matchmaking.
So I 100% agree.
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@ReverseVelocity said:
How are survivors meant to abuse the speed bottle? It's not like they can make you throw it. If you throw a bad antidote and it benefits the survivor, then that's on you.
https://forum.deadbydaylight.com/en/discussion/comment/1861614#Comment_1861614
Don't get me started on Freddy's rework, that was a crime against him. A Freddy rework on Clown would be like taking his tonic and giving him a gun instead. Boring, and it would take away what makes him the killer he is.
I mean sure, but atleast he DID got actually reworked. This just feels like a buff.
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They should just let us have the option to move the different bits of info, like if you're a guy that wants it all top left, then you can move it all up there.
Are you an OG guy? Bottom left it is.
Or if they're actually gonna keep it this way, let us please atleast be able to switch UIs, so you can go back to the old one.
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"Clown rework"
Expectation: An actual rework, like freddie.
Reality: An extra bottle and reload buff.
And this took them 8 months, nice.
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@Clevite said:
I just say GG WP, or the like.
I avoid giving "tips" as it may seem condescending, as well, unsolicited.
But I definitely agree that people should avoid the toxic taunts. Look, play how you want, use the tactics you want, but don't throw shade because someone chose to do the same for themselves.
Eh, giving tips will perhaps give the killer for the next time a better game. I usually give a tip that I think really made him lose the game, like committing to a chase too much or using a very bad perk for that killer.
I don't see it as condescending, just tryna help out a fellow killer and player!
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I feel like there are 3 different tier lists in this thread:
-How easy they are to play
-How fun they are to play
-How good they are
People should title their discussion with how they ranked their killers so it's not so confusing and it's clear how people should rank theirs. :)
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@SquillDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1854779#Comment_1854779
You need to play very safe vs her. Base kit, she only gets 5 seconds of phase, it's your job as the survivor not to get injured. Play stelathy vs her. As long as you're not injured as survivor you will have a lot of power in chase vs spirit. Also, you should always heal as it's very important to stay healthy. If she uses her power for mobility she has to wait a whole 15 seconds before getting it back, that's 3 seconds recharge for every 1 second of her power. I would hate to see spirit nerfed into the ground as she is one of the few tournament viable killers in the game currently. What I would like to see is the DBD community get overall better at the game because tournament "comp" dbd players are just on another level compared to the rest of the community which practically play like bots compared to comp players. This game has a lack of good guides and most of the community complains instead of trying to get better or saying something like: "Oh I could've played better in that situation," which really attributes to the problem. Please don't be a complainer, be someone who tries to get better at the game.
So basically she needs any aura reading and stealth is useless..?
What do you do after? Try to mindgame everything and make it a 50/50 chance everytime? How can I get better at countering something if it's physically impossible?
So many other killers have counters, even nurse, LOS is important to her, but very good nurses of course mastered predictions.
But spirit is fast af boiii, 5s is more than you think and 15 seconds is half of the Ghost Face's power cooldown... And the spirit has busted addons with it, extra speed, power recovery, and for longer, how do you counter those? She has no skill cap so they need a little game sense and can crush any survivors.
"Please don't be a complainer" there's literally nothing else I can do, getting better is basically impossible, so I ask what IS her counterplay? Bringing light to a problem is better than to ignore it, ask any other decent player and they know spirit can be very busted and unfair.
Because you're basically gaslighting me, telling me that there is counterplay, but there's minimal to none that's actually viable to use. Stealthing out a game is impossible with any aura reading perk like the most meta one BBQ. And again staying healthy is useless if she has stridor and decent headphones.
Don't tell me to run no mither and iron will to just counter stridor, that's just dumb to use one of the most high risk no reward perk to counter one killer.
Also if you think I'm that kinda guy that DCs against spirit, I don't. Because I know the game will end very soon.
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Devour is one of the most balanced and fair hex perks that's actually viable if you know, it stays alive, whilst things like thrill or lullaby are not OP, but have little to no value in most matches if not combined with other perks.
Devour promotes healthy game play: no camping for atleast 3 hooks, and makes you target someone else, a good combo with bbq.
It's High Risk High reward, of course it's like that, hex perks can be literally useless if they have a map, so I either dodge like map lobbies or change it to like pop/thrill.
Honestly if people start complaining about DH over things like ds/ub, or maybe even r/u, I'm lost.
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@SquillDBD said:
https://forum.deadbydaylight.com/en/discussion/216848/bringing-back-the-spirit-bug-as-a-counterplay
Spirit already has counter-play. Devs just do a horrible job of telling survivors how to play against her.
So what IS her counterplay? All I've heard are like "Don't walk in grass, use iron will, pray to god you drop that pallet on her".
From my experience, she is a total gamble, we don't know where she is, but she does where we are if she has stridor or has any good eyes.
Perhaps she does have counterplay, but it's clearly not enough of that comparing to most killers who have just an absurd amount of counterplays. Trapper: DH, untrapping yourself is pure chance, disabling a trap is done very quick, you can hold a trap for a survivor to go through it, untrapping a fellow survivor is also done very quick, you can sabotage traps, the game itself puts the trapper's traps in like corners no one would ever go to, the game already outplays the trapper for you, another thing that's a legit counterplay: low settings to see in grass better, like in autohaven... is that even grass? Or The Game, it becomes SO much more clear.
Let me make a spirit "counterplay" list that I know of, or atleast
I can try:
-Don't walk in grass (Like there's not almost always grass).
-The classic Iron Will and Stand Still (A perk that's pretty meta so that's fair, but stridor go brrr).
-Always drop the pallet while she's phasing (And hope to god she gets stunned or get hit by it, it's again chance).
-You can tell apparently when she's phasing at a hand animation, but it should be a bit more noticeable like you can just hear demo scream when preparing a shred, or hear a huntress "humf" when she's preparing an axe, spirit needs a better tell.
I feel like these are the most popular/known ones, still most chance and situational. Almost no guarantees or did I forget/overlook some?
And I do want to say, it's not to the Devs fault of not telling us what spirit counters are, it's their fault not making any counterplay, or atleast ones I know of. I've also seen many people complain that she has barely any counterplay besides a 24/7 guessing game if she doesn't have stridor.
A bit of a ridiculous killer, it just needs more tells and would be a pretty nice killer to play against.
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@Itz_Stabby_Goku said:
https://forum.deadbydaylight.com/en/discussion/comment/1854112#Comment_1854112
You're 100% right about the duration decrease, it's just there because the devs would probably try to compensate even if it's unnecessary (Most can agree the 2.7.0 change was vastly overcompensated with the various nerfs)
You're wrong about stab wounds study though, you can stop the timer by literally just running if you hear the heartbeat, and the amount of bleed out lost by it is only significant if Legion Feral stabs you multiple times to reset mend progress(which can guarantee you distance and wasted time for the killer) since the absolute max amount of time you can lose while mending is 12 seconds, although it would likely be even less if found by the killer before the survivor finishes mending. If the survivor decided to ignore deep wound to finish a gen however, then they might be in trouble IF Legion decides to frenzy them again. With Frank's Mixtape, it certainly becomes stronger, but I wouldn't say it's heavily abusive, with downs only really taking less hits but not exactly less time since the survivor would likely need their mend progress to be reset at least once for stab wounds study to remove enough bleed out to make a difference(and they would have to be let go to mend again in most situations), but the combo does allow Legion to greatly punish people that start mending the moment he looks away and people that do gens while deep wounded to an even greater extent. In the end, I wouldn't consider it abusive because the decisions of the survivors ultimately determine how much of an impact the add on(s) actually has.
Nope, stab wounds study is a very big problem with your suggestion for franklin's mixtape. You just need to stab a survivor 2 times whilst in deep wounds with frank's mixtape in frenzy, stab wounds study will make you go down since it takes 12 seconds to mend yourself and you have 10 seconds left on the timer left (30 secs - 2 * 10 seconds of frank's mixtape), EXCEPT if you get mended by other people, though you can easily lose 2 seconds by standing still for a few moments.
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Like the other comment said, this nerfs one of few strong parts of trapper, and even then that basement strat can be literally countered by DH, literally one of the most meta perks that ignores a killer's entire power.
And if you think his iridescents are too strong.. perhaps compare them with the huntress's, or the already broken spirit addons.
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First off, "to win" is a bit exaggerated, but it is indeed the case sometimes (Like securing an exit gate escape with DH).
But I do agree, some rely on exhaustion perks too much, and their skill often lacks in looping, some survivors last way longer in a chase without an exh perk than survivors who have one.
People who play survivor as a beginner should try and avoid using exh perks like DH and SB into their firs builds. Those two cause some games to be thrown because of how they act.
SB - They walk all game, to save it or to recover from exhaustion = SO much time wasting when walking, can be kinda made up with fixated, but still, SB isn't only used in chase, mobility is one of the more consistent ways to use SB.
DH - Makes you too confident in certain loops / against killers. "Meh I can do another loop, I have DH" *Too bad reaction time and gets hit anyways, or DHs into a wall*
So what about Lithe and Balanced? (Head On is just a meme, SWF use it to bully or to coordinate saves, but imo doesn't have that much correlation with the other exh perks, looking at the fact it's usually not used in chase, exceptions do exist though, like deception)
Lithe - Requires game sense when you should activate it, and does encourage you to do gens around places with windows, though maps like The Game suck since there are like 4 windows in total in that god damn map, not including pallets though. It also comes in unexpected, usually killers expect like DH or SB, if they think you didn't have both, you can totally mind game them and use QaQ with it to get out of a jungle jim without them knowing, it's very fun :).
Balanced - Of course is also map dependant, but also require skill, since you still have a fall stun and those few milliseconds can cost you a health state. But very strong on maps like Haddonfield or The Game. But still, you are not immune to the stun! You can still get hit, like when killers still hit you when you're activating SB.
So, both of these perks don't really encourage "unhealthy" gameplay like the other two. It's just these are usually seen inferior on how map dependant they can be, but can be really strong when used correctly. Of course the other two can be very strong, but can, like I said, make you a liability to the team.
So what should people do (Imo)? Avoid DH and SB as a new survivor, train your looping first, I don't know if this is an unpopular opinion, but I do think looping requires skill and some people could need a bit of training on it sometimes. When done with that, practice the exh perks if you want, look up videos, don't just walk to recover from exh and try to use DH to make distance to pallets / windows, but you'll probably DH into nowhere to avoid a hit, so be aware of your surroundings.
Also this thread shifted from "Relying too much on it" to a "Exh perks are too strong/Exh perks are fine" discussion, like yikes. My take on it, they're fine. It's usually just a few seconds more before their inevitable down status.
But that's just me, thanks for coming to my Ted Talk, appreciate any other opinions!
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@Jarol said:
https://forum.deadbydaylight.com/en/discussion/comment/1853343#Comment_1853343
Vigil may be his only good advantage to help those who have Exhaustion, I play more Quentin and Ash when I play Survivor because the truth is boring to see the same survivors as always like Claudette, Nea, Elodie, Dwight or Felix in a lobby.
I'm not really gonna go into why it's such a situational perk in solo Q. It's only really half viable and needs coordination in SWF.
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I mean he is a part of a very hated DLC, and even if they have it, his perks are pretty mediocre to useless. Looks like someone who was on too much... "plants". Yeah there are viable reasons why he isn't played that much.
Perhaps one of the last of his species got reversed chainsawed in a corner. :)
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/1852472#Comment_1852472
With the new bone spawn locations it's hard for me to find the totems even with the Small Game. Sometimes I have to waste a minute running around several blocks of garbage trying to pinpoint the location of a totem by carefully moving my camera.
Like the guy said, use det hunch, I think it's still in the shrine too so.. no reason to complain about bones.
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@Dwight_Fairfield said:
I'd rather get some more for Mikey and Laurie than the Stranger Things lot. They already have quite a few. Ideally I'd like the skins from the 2018 Halloween movie. Older badass Laurie and Mikey's aged gritty mask;
https://us.v-cdn.net/6030815/uploads/67O8V6BT211Z/laurie.jpg
I second this.
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@RepostRiposte said:
I sort of hope the game goes F2P like Deathgarden just so I can witness it get absolutely demolished by cheaters and bots.
Maybe then the devs will consider a better anti-cheat or a report system that doesn't require a full 5-page essay and autobiography.
Be honest, how many hackers / bots do you actually see? Personally I've seen it once that's actually obvious, and the times you didn't notice you probably shrugged it off as being "dedicated servers" because those problems happen like x10 as often.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1851700#Comment_1851700
my grammar is actually pretty good, sometimes i type in stream of consciousness but i made that as a JEST, SARCASM towards the guy before trying to make it so you can't even try to unhook yourself because that leads to suicide by hook. then you take that as I was talking about the 2nd stage when that was a jest and I talked about the perks and offerings that help you get off the hook. Then you keep on me about a sarcastic remark. see why it's gone this way?
Yeah now this just proves you're just trolling, if not. I'm so sorry.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1851614#Comment_1851614
I am not, you are making it so, i am differentiating the two. one is done using in match functionality which is allowed and still gives credit to the killer and you can still be rescued unlike disconnecting. so no it is not the same, just because you think it is doesn't mean a damn thing just as it doesn't mean a damn thing i think I should be able to drive faster than the speed limit. you're done now that you've admitted to making a mountain out of a molehill that didn't need to be disturbed. It is not and confirmed by the devs to be the SAME THING.
https://forum.deadbydaylight.com/en/discussion/comment/1851612#Comment_1851612
point out where i was only talking about the struggle phase. wait let me do your job for you: "fine here is how it will be fixed for just your account: you will get hooked, you can't even attempt to get off the hook, you can't even struggle and you can't be pulled off the hook what so ever. oh is that not fair?" notice that the first part of this talks about "you can't even attempt to get off the hook".... then i even made it so that there was no struggle but no one could rescue them.... this is what sarcasm is.... making things completely and utterly silly and this is what you are talking about not anything else... but since you won't go find the quote this is what you're referring to and won't show me what we're talking about and i want to see the whole post not just a tiny word or two quote.
Well I'm sorry I didn't read all of your posts that don't make sense and have horrible grammar.
So I read it all, sadly and saw that YOU were the one suggesting a horrible change that you can't attempt to unhook yourself. Then the guy proceeded to suggest ONLY an "automatic struggle phase instead of manual" and you were saying to him that he doesn't care about people using deliverance? Like what.
Honestly @Ink_Eyes Let's ignore him, he doesn't know what the language English is and what the game "Dead By Daylight" is.
You can respond Freki, but your arguments are just terrible and phrased horribly, just horribly. You put words in people's mouths like it's McDonald's selling words on a busy sunday.
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@danielmaster87 said:
This is just awful. Any time I pick up Legion for a daily or some other reason I always do badly. If I want a stressful game I'll just pick him. He has like zero map pressure, his ability is simply to injure, and he gets aim dressed all the time. Even Trapper is better than him because survivors can get cocky and you snowball on them. Legion has nothing like that. The only good slowdown perk on Legion, Thanatophobia is also garbage since the nerf. His stun after using his power needs to be less, or be less visually disruptive. He needs a secondary ability. He's much too simple of a killer to pose a serious threat against any team above rank 10. You just stay injured against him and push gens, or heal against him if he wants to waste all that time injuring and not downing. How did this killer make it to live?
Dunno, it has a high pick rate, perhaps other people (Including me) like playing him? Just because he has some bad designs, doesn't mean no one likes him. I don't really care how bad he is, he's fun to me and I'd like him to stay that way. He had lost potential for sure, but I do with what I have.
Even though it's less than 1%, but some people can still consistently 3/4k with him. No killer in this game is impossible to master, but some are just harder to play with.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1851579#Comment_1851579
i never said that the perks were involved with the struggle mechanic which is what YOU MISCONSTREWED.. I was talking about what happens in the first stage WHERE the game ALLOWS you to try to get off. if i am hooked and i need to suddenly go somewhere i'll either 1 afk and go do it which once i hit 2nd stage it automatically sac's me because i'm not there to struggle. if i try to get off the hook and then i am distracted well doesn't matter i'm automatically sac'd because i'm not there to hit the button. why would you equate my comments about perks and first stage to be talking about the struggle phase? lol you are the one misconstrewing what i'm talking about so either bring it back to topic in your reply or don't reply at all, because i just showed you once again what i was talking about and you refuse to see it.
"no I was being sarcastic. sure remove **the struggle**, you'll notice didn't talk about keeping that. what you think? it's obvious you aren't thinking about people that use deliverance, slippery meat or luck offerings. **because those things will be rendered null and void if what you propose is to happen**."
Nope. You were talking about the struggle phase, 100% and said removing it would render those perks useless.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1851391#Comment_1851391
you are 100% intentionally misconstruing anything i say. so i'll say it plainly: HOW CAN YOU DIFFERENTIATE FROM SOMEONE GOING TO UNHOOK THEMSELVES AS THE GAME ALLOWS AND "KILLING THEMSELF ON HOOK"? you can not, because the game 1) allows you to and 2) there are perks that help you do the first part.
then the struggle phase is 100% a different animal in this case, and removing the struggle phase will do nothing to this ######### on hook and make people even more upset. what needs to happen is that there should be an option IN MATCH that can be used to surrender and give up. but this also must grant any possible hook statuses remaining, any possible chase points from that survivor, and possible rescue and healing points from that survivor to the remaining players, because otherwise it's just as bad as the disconnect is.
I did not miscontrue anything you said, I simply pointed out a wrong statement. Changing the struggle mashing to automatic does not remove viability of any perks like deliverance. I never even brought up the differentiation of suiciding on hook and accidently letting go of *Insert Struggle Key Here*. So why do you? Threads are meant to discuss things, not to limit topics, unless it's a way different topic that should just become its own post.
Also when did we say "remove the struggle phase"? We said make it automatic, not entirely remove it.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1850942#Comment_1850942
no I was being sarcastic. sure remove the struggle, you'll notice didn't talk about keeping that. what you think? it's obvious you aren't thinking about people that use deliverance, slippery meat or luck offerings. becuase those things will be rendered null and void if what you propose is to happen. also it will necessitate removing a specific achievement if what you propose to change happens. so it's doubtful it will change. top on that, I don't care as long as they use an in match function to get out of the game, that's 100% fine in my book even if i loose out as player and killer. They did not exploit the system. but the question stands how will you tell the difference from someone trying to get off the hook vice someone trying to leave the match early? you can't, that is 100% unknowable because you'd have to know their mind and the game can't know that.
What the hell do you mean?
Deliverance (And the other perks) is/are used BEFORE the struggle phase, making the struggle phase automatic doesn't change any perks' abilities (Might've overseen something but that probably means it's some useless perk no one uses anyways)
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@Mattie_MayhemOG said:
https://forum.deadbydaylight.com/en/discussion/comment/1851333#Comment_1851333
With Slippery Meat each attempt is an individual attempt, you just get more of them. So its a base 8% chance, 4 times. Which is still not great if its not boosted by luck offerings.
I know. Also we both made a mistake, in total it's actually 6 times, so your total chances are 48% actually. Since you start off with 3 attempts, 3 added, with 4% luck added to each one.
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@bkn said:
Its called DbD, where the way superior side is claiming to be underpowered.
That was just some form of depip squad you went against.
People will claim you didnt apply "pressure on the gens" or some other bs. Don´t listen to them.
This. You could've optimized that chase in the beginning, but that's still not how fast gens should go. BNP might've gotten a nerf but if you know how to use them as SWF, you are nearly unstoppable if you also have some form of looping skills.
This game is not *Insert Team Name Here* sided, a match is if you want it to.
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@Kaiju said:
https://forum.deadbydaylight.com/en/discussion/comment/1851306#Comment_1851306
Escaping without any help from the hook. Also called 4%
I mean the maximal chance without perks is 12%.
Also slippery meat is a decent perk, in total it's 40% chance.. but then again deliverance just needs you to unhook someone else.
Stupid thing is, if you attempt at your last try, you are on death hook now, which is stupid and should be fixed.
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Though you should NEVER rely on this, use bloodlust III to catch up to them, eventually the window will block and the pallets will be broken. I just recommend to learn how to chase if you're not that good at it yet. 2nd step is optional but facecamp them to death, usually those teams unlock your 5th perk: atruism, they'll try and save them, seeing that they don't do any gens so don't worry about that I'd say. Just profit of their stupid actions and work it into your favor.
A more normal approach is to just search for a 2nd survivor and leave the hooked guy but that's up to you, I prefer the 2nd one sometimes :). What's the point of winning a game if I don't get to mess with my opponents that mess with me?
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@kaijudane said:
https://forum.deadbydaylight.com/en/discussion/comment/1850324#Comment_1850324
That's the idea. SWF play to only entertain themselves. They're a nuisance for solo survivors too. This game isn't going to die because teenagers and twenty somethings can't make life miserable for other people.
You're half right, there are still SWF out there that play with friends just for fun and don't even sweat. Plus some people only want to play swf because solo q is just sometimes the worst out of survivors.
So perhaps some deserve it, those that depip to bully brown ranks, but the casual people don't deserve getting rid of.
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@youngjun said:
https://forum.deadbydaylight.com/en/discussion/comment/1850028#Comment_1850028
LMAO ARE YOU SURE?? Freddy and Hag are not same as spirit and nurse 🤣🤣 They are strong just for low tier survivors because they don't know how to face them.
Yes, they both can defend a tri gen almost better than any other killer with slowdown perks. Hag also helps with the amount of traps she can place... She can afford gens more than trapper. Freddy is just annoying with "unlimited not slowing him down snares" around loops, PGTW with his power, or ruin undying. And with more busted slow down addons.
"Flashlight counters hag" if you see a flashlight in the lobby, franklin's is a very good perk on her, you can defend that item like no other killer without worrying about losing pressure on gens.
Freddy's "mobility" is insane if you're not going for a tri gen strat and if someone has a bit of time to master it, freddy is VERY annoying.
So yes, I do think they're basically on the same tier.
Freddy is like spirit, very low skill cap, high reward.
Hag is like nurse, if you don't set up your web good enough, you won't win, and it takes good game sense to know where the best place is to place it, and nurse.. is self explanatory. High skill cap, high reward.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1849803#Comment_1849803
Nah, I like someone else's idea where there would be a counter located in the basement. Like 5 unlit candles, each time a totem is cleansed, a candle gets lit. This way, the knowledge of whether or not totems are up has to be earned by running to the basement.
This seems like a good idea. But perhaps don't make that so time wasting that you have to run all the way into the basement? Since SwF has such an advantage on this, perhaps make it more accessible, so instead of all the way in the basement, make the candles so that they are next to any hook.
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Honestly, both hag and freddy can be on the same tier as spirit and nurse, it's just if you want them to be like that..;
The twins is not a D if played like a "toxic" killer, slug, camp etc is like their only viable way to play right now, which is a very bad design, but not ineffective.
And Amanda is not a D, put her on a B or atleast a C :(. She has quite the gen pressure if you're lucky with RBTs. And same with trapper who has alot of snowball potential.
Myers is like a between of C and B, on its own just annoying, but his addons are game changing.
Billy, perhaps a B, it's debatable.
But that's just me.
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@Pennywise said:
If the killer player had a way to turn off SWF, who in their right mind would turn it on? Not the majority of killers.
What the devs should have done years ago is have built-in voice comms for all survivors and balance around the assumption that all survivor players are communicating. We would have a much more balanced game in the long run.
How many of those built in vcs would actually help you as a team in solo Q and not just a 10 year old screaming your eardrums out because you're not unhooking them when no ed is on. It seems like a good idea, but it wouldn't make that much of a difference imo.
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/1849968#Comment_1849968
Yeah this is the Problem If Killer would get the Option alot Survivor would quit the Game but SwF still needs some nerfs maybe If u Play SwF the Gens Speed decrease how many Friends are in ur group ?
And yeah the Matchmaking is awful im a Rank 6 Killer and Had a Game whit 3 Rank 1 Survivor wow
Also the worst Thing of the Game Most of the Maps are very Survivor sided :( i Mostly Play Twins
Perhaps instead of nerfing SWF, nerf the ######### perk OoO already. Including ds/ub. And give solo Q a buff, like more info on other survivors.
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@TwistedJoke65 said:
For reference I am a killer main, rank 1 yada yada, but recently I've been playing survivor a lot more (cause killer is hard and stressful af) and I actually enjoy going against ruin undying killers. The main reason I never really played surv was cause all you had to do was hold a button and sit. With ruin undying I actually have something else to do.
And it only works if the killer is good. If the killer spends all his time chasing or tunneling one person they aren't getting any use out of R/U cause they have no pressure. So when I lose to that, I know it was just cause the killer knew what they were doing.
Survivors have been asking for another objective for years and we finally got one. Now y'all complain.
Yeesh
Ah yes, now with ruin undying I have to hold M1 alot more, because my totem luck sucks, even if I try to locate both totems, my teammate always cleanses before I find the second one, and my location is revealed..
You can like it or not, it's not fun for me and will never be until a change. But I'd rather have r/u as survivor than have a full survivor team with ds/ub.
Because you CAN counter it, but ds/ub? You slug or you eat the DS, what's better is situational.
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@Peace said:
In the old rifts it was possible to buy groups, why isnt this a thing in the current one?
Because the easier option to "force" people to play the game (Aka no life it) is by making the rift as grindy as possible. And then they get a heck ton of posts of how grindy the rift is, I wonder why...
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Sure SWF is basically a better version of solo q more than half the times. But this would literally discourage to play with friends at all, and will probably make people quit the game because how frustrating solo Q can get, and not just the "toxic" swf, also just casual people in swf that play for fun.
I 100% guarantee you that if this were a thing this setting would be enabled immediately if the killer hears about it. And thus will eliminate any swf team out there because of how hard it'll be to find a game.
Solo Q needs more info, object needs nerf, yes. But you don't fix a problem by getting rid of it (Most of the time).
Also if they completed 4 gens in 1 and a half minutes.. it seems like you played very poorly, or were matched with people out of your league, so perhaps a matchmaking fix would fix your problem.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1849885#Comment_1849885
If you want everything, sure. If you don't play enough to earn the shards, then only get the characters you really want. Otherwise buy them. If you don't want to buy them or get them with shards, then...
that's a you problem
I mean people pay 20 bucks for this game if not on sale, if they have to grind 500-1000 hours just to start unlocking all the non dlc characters, then that's just demotivating.
So if the game were f2p, everyone would call it a cliche move, but don't you agree that some aspects of this game feels like it were to be f2p? Like don't say this game doesn't have alot of similarities with like any free game like: Warframe, trove, path of exile, runescape.. "Want to progress faster? BUY THIS STUFF FOR REAL MONEY! THIS GAME WAS FREE ANYWAYS!" Dead By Daylight: "Want to progress faster? Buy these characters for money so you don't have to grind shards that take you ages to get, but even then the BP grind is still inevitable! This game costs 20 bucks btw!"
Looking at it, it almost feels worse than a f2p game, because the grind is just inevitable, and unnessecary for some people if they're there to just play a build, but can't because the killer needs to get like 150 levels because they can't get the perk they want. A big part of the community agrees that the bloodweb grind is just getting worse looking at how many perks there are being added, and lots of em you don't even care about, which makes the grind almost pointless.
So this doesn't mean EVERY grindy game is free, like look at WoW, you g r i n d, and grind and grind.. that's normal it's an mmorpg and still costs money. But why do people not complain alot about the grind like in DbD? Because the grind actually feels like an accomplishment at the end. You feel like you actually gained something out of it. And it makes grinding (usually) easier and easier.
But in DbD? It's like I said, grind and grind, but lots of people don't feel like they gained something.. (This is where perk balancing is an issue, you know to "not change the meta bla bla bla", those excuses). (Let's not even start about prestige)
And the rift? I mean the battle pass. Obvious.
And the skins that cost 10 bucks per... or skins that cost the double of the character itself. Perhaps they need to add lootboxes for shards to get skin parts.. oh wait- that sounds like a typicale thing of a different type of genre of a game. Hmm.
So yes, it is technically a "them" problem, but it's a bit stupid if they paid for a game and still have to grind for ages to unlock the other half of it, not even including the licensed dlcs (Which is understandable, still they are a big part of the game, they could atleast give us free auric cells in the rift for alot of grind that can make it worth it, but instead we get a few cosmetics, which is cool, but a bit disappointing, I'd rather have auric cells instead of some of those skins..)
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Yes. It's a bit stupid that the survivor has to let go of the generator... might aswell use thrilling. Atleast this little buff makes him more unique.
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This would be a fun idea, but it'd change some habits of players, that could effect normal gameplay and can be frustrating.
I've also thought of this idea, but that you don't keep the items to give to survivors, but like you said, you keep it in a reward box or something, and that's it! You have a box full of items for every killer you have that got offered items, and you'll just collect more and more of them! It won't change the gameplay, or any habits, probably just more memes at the end at the exit gates where people offer more items if they thought it was a good match!
Seemed like a funny idea to me and you could boast about it like boasting over a rare charm you got, or that you have a legacy skin.
Perhaps also have an addon collection with it? See how many "toxic" swf games you had :).