Neprašheart
Neprašheart
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Tunneling ruins the entire match for not just the targeted player, but for the rest of the players aswell.
Whoever gets tunneled doesn't get to play the game, and the same applies to the killer; All he or she gets to have is a survivor downed within one hit, unless there are other perks' effects present, which is rarely the case. The rest pf the players do get no interaction whatsoever, but M1 simulator and watching gears of generators moving up and down from being repaired.. That's so much fun..
You do wanna play the game, have some chases there and there, from time to time watch your character scream in pain (from survivor's POV) and either get sacrificed for the team or escape; Nobody really cares.. As long as the chases were somewhat challenging and there were funny moments from time to time, nor the survivor nor the killer will care about the amount of hooks.
Those who tunnel do it, because of two reasons; Reason one being, it's oppressive and very effective at dealing with really good survivors, as it reduces the speed the generators can be progressed at and removes one more prey required to be caught. The second reason being, they're ruinin the match. Yup, and they do enjoy every second of it.. Sadists, who do ruin the game to literally every single player.
The moment you start tunneling, you're selfish or playing in a heavily biased way. There's no AI, each survivor character is controlled by a player, and if you don't care.. Well, then you're being unsportsmanlike, ain't that right?
I do despise of tunneling, but I will definitely tunnel cheaters and griefers; Those do deserve it the most.. Or the most stubborn ones; For example, I do return after failing to find a survivor, only to find the recently unhooked survivor right on another generator, not even taking the time to heal and not bothering to run away from me.. Yeah, I'll take it and hook the same survivor again, as I don't feel like giving them a free outta jail card just because they've happened to be hooked recently.
I do only tunnel because the challenges do force me to - Gain X iridescent Emblems, for example.. And I'm never having fun when I'm playing that way.. Never..
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Definitely some buffs towards Solo Queue and direct nerfs towards SWF.
Some realm improvements balance-wise, the same applying towards perks and certain killers, who're simply too weak to be touched nowadays.
What I do care about the most right now are more interactions between the killer and survivors, especially when it comes to the finishing moves - Sacrifices and kills. I don't mind losing a game, I don't care.. But to be sacrificed on the hook and then disappear from the realm has gotten somewhat.. Too repeatable and boring. With the upcoming changes removing the options from the killer to actually kill survivors, there'll be literally no more animations to look forward to and no more killers killing you instead of hooking you..
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I do capitalize on the way I play throghout the match. I do play for fun, so as long as I'm convinced that my gameplay have made others have tons of fun, I'm happy, regardless of the outcome.. Although, even I do need to satisfy myself from time to time with a few hooks.
I do enjoy some challenges, but only as much as I can handle and know a way around. For example, I wouldn't be having fun against veterans like Otzdarva, if I were to face them as a survivor.
When it comes to survivor gameplay, as long as I'm getting somewhat of a breathing room, I'm happy. Sure, I do like being helped and saved by other survivors, as that makes me feel important and somewhat valued, but it's not particularly necessary for me to enjoy the match.
Regardless, I won't be touching the game anytime soon.. I just don't feel like it, and once they remove all the Mori animations, even from perks like Rancor and Hex: Devour Hope, I'll probably leave the game completely. I do enjoy hearing survivors scream in pain after getting hooked, hit, and stuff alike, but sacrifices where the survivors simply disappears? It's gotten dull and boring, forcing or convincing me to leave the game.
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My reason is quite silly, but it's to hear survivors cry and scream in pain.
Although SBMM has ruined the overall experiences in general for everybody, but newbies and low MMR players, it's not that bad.
If I'm not being tunneled or camped, I'm mostly having fun, dependable on other factors, like the weather, my mood, the gameplay provided by other players, and such stuff. I don't care about my rank, I do play for fun.
@GiveMeTheBox said:
What's the point of anything?
The way I see it, there's no point in living nowadays. We're literally no different from animals, besides having more ways to entertain each other, ain't that right?
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I'd have loved to, but because SWF can use third party programs to gain an unintended advantage over other players without any disadvantages, allowing them to tell each other the killer's position, stealth builds are doomed and were doomed the moment BHVR has added SWF into the game.
If it weren't for SWF premades, yes, I'd have absolutely used a perk or two dedicated to get Undetectable status effect - Dark Devotion for sure, probably in combination with Hysteria. Unfortunately, SWF exists, so I'm not running any stealth perk anytime soon.
Wish.. It'd have been nice change of pace to face something else than Scourge Hook: Pain Resonance and Dead Man's Switch combo 24/7, but I don't really care.
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Nurse with Infectious Fright for obvious reason.
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He's somewhat boring, but definitely more fun to face than, say, Trickster, right?
If Ji-Woon catches you in the open with no windows around, you're downed.. Kinda similar to Bubba's chainsaw, but with less counterplay and effectivity.. Although it could be argued that there's no counterplay to chainsaw besides windows and pallets, is there? Trying to make Bubba hit some objects isn't a valid counterplay, especially if the killer is a veteran and knows how to run around obstacles with his chainsaw without entering tantrums.
So, I do partly agree and partly disagree at the same time.
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I do mostly play with Rin Yamaoka, Minotaurus, or Anna (gotta respect the Mordeo ritual), mood dependable. I do literally never touch other killers, besides Daily rituals.
I do never run gen. regression perks, unless I've used to run them back then, and in such cases, it's Call of Brine or Oppression, so nothing to complain about.
I do try to never slug; If I know, they're in SWF or have flashlights, I may slug for around ~20 seconds or so, dependable on the tile's size to see if there's a hiding savior nearby.. Then I hook and run from the hook, mostly trying to intercept the saviors to force one more survivors to leave generators. Works pretty well, or at least used to.. If nothing, I get to generators.
When it comes to tunneling.. I will literally always ignore my obsession when it comes to Rin, as I have gotten used to using Save The Best For Last for years, saving up those eight Tokens for Rancor's guaranteed kill. Works for me. I do try to go for the rescuer 24/7, but if I can't find the rescuer and only find scratch marks pin-pointing the location of the rescued survivor, I'm forced to tunnel. I don't like it, but the one to blame is the rescuer for exposing the recently unhooked survivor to me. If I find both of them, the rescued survivors gets a getaway card, unless it's the obsession and I have Save The Best For Last; If I don't have Save The Best For Last, I'll go for the obsession aswell, but I'll try to keep my Tokens for the duration of the trial, if possible, but that sometimes makes me too cocky and have the obsession literally run in front of me and do whatever he or she wants for the entire time, so I do usually hit them and see what do they do next..
I do refuse to camp, unless it's EGC and I have had literally no hooks. I don't care about the amount of hooks or sacrifices that I do get, but I don't feel like letting them all escape, you know..
Most of my matches in high MMR against SWF premades have been resulting in ~1 - 4 hooks; If I got lucky and got the obsession with Rancor, then I got one outta the match, but I don't care. I have had fun, survivors have had fun, and I've even received a compliment or two.
With Rancor and the Mori system getting reworked, I'll probably stay away from Dead by Daylight until they add it back. I do refuse to play hook simulator with no animations and watching the dead disappear when sacrificed and taken away from the match. That's right; I do love watching survivors screaming in pain and seeing their corpses.. but if there are no bodies to be found and no killing animations.. I'm not gonna bother. Maybe, just maybe, I'll get a survivor or two matches per a day for hearing them scream in pain, but that's about it. Recently, I have been less and less interested in playing the game, and with those changes.. My interest will furthermore decrease.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3201886#Comment_3201886
Pretty sure it's because of the influx of tunnelers, as well as people ending themselves on hook. 2 stacks of SBTFL and 10% extra kicking speed doesn't really help with those.
That's right, those aren't the major influencers.. The major influencer is the ~10 second increase per each generator, ineffective Decisive Strike, and .. the requirement to properly time Dead Hard to have its effect, you know.
If those extra few seconds per each chase with Dead Hard' dash pre-rework were such a huge difference, then I'd assume that combining faster vaulting, destroying pallets, damaging generators, and successful attack recoveries could make such a huge difference aswell.
I do refuse to believe that it's because of survivors sacrificing each other on hook, although that's exactly what I do recall experiencing; Not necessarily sacrificing themselves on the hook, but rather giving up and offering themselves to the killer to get hooked over'n'ver, which is even worse than sacrificing on the hook, as that requires at least one survivor to leave generator repairs and unhook the griefer, who only offers himself or herself to the killer, effectively wasting one of the survivors' time.
That alone, plus a huge influx of tunneling and slugging have had such effects.. Given how weak will slugging become, tunneling will only get worse. Well, at least, we'll see killers crying about ~3 second stun per each hook.. I don't like this at all.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3201944#Comment_3201944
Current UB also only lets you pick yourself up once, I feel thats worth mentioning like the stipulation for exponential is. Its important to note because it means that the new basekit is now more impactful than all of the others due to lacking their stipulations (position/quantity/health restriction) with its only downside being its speed. Which immediately gets nullified once you take UB, which means you're now running old UB but with its restriction removed entirely, and outright ignores why it was popular before.
That's a good point, but the question is.. Will Unbreakable's effect to increase the recovery speed disappear after getting up on your own, or will it persist and possibly make for a faster recovery even after getting downed more times? That's what should be added and mentioned in the perk's descriptions, as Unbreakable's increased recovery speed shall only apply once to make it fair.
Regardless, I'll be running my Tenacity and Boon: Exponential with Boon: Circle of Healing even after the update. I just don't care, and there isn't really anyone trying to flashlight save you in Solo Queue.
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Hope.
I do always come with hope that I'll be having more fun, you know.. As playing the game for X hours everyday can make it boring in no time, so taking a break every X weeks is necessary for me.
New cosmetics and new chapters are also valid reasons for me that do convince me to give it a try.. But if I get tunneled for X matches in a row or something, I just simply leave the game even sooner and come back once I feel like it - Most recently, it was two weeks or longer. Depends on the other videogames and how they manage to catch my attention.
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I wouldn't call it griefing, but as somebody who uses Boon: Circle of Healing and Boon: Exponential 24/7 with Tenacity and Kindred, I don't like others to cleanse my totems.
I do prefer do bless a totem, and then to hop onto a generator instead of healing a survivor whom I've just rescued, you know? If I can bless a totem, I don't have to heal the player, and can repair a generator or two.
But, now that you mention it.. I haven't faced slugging in quite a while, so I may aswell start using Self-Care with Botany Knowledge instead with Prove Thyself or another perk of my choice, so I won't feel bothered by survivors cleansing dull totems.
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I do like the perk, to be honest.
The main reason as to why I like the perk is due to the incapacitated status effect, and because it promotes kicking generators Vs. the lazy Scourge Hooks' hooking.
Sure, it's strong if executed at the proper time to prevent survivors from progressing any further on or with specific generators, but it mostly sucks, as the regression isn't as big as with Scourge Hook: Pain Resonance or with Pop Goes The Weasel, for example.
I wish, more perks would've had such unique status effects on both sides, to be honest.. Like a perk preventing the killer from damaging generators or destroying pallets for a certain time, for example..
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@Nun_So_Vile said:
https://forum.deadbydaylight.com/en/discussion/comment/3175606#Comment_3175606
I know hiding behind a gen is a thing for BBQ, but i stg when I hide behind a Gen, the killer still sees me like I have a big "fresh meat" sign over my head that they somehow notice. Lol.
Veterans or experienced killers will notice that the red aura is slightly off and would be able to tell that there's a survivor, but newbies sure won't. After around two thousands of hours of playing the game, I'd say that it's easy and that you can no longer hide behind generators in case of Barbecue & Chilli's presence, unless the killer's hook has been at a different height level or the generator was positioned in an angle that'd make your aura stand off a bit.
For example, you can't crouch behind the generator from its rear and front sides, because your arms would be sticking out, but you may hide from its sides and only in cases of the mentioned height difference, as there's quite a lot of empty space between the generators (the wires that survivors do repeatedly manipulate with whenever repairing the generator from the side without gas tank and without a metal place covering them) that shall allow you to see survivor's aura through it. Yes, even such a silly small detail can help out by that much.
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No, Solo Queue is already very difficult the way it is.
Honestly, if I'd get even more gutted for playing without friends, then I'd probably decide to abandon the game for good.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3170138#Comment_3170138
SWF’s ruin everything. The perk is useless if you’re solo, because killers are right on your ass in no time just like DS. It’s a bad perk. That’s why i suggested a longer cooldown.
Longer cooldown wouldn't be of as much help.. I don't think, it'd be worth the work.
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It sounds like you're mixing things up.. As far as I know, most Solo Queue players couldn't care less about Dead Hard getting reworked, but more about the way others do play.
For example, giving up on the hook, „sandbagging“, etcetera; Those don't happen in SWF for very obvious reasons.
What I mean to say is that you've mostly talked about stuff that are more popular amongst SWF premades than amongst the majority of the playerbase, amongst Solo Queue survivors. That's why I'm in a disagreement.
Regardless, I'd like to ask you - What's your point?
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3170450#Comment_3170450
it was only increasing healing others speed, no self healing and if you use a medkit in it it doesnt heal faster was what i was suggesting, just worded poorly
Yeah, so like a Leader with doubled effect from ~25% to ~50%, but with the fact that you do have to waste fourteen seconds to bless a totem.. Not to mention that it'd work even worse than with Leader if you were to use Medkit.
Just, yikes..
That's like asking for Make Your Choice to apply a debuff of ~3% movement speed to the rescuer instead of applying the Exposed status effect.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3170442#Comment_3170442
Yeah, the bubble was 10 seconds which was horrendous and instead of removing it they made it 5 seconds some years ago.
Ehh.. Better than nothing, but there's still a room for improvement.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3170397#Comment_3170397
...Wait, so what would CoH do after that change?
Based on @xni6_ 's suggestion, the perk would only increase the self-healing speed.. 😅
So, you'd end up blessing a totem, wasting fourteen seconds just to ensure that you can self-heal yourself with Self-Care at .. ~85% of the original speed? At that point, you'd heal faster with Self-Care and Botany Knowledge combined as you wouldn't need to bless a totem in the first place.
It was an obvious exaggeration or joke.. One of those.
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Old Dead Hard felt much more powerful.
Poor MacMillan, who've had to see survivors running through his perfectly placed bear traps.. Nowadays, I can easily bait survivors into using it. What happens is survivor using it, circling around me and hoping me to swing.. Which I don't do, and swing only once the animation ends, and that's a free hit for me.
I am glad, the perk got reworked.
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The moment you do take it out, you'll greatly buff the Blindness effect.
I do gotta agree that the bubble is unnecessary and a bad design by giving survivors' idea of where the survivor got hooked, despite suffering from Blindness status effect, for example. It should've been removed years ago, but nobody has really complained about it, I guess.
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@xni6_ said:
the issue with boons is how circle is so undeniably op, and the other 3 are just kinda average
shadwstep sucks bc its just a lose the killer for free, exponential sucks bc you cant really slug if it exists, dark theory sucks bc it doesnt do much against most killers
like breaking a boon causing all totems to break and for all survivors to be exposed for 30 seconds wouldnt be a big deal it it was circle, but if it was a lone shadowstep then its not a good change
coh needs to be nerfed into the ground. that will make boon play as it is ok
my suggestion for a coh nerf is removing the self healing ability and speed boost
Although I do partly agree with you, the Boon perk isn't overpowered by any means. It takes fourteen seconds to bless a Dull totem, thirty seconds to bless a Hex totem. You do kinda need a breathing room and have survivors off of the generators, so you're kinda asking for the more evil stuff to be more popular, you know..
Shadowstep is weak, and its main effect is the hidden aura reading, not the scratch marks, as the only killer who suffers from hidden scratch marks is Rin.. The rest will catch up to the survivor in no time thanks to their higher speed. Besides, literally nobody runs Iron Will, so even if you can't see scratch marks, you shall be able to hear your prey in no time.
Shattered Hope could receive some buffs, but snuffing out the totem.. Actually, it'd be fine if a specific totem could only be blessed up to five times per a trial; Upon snuffing out the specific totem for the fifth time, it'd automatically break. That doesn't sound overpowered at all and would help you to get rid of the best positions, if the survivors get too greedy.
The only reason to ever run Boon: Circle of Healing is thanks to the self-healing ability; The moment you take it out, it'll no longer even be worth the status of a boon, and could literally become a Self-Care V2, you know? I'm not sure if you're exaggerating on purpose, but the main issue with the perk is the healing speed, not the self-caring ability. I'd be up to nerf it a bit, so it'd kinda require Botany Knowledge to be viable by decreasing the healing speed from ~50% to ~25% or ~20% while being healed by the other survivors, while letting the self-caring speed at ~50% as it currently is.
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Yes, I do tend to give the last survivor hatch, unless I'm going for some sort of a challenge requiring me to take all of them out.
I do only give them the hatch, though, as to make sure that their MMR won't get any higher as that sort of an escape was somewhat undeserved.
While playing Solo Queue, I don't really recall getting a hatch escape in the past year.. The last time the killer carried me to the hatch and let me escape was in 2019 or 2020..
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@KerJuice said:
Yea 3 seconds isn’t enough. It’s bad enough that it doesn’t work during endgame. On that same note, Head On also needs to be buffed to 5 seconds, but balanced with a longer cooldown.
No, Head-On shall remain the same, while Decisive Strike shall be buffed.
You're not meant to stun the killer for a long time with Head-On, but to give some sort of a headstart to the chased survivor, or to force the killer to drop the carried survivor. The perk on its own alone doesn't serve any other purpose, so I see no reason as to why we shall make it even more purposeful perk. It's already one of the most used perks in SWF premades as it is, and it's really unfun to face.. Not to mention the forced locked animation during locker grabs to force an easy flashlight saves.. Yuck!
The Decisive Strike, however, shall stay disabled during the EGC.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3162616#Comment_3162616
What are you talking about? Nobody demanded a "change", everyone demanded this map to be deleted and forgotten for good, but it's still never happened.
There were also people like me, who have loved the map the way it was and were against the .. unnecessary action, such as a complete removal from the game.
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To me, most newest maps have been kinda shifted in balance and are easier to play for most killers with a few exceptions like MacMillan, who can no longer properly hide bear traps in grass.
Haddonfield kinda lacks pallets, and literally every single killer is gonna catch up to you. If it's Bubba, you're doomed, because there are almost no pallets and.. There are no obstacles to force his chainsaw hit objects and lose a chase. Once all pallets are done, only one or two generators are finished in most cases in Solo Queue, mid to high MMR. If the killer has Dead Man's Switch and Scourge Hook: Pain Resonance, sometimes even packed with Jolt, you can literally give up, unless two or more survivors do have Prove Thyself (nobody runs this in Solo Queue).
Midwich is heavily killer sided in mid to high MMR, if the killer is Billy, Blight, or some other killer alike. Like before, get Scourge Hook: Pain Resonance and Dead Man's Switch, and they'll kinda win the match for you. However, the moment survivors stick to doing generators and actually know the map layouts in high MMR, it becomes so survivor sided that it's not even funny..
R.P.D. became killer sided the moment they've cut the map short. There are almost no pallets, and most of them are unsafe aswell. You can hear two generators or even more from one spot at the same time, giving you a clear idea as to where survivors are - Barbecue & Chilli, Spies From The Shadows.. Those perks aren't necessary. If you can get Corrupt Intervention with Dead Man's Switch, Deadlock, and Scourge Hook: Pain Resonance.. You've basically let perks play for you and automatically win you the match.
What I must mention is that most matches are dependable on the very first two or three chases; The moment a chase lasts too long, the killer is supposed to drop it. Thing is, most killers nowadays don't like the idea and do rather pursue the chase even if it lasts over two minutes, and then do make a „surprising Pikachu“ face and behave like that they've been forced to tunnel and camp from the get-go.
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@Tsela said:
Anyone with at least half brain cares about teabagging? I mean who even cares if anyone does it? They try to use that as some sort of insult or something ridiculous like that? By all means, knock yourselves out. I never even tried to bring it up in any chat
I do love it when survivors teabag and I'm the killer; They're giving me the necessary time to recover from successful hits to catch up to them more easily.
I don't like the fact that you can barely even compliment other players for their well timed pallet drops, vaults, and otherwise precise gameplay.. You can't even mention perks' names, characters' names, and maybe even something more. That's right, Agent 007's name is censored aswell! It kinda sucks, because I do enjoy complimenting those, who do deserve it..
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3166200#Comment_3166200
This all sounds hilarious to me. I get it's not for others. But even when I'm the one tunnelled by a Pig it's always funny
I don't mind being tunneled by Rin, a killer with whom I have found myself somewhat symphatizing after reading her lore.. But when it comes to other killers? Yes, I'm actually against it..
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Most of the pigs I have faced were hardcore tunneling me, because they haven't been able to finish up a chase with me even though I have made a plenty of mistakes along the way.
They're usually inexperienced fans of SAW, who then proceed to make the match unfun for one random player whom they decide to choose by tunneling them, even if it costs them the entire match. Body blocking and taking hits doesn't work aswell; They just run from side to side and eventually outrun those, who're attempting to body block and save the tunneled survivor. If the body blocking gets to be successful and ends up in a down, they're not gonna pick up the downed survivor; They just want that one specific player, no matter what.
So, I'd say that I'm kinda grateful for Amanda's absence.. Those matches weren't fun at all, but boring and too one-sided ever since the beginning of the match.
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Wesker's better and more fun to face, but more deadly aswell.
Nemesis feels like a joke, considering how his infection works; Talk about lazy implementation and attempts to quickly release a Chapter to get some money ASAP.. How come, Wesker's infection applies hindered status effect, but Nemesis's infection doesn't? Talk about logic..
So, just because of the infection alone making it more challenging and bugged tentacle hits, I'll say Wesker. It's a shame, because design and lore wise I'd have prefered Nemesis..
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3163993#Comment_3163993
If you stick around long enough you'll learn to ignore very specific people in this forum, it's a complete waste of time to engage.
And yeah, this is like 99% of my matches too. Solo randoms are dying at 4-5 gens most matches and it's usually Wesker in RPD. I've also seen a few Spirits, Nurse of course, and Blight. But it's usually Wesker tunnelling 1 person out with 4 gens left.
It's not like they're dying because they're getting tunneled; Most of them do kill themselves on their very first hook.
If you do remember the sort of attempts to revert the killer buffs from the beginning of this Summer.. Yes, this is literally the same, but with a goal to nerf Wesker „because my SWF premade with VOIP can't bully him with no effort!“.
I wonder, will the developers ignore those statistics, or treat them as valid and final, even though they're completely flawed?
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3159812#Comment_3159812
Wesker is as similar to Nurse as Huntress is to Trickster
Wesker is also many things, but overtuned is not one of them
I'd go ahead and agree that he's a little overtuned; However, that doesn't mean, he shall be nerfed.
There're literally no other killers, who do apply debuffs from their base powers even without add-ons to survivors, are there? Although Nemesis applies virus infection aswell, it does nothing.. If we'd get to be honest, his infection shall also hinder survivors.
Besides hindering survivors, there's also the fast vault once per X seconds. No other killer has this ability, and I'm not taking in mind the Legion, who may have the ability, but he or she has to switch back to M1 and face quite a long delay after fast vaulting, so it's really not as reliable as Wesker's vaulting power.
Don't get me wrong, though.. I don't want Wesker to get nerfed. He's actually pretty well balanced. Some of his add-ons are a little bit problematic, but it's nothing as extreme as Blight's Alchemist's Ring, for example..
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Honestly? First sentence, and I'm already questioning your behavior.
If you've managed to earn eight hooks and somebody types „ez“ in the post-game chat, it's gotta be you, otherwise the survivors are lying; If it would've been truly easy, then they wouldn't have gotten hooked in the first place. So, just dismiss this one as a silly attempt to provoke you. So, yes, I'd go ahead and blame you here for taking it personally. If I'm wrong and you haven't taken it personally, then you've managed to type it in such a way that it looked like you've taken it personally.
Certain nerfs towards killers were absolutely required, to be honest.
Sure, Rin may have received an undeserved nerf, but she can still perform exceptionally well even without add-ons.. Even if you're a bit handicapped.
@nam said:
https://forum.deadbydaylight.com/en/discussion/comment/3164420#Comment_3164420
Actually no... if you are skilled enough, there's always hatch for you. No matter if you are encounter low-tier killers, that will a free win.
Wait, are you actually complaining about the hatch, even though you do have the ability to shut it down? Just..
Alright, I'll approach it from a different way; How many hours do you have in-game, and if you were to rate yourself on how well you do play each role with numbers from 0 - 10, what'd your numbers be?
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3163875#Comment_3163875
Not with SWFs but with DCing and Rage Quiting is partly to do with the mindset of it's a 1v1 game when it's actually a 4v1 game. When those players with that mindset get beat easily or downed too quickly or if it doesn't go thier way they Rage and DC or suicide. But those who remember this is a team based game and 4v1 will help out their team and won't DC or suicide because all that does is hurt the team
That's a fair point, yes.
In theory, it's really not a 4 Vs. 1, but 1 Vs. 1 Vs. 1 Vs. 1 Vs. 1.. So, it's not like they're that wrong. It's the way they behave that becomes and is problematic..
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I have used to be slugged quite often, so I have added Boon: Exponential to the list of perks that I do use. I have been running CoH, Lightweight (swapped for Tenacity), Kindred, and the fourth perk is questionable - I have been running Iron Will, Lithe, or Prove Thyself.
When it comes to the killer, I have been using Brutal Strength for years along with Save The Best For Last. I do feel like breaking pallets and damaging generators takes too much time, so I do use them to be able to chase them off of the generator and damage it without losing a lot of time before comitting to the chase. The third perk is always Rancor, so in case of EGC saves, there'll always be only two more rescuers at max, and also because it provides me with quite handy informations about their last position even while phasing. The last perk is Shattered Hope or Franklin's Demise, dependable on how many items SWF premades do bring with them to the Fog; It's usually three or four items, so I'd even say that Franklin's Demise is META in my case.
I could've focused on generators' regression, but I do prefer to decrease the time it takes me to hook them Vs. progress regressions.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3163798#Comment_3163798
The thing is people play DbD as if it's a 1v1v1v1v1 instead of a 4v1 or in the case of SWFs 1v3v1 because any SWF team I have seen in my soloQ matches left me to die on hook while tea bagging at the exit gate....and the Killer wasn't camping at all.
Well, yes.. But this isn't really related to the topic at hand, is it? I mean, SWF premades were behaving this way for years, it's nothing that shall surprise anybody, besides players new to the game.
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@Sumnox said:
The question is also, why do so many people ragequit/DC/Give up?
Too likely in attempts to convince BHVR to nerf Wesker.
You know, what happened when they've buffed killers in general around a month ago, right? People were throwing matches for around two weeks, maybe even more.. Some still do throw them from time to time even to this day, but I sure didn't expect them to be such cry babies and put on the act with a „free candy“ whenever things aren't going their way.
I do strongly suspect that this does only happen to players with a competitive mindset.. And as you may know, the game got kinda infested (or shall I say infected?) with them during the occassional sales and because the game got F2P on Epic for quite some time.
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I've been experiencing ~25% - 50% bonus for the killers since 8 PM and later on, while survivors' bonus of ~100% ends around at 4 PM, and then it gets lower per literally each hour by ~25%. So, from ~100% to ~75%, an approximately hour later to ~50%, and approximately another hour later to ~25%, and then it's the time when killer queues are increased - Basically, ever since SWF premades get into the game and people return home from work.
Time zone is central European Summer time, which is currently UTC+2.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3163713#Comment_3163713
I just realized how ######### insanely overpowered Jolt will be there... That's something to test,I guess...
And that's not all.. Imagine Coulrophobia and Unnerving Presence with Doctor or Legion.. Yup, this map will work even better than the previous versions of Gideon's Meatplant and other small maps when it comes to „Impossible skill checks builds“, and builds based on the killer's terror radius.
Basically, if you get Distressing and hit a survivor with Feral Frenzy, you're gonna see where every single survivor is, unless the survivor is repairing the furthest generator or doing nothing productive.
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@Neprašheart said:
https://forum.deadbydaylight.com/en/discussion/comment/3163381#Comment_3163381
It's a Legendary set; Therefore, it contains some new animation or two with different sound cues. You can tell just by viewing so in the Store in-game and wait a little, so it shows the attack animations, and when it comes to sounds, you shall notice a difference in case you've played Resident Evil in comparison with Frank and Joey.
Regardless, it's a no-go for me. I haven't really made any memories with the „good old OG“ Resident Evil games, and I've already bought Susie three or four outfits - (Angsty Artist, New Year Shoplifter, and Julie's Party Crusher). I'm currently using and have been using Angsty Artist's knife and body with Party Crusher's mask.
Correction, there's literally nothing interesting going on here. Even the chase music is still the same.
The only different things do seem to be two M1 attack animations instead of the default one, and sounds of the character - That means, whenever he gets stunned, ends Feral Frenzy.. It's quite disappointing, Hunk shouldn't have been listed as a Legendary outfit in the first place.
Even the Mori animation is still the same.
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I've liked previous R.P.D.; It was somewhat of a slaughter, but it wasn't a tragedy - It felt somewhat balanced. All the killer have had to do was to either watch over the generator in the middle of the map or over all of the generators on the other side of the map.
Right now, the generators are so close to each other that you can tell which one is running from across almost half of the entire map, and that's quite a huge issue, if you ask me.
There aren't many objects, making it a good map for ranged killers overall - I mean, open hallways with a pallet or two to slow you down.. So, basically a guaranteed hatchet or daggers' hits.
There aren't many pallets, there is a serious lack of windows; That alone makes the map heavily unbalanced and killer sided, as long as the killer knows, how to bait survivors to vault over unsafe pallets. That is a really easy task for every single M1 killer. Another issue is that perks like Bamboozle or Shattered Hope do make the map even more killer sided; Yes, the moment you do cleanse important totems, the survivors will have to stick together to heal efficiently, leading to a lot of slugging and hooks with little to no reward for the survivors.
I have mentioned generators being close together - So, if you're running Jolt.. You've basically guaranteed yourself the victory. But, then again, depends on how do the survivors play, as they're the ones dictating the pace of each match, not the killer..
I wouldn't be surprised, if this map would get the highest kill rate, leaving Haddonfield on the third place (due to the two variants, East and West Wings of R.P.D.).
If you're playing with MacMillan or Lisa, who can effectively trap and make certain areas impossible to access.. You've basically won ever since the match began.
It's gonna be a slaughter, literally. Oh, well.. At least, the game will keep me fed, as I can never get enough of survivors' screams! 😍
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@ElleGreen said:
I didn’t read his lore but why does he look like that like did he experiment on himself or something
That's right, that's what he did..
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Ehhh.. It's clear that they're purposefully throwing.
I've had numerous matches where the other survivors were doin' such stuff, and they weren't new at all! In-between ~1000 - 4000 hours on record in game.
What made it even worse for me was the fact that when I've accused them of griefing, they didn't deny it; On the contrary, they've made a sudden outburst with a wall of text including numerous harrassments and disrespective words with overall immature and disrespective attitude, and that I'm apparently a competitive player for expecting them to stick to the in-game rules and playing the game properly.. After the first wall of text of such type, they've begun calling me a bad player for lasting X seconds in a chase and that I don't even know the counterplay to Y killers, which is quite ironic, considering the fact that I do know how every single perk, add-on, offering, and killers' power do work, but it's not like they could've known, right?..
Like - Hello? I'm a casual player myself and I have abandoned the competitive mindset years ago because I've realized how much it ruins the joy of and in gaming in general, unless you're one of the World's top players.
I can't shake the feeling that they're doing it in attempts to nerf Wesker - You know, the same type of behavior in post-game chat and gameplay as right after the buffs towards the killer not even a month ago, or how long was it. They weren't really behaving any differently..
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@JackOfTrades said:
https://forum.deadbydaylight.com/en/discussion/comment/3163380#Comment_3163380
Good point. That's kinda, I don't know if "unfair" would be the word I'm looking for, but.
It's a Legendary set; Therefore, it contains some new animation or two with different sound cues. You can tell just by viewing so in the Store in-game and wait a little, so it shows the attack animations, and when it comes to sounds, you shall notice a difference in case you've played Resident Evil in comparison with Frank and Joey.
Regardless, it's a no-go for me. I haven't really made any memories with the „good old OG“ Resident Evil games, and I've already bought Susie three or four outfits - (Angsty Artist, New Year Shoplifter, and Julie's Party Crusher). I'm currently using and have been using Angsty Artist's knife and body with Party Crusher's mask.
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I do suspect that it's region based.
The catch for me is, you can't really tell to what kind of a server you've connected, as the status for ping has been removed. Sure, you can type-in a few messages and try to guess the delay, but that's never going to be accurate.
Poor players, who do end up connecting from Asia all the way to North America, and vice-versa, for example..
I do gotta say, however, it's working pretty well! It's nice to play two survivor matches and end up making around ~250k of bloodpoints, thanks to all the burnt offerings. Without them, it'd have been around ~100k, which isn't bad aswell.
It's true that we're used to measure the gained bloodpoints by the previous bloodwebs, but each bloodpoint is worth a lot more with the decreased prices of stuff in bloodweb, right? So, there shouldn't really be a need to play the side with more players, alhough it's more healthy for the game overall.
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Rewarding; The game effectively rewards you for playing in ways that do ruin the match to other players.
What's even more surprising is that there's nothing else that rewards you as much as tunneling, slugging, camping, rushing through the generators, etcetera. It's fine to play the game how you want it to play - So, giving them a breathing room if they're unhooked in front of your face, for example, and go for the rescuer.. But this kind of a playstyle does punish you in the long run.
So, the game kinda punishes you for showing any sorts of kindness to other players. It is as if the game was focused around players behaving like animals.
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@sadakiyo said:
https://forum.deadbydaylight.com/en/discussion/comment/3158278#Comment_3158278
so basically survivors just don't know how op they really are
Ehh.. Kinda. Some do, but the majority does simply refuse to acknowledge it, as there are still some possible strategies to make it a nightmare for them, because the majority of the playerbase does consist of casual players, regardless of if they play in SWF exclusively or in Solo Queue.
A lot of them do realize and are aware of having the advantage of informations, but because most of them can't execute and use them to their full potential, it is what it is; That only around ~4% of the entire playerbase are the SWF premades whom you shall truly fear.
Most Solo Queue survivors are also aware of it, but because there is a huge lack and sometimes even leak of informations (as nobody runs Kindred, for example), it's not like they can claim that Solo Queue is overpowered or something.
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3158278#Comment_3158278
Yes, the scales start tipping between a 2 and 3 person group.
It would be ideal if the devs could buff solo queue, nerf SWF groups with a higher number of members, and nerf Blight ('s numerous great addons) and Nurse.
I don't think they even know how to, so all of these nurse threads seem a bit pointless, regardless of how necessary they are.
Mhm, that'd fit my opinion; We're in agreement, then.
I'm under assumption that they're afraid of nerfing SWF in general, because it's a loss for them at the end of the day, or a really risky move.. And, why should they risk it, if there's no compensation for doing so, right?
And, another reason is that they don't play the game.. They're kinda blind and only check the minimal amount of gameplays and judge the game based on the provided footages, even though the reality is still quite a lot different.
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@Metronix said:
I play both sides, enjoy both of them, but I'm worse at killer and because of the q times I only play survior right now. I hope they'll become better, so I can again become a priestress, throwing up on everything. So stress relieving.
No, they're gonna be even worse once the RE Chapter comes out, and it won't be changing until we get to see some nerfs on the popular characters.
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@nora_the_explora said:
Very interesting replies! Thank you all for replying.
Why do a lot of people find survivors boring? Cause of the teammates or the survivors mechanic itself?
Because it is all repeatetive.
Just do the generators, cleanse some totems from time to time or bless them.. There's really nothing else, right? Whereas each killer is unique, bringing you multiple tools to choose from - For example, you don't wanna be forced to run to them, so you play a ranged killer.. Or, you do wanna lead your prey to traps, so you play trapper or hag.. There's more to it than just following the survivor and using M1 when you're in a reach, whereas survivor is always gonna be the same..