Orion
Orion
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- Orion
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@burntFuse said:
https://forum.deadbydaylight.com/en/discussion/comment/486436#Comment_486436
That doesn't really solve the issue with people intentionally killing themselves on the hook. If a player rockets through the first phase of being hooked, they're just going to go straight to stopping the struggling on the second.
Nothing will ever completely solve the problem. Making it less tedious to struggle (believe it or not, that's actually one of the main reasons why people suicide) while allowing for suicides when necessary is the best option, IMO.
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Penalizing people for playing SWF won't work. Solos and killers need to be buffed simultaneously - solos so they have roughly the same amount of information as SWF, killers so they can deal with that. If that doesn't solve the dodging problem, incentives for killers to face SWF will have to be introduced.
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Make it automatic, but add an option to stop. Farming is a thing and nobody should have to be penalized for that by being forced to disconnect.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/486344#Comment_486344
It's fine. My fellow survivors can come over to pick me up then, or just pack NoMither or Unbreakable as suggested and you're back on your feet when the killer leaves you out to bleed.
These are valid strategies and alternative ways to waste a killer's time.
The alternative is everyone just plays looper builds, and we all know how much killers love that.
Except when killers start running slugging builds. I'd rather be hook farmed to death than be left on the ground every single trial.
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@Austindove said:
and so what can i do?
What are your computer specs? GPU (graphics card), CPU (processor), and RAM (memory)?
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@prayer_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/486352#Comment_486352
"Technically dull/skeleton keys are as good as Moris. They both do the same thing: they give you a significant short cut to "winning" (winning defined as escaping alive or killing survivors)."
Maybe if you compare skeleton key with cypress mori
The hatch is open for some time. I've escaped along with two other survivors thanks to a single key.
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@Orti said:
@Mochan Games as a service and multiplayer games in general couldn't work without micro transactions anymore. People need to get payed. Even big AAA single play games sometime just need these extra sales to earn enough money. Games got so much more expensive then before and the customers have way higher expectations then 10 years ago
Indeed. Server maintenance isn't free, and no business that wants to stay afloat runs services at a loss.
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@Austindove said:
https://us.v-cdn.net/6030815/uploads/763/MWJ72RDP2E30.jpg
This is my ping, is it bad?
That's your ping to the data center that ran the speed test. It's not your ping to the killer. Regardless, ping shouldn't affect skill checks.
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@coley_219 said:
Killers dc'ing more than usual for me as well. I agree with Nutty_Professor - waiting for dedicated servers will take too long. I lose pips and after rank reset it's just salt on the wound. Do we really think it's due to poor internet/loading?
Waiting for dedicated servers may take some time, but they're the best tool to know what's going on.
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Skill checks are client-side, meaning they can only be affected by things on your end. Your connection, your computer.
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@Mochan said:
I'm seeing some people here say they are more than happy to pay for the Battle Pass.
I'm not on a high horse so much as I find it distressing there are people willing to drop down and bend over to pay for these things, even if they don't affect gameplay.
The industry would be way better without microtransactions, I find it crazy that there are people who actually think microtransactions are a good thing, or want to pay for them.
Assuming the Battle Pass leaks are real, the premium content in the Battle Pass is just skins and additional BP. Skins don't affect the game, and it's not like you can buy things with BP that nobody else can. So yeah, some people are fine with it.
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@Caz2018 said:
https://forum.deadbydaylight.com/en/discussion/comment/486043#Comment_486043
I wonder if you got the same player as me. I played a round using Dwight (first time I've tried him out) and it was down to me and a random player. The random was hooked on the other side of the map and I was hiding from Myers as he knew the vicinity of where I was and was preventing me from running. Hooked survivor dies and Myers closed the hatch. Me being thick went the wrong way to find a door and got caught in EGC, I laughed, thought no more of it. The random however messaged me (in Spanish), just one message after another (8 I think). I don't know Spanish so had to translate it all; needless to say, it was full of insults, such as "I'm a cancer on society' and 'I'm so slow my hands should be cut off'. There was something about my parents but I couldn't translate it all. I think they were even more salty because I wasn't responding to them initially. I eventually told them 'thanks for the spanish lesson. Grow up' (which I painstakingly translated via google) then reported and blocked them.
I mean, it's just a game! Why the need to get so salty?
They were indeed Spanish, but the only way to confirm would be to share names, which is against the rules.
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@Mochan said:
You misunderstand what I am saying.
I am not saying make the regression do 10x more damage to the gen.
I am saying Generators should take 10x longer to repair. i.e. - if a generator takes 80 seconds to repair today, they should make it that it takes 800 seconds to repair, but remove the ability of the killer to kick it and make it regress.
Some perks would need to be reworked like Pop Goes the Weasel or Surveillance, but I think this is a better direction for the game to take. It doesn't need to be 10x longer the fine tuning I would leave to the developers, but I do not think that they current way the game is setup is good for anyone. There's a lot that can be improved.
I realize that this was how the game used to work (no regression possible) and that killers were given the ability to break gens becuase it was too easy for survivors, but back in 2016 generators took way too fast to repair as well. I think the game has come to a point where a suggestion like mine is feasible.
The problem is that 80 seconds is already way too ######### long. It's boring to sit on a generator for that long.
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@Mochan said:
I tolerate the microtransactions in the game because mostly you can get the premium content without paying. (Mostly, not always). And I tolerate it with a heavy heart.
I do not understand how gamers these days are so cucked that they are more than willing to let game developers and publishers milk them for everything they're worth.
It's a sad trend.
I only tolerate microtransactions that don't affect gameplay (skins, badges, etc.). However, I don't buy any single-player game that has them, no matter how inconsequential they are or how cheap the game is.
In conclusion, don't place yourself on a pedestal. Get off your high horse.
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I don't think we need something that complicated, simply making it faster or having the survivors, interact with it for some time before it stops would be enough. Right now all it takes is a single tap for the generator to stop regressing, even though the killer's interaction takes a few seconds and is already much slower than the time it takes to repair.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/485716#Comment_485716
I'll take slugging any day. It's better than losing a hook state imo.
You want to be left to bleed out for 4 minutes every single trial? Sure, that sounds like fun. /s
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This is a killer story, but I suppose it's acceptable. I was playing the Cannibal, going up against a 3-man SWF plus one random, on The Game. I found one generator that had been worked on, then found a Claudette. Downed with the chainsaw.
I decided to open a locker at random, figuring they might have spawned together (it's happened a lot to me lately, for some reason, so I figured it must happen to them as well). There was a David in it.
I hooked the David in the nearby basement, came back for the Claudette, and there's a Meg hopping out of a locker. I ignore her completely and proceed to hook Claudette in the basement, which seems much darker than usual for some reason.
I charge my chainsaw, even though I think it's a stupid move because there's no way the Meg is going to attempt a basement unhook against the Cannibal. She did, and was downed along with the unhooked. I hook her and leave the other one on the floor, since I think she might have DS.
As I'm leaving to check on the generator that had been completed, the survivor who completed said gen rushes into the basement, gets introduced to Mr. Chainsaw and then hook. One survivor DC's.
In the post-game chat, the DCer proceeds to inform me that I'm "cancer" and "#########", even though I did basically nothing during the entire trial.
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Hitboxes will never work the way you think they should because latency can never be eliminated.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/485889#Comment_485889
yes no kidding LOL pig has once or two made me miss a skill check from her lunge
Pig is fine for me because she's not immune to Premonition. However, when I'm looking around, Premonition doesn't trigger for some time, and suddenly I hear a faint heartbeat followed by an attack or just see a white mask off in the distance, that's when I freak out.
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@Dwight_Fairfield said:
You're playing Michael. You're already the creepiest killer in the game.
Too true. Whenever I see him, I almost piss myself.
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Do you wanna get slugged? Because that's how you get slugged.
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@BarpleBapkins said:
Holy, I was not aware this many people would be so against it, normally whenever I run the perk I get a ton of heat from it.
Guess just reworking the perk to be solely a massive speed buff doesn't cut it, eh? Fair enough then, just thought I'd throw out an idea for it.
You get a ton of heat for it because it was effective in that trial.
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@dfrenchiee said:
Playing Hag is so boring to me I literally only do it if I have a daily. Plus I always get corn maps when I play her so I can't see anything at all.
Pro tip: Change to the Hillbilly at the last second. That way you trick the Entity and get the best map for the Hillbilly.
Disclaimer: This doesn't actually work.
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@Carpo said:
I think they couldn't or didn't want to get the licensing for the actors appearance.
Props to whomever made those edits, very nice.
Getting the licenses for the actors' appearances would probably increase the DLC price. Let's be honest here, just how important is this?
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Whenever I want to, which is usually when the chase is boring me.
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My friend and I were blamed for not rescuing a guy who was hooked after the EGC had started. The killer had NOED, so we decided to leave instead of feeding.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/485215#Comment_485215
except if the killer was nurse, billy, spirit, wraith, or even legion.
and also you totally forgot that some killer's abilities can help them a lot in these situations. for example trapper if he planted a trap on the exit gates.
Well, yeah, and many of those killers can also deal with Leader. What's your point? You can't prepare for everything.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/485213#Comment_485213
But if taking someone who can help prevent the killer from doing his job worked every time, you wouldn't need a plan for the EGC, like OP is asking.
15% shaves off approximately 2,6 seconds. It doesn't sound like much, until you take into account that it's the time it takes for a killer to move about 12 meters. So you get a 12-meter head start.
I'd also like to note that a 4-second healing time increase was declared to be ridiculous, so 2,6 seconds must be significant in some way.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/485210#Comment_485210
even in this situation. the 15% won't make that much difference. especially if the doors are close to each other. taking something that can help preventing the killer from killing all the teammates fast in first place (for example borrowed time) can be more useful
But if taking someone who can help prevent the killer from doing his job worked every time, you wouldn't need a plan for the EGC, like OP is asking.
15% shaves off approximately 2,6 seconds. It doesn't sound like much, until you take into account that it's the time it takes for a killer to move about 12 meters. So you get a 12-meter head start.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/485207#Comment_485207
same goes to wake up.
but the difference is even if the leader survivor died. he would have benefited the survivors' enough during the trial with that 25% healing/cleansing/etc.
wake up is the same as adrenaline. you won't be able to get any benefit from it until you reach the EGC. and it will only benefit you. while leader will be always working and benefiting the whole team.
OP was asking specifically about instances where the killer has closed the hatch (i.e.: everyone else has died). Leader isn't gonna do jack in that situation. Wake Up might, if he's the last survivor and has it.
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@[Deleted User] said:
no. it's garbage. it's like using monstrous shrine with killer. you'll barely notice the difference. just tell someone in the lobby to take leader. and this will be even more useful than wake up.
How is Leader going to activate if the person who has it is dead?
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@HectorBrando said:
I didnt know being stomped and unable to hook anyone causes wifis to go haywire.
I've had more killers DC when they're winning than when they're losing. So yeah, I'd buy that, at least in situations where they're winning.
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See the ground, the walls, the generators, the walls, the gates, the campfire, and literally everything else that isn't a survivor, a killer, or Maurice? That's the Entity.
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I used to have fun with the Legion, but then the devs nerfed everything fun about them. Now I don't know. I haven't even played much killer lately, just SWF with a friend of mine.
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The problem is that you'd need to increase the values so much for it to be worth it, you'd probably need to make it a hex perk, which would send it right back into "useless perk" territory. Monstrous Shrine is just a poorly designed perk. It needs to be smashed with a hammer and rebuilt.
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@Warlock_2020 said:
You could grab them as they jump. Did that before to a Nea who tried to leave the party early, but I keep an eye out for keys.
I look at it like this, I can bring a mori and their only counter is to not get caught. They can bring a key and I can counter with Franklin's, or kill them before they can get the hatch to spawn. I still have the advantage.
No, you can't. It was removed with the EGC. When did you grab that Nea, exactly?
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There are no cell towers in the Entity's realm.
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@BarpleBapkins said:
https://forum.deadbydaylight.com/en/discussion/comment/481557#Comment_481557
Cleansing totems is not an objective. It's an optional thing you can do to hinder (or strengthen, if you're unlucky) the killer's abilities. That's why they're categorized as boldness and not objective, since objectives are anything that have to do with escaping and boldness being anything to do with interacting with the killer (including anything that may be useful to the killer, such as hooks, traps, and totems).
The perk isn't getting proposed to be nerfed, either, it's getting proposed to be reworked. To nerf it is just to make it less powerful altogether, like totally removing the exposed status effect. Reworking it would be changing the perk but having it still be useful to the killer and being more balanced.
The perk is unfun to go against and boring to use. I play more killer than anything and using this perk is little too unfair and boring in terms of gameplay. The speedboost barely makes a difference unless you have PWYF. That's why I suggest that it needs reworking, not nerfing.
Self-Care heals (or the skill checks, can't remember which) used to go to Altruism, so that scoring argument is moot.
Totems are an objective in the sense that breaking them helps with your eventual survival/escape.
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@AStupidMonkeyy said:
https://forum.deadbydaylight.com/en/discussion/comment/482804#Comment_482804
Thank you for clarifying. You're still awesome.
Thank you. It's nice to be appreciated.
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Like slugging, no it should not.
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@yes said:
https://forum.deadbydaylight.com/en/discussion/comment/483854#Comment_483854
I wonder why devs would implement such a terrible perk. They could apply the effects to all hooks but lessen the values.
The values are already worthless and you want to decrease them further?
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@yes said:
https://forum.deadbydaylight.com/en/discussion/comment/483496#Comment_483496
awh, okay.
how did you get that pfp?
Because I'm the Forum King. It'll be gone in a few days.
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Because such a thing is absurd?
EDIT: Also, that's just Decisive Strike.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/483257#Comment_483257
Technically... I said "blinks", which together... by default... are 32 meters!
30, actually, if I understood the wiki article correctly. Still, if the survivor doesn't move after hearing her scream, they're noobs and you could chase them without even using the blink.
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@DarkWo1f997 said:
https://forum.deadbydaylight.com/en/discussion/comment/483371#Comment_483371
If you’ve got a PC, most PC’s will run cry of fear, I highly suggest giving it a playthrough, it’s horror at its best.
I've already installed it since that comment, but first I have to eat something.
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@DarkWo1f997 said:
https://forum.deadbydaylight.com/en/discussion/comment/483319#Comment_483319
Correct. Best horror game ever made, and the single most effective media to successfully raise awareness and empathy for mental illnesses by simulating them in game.
and it’s completely free.
You had me at "completely free".
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@NurseMainBTW said:
Everyone's forgetting how powerful it is on Nurse. Blinks are longer than your terror radius!
Nope. Nurse's base blink is 20 meters (not including the second blink). Her TR with Monitor & Abuse is 24 meters.
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@SlinkyJinky said:
So no word on allowing MoM to counter M2 attacks (and other 1 shot killers) once the nerf goes live making the perk hyper situational only being relevant in extremely rare situations every couple of hundred matches because presently it has no counter to this type of Killer?'
Oh wait that's right, what's ok for one is not ok for all. Forgot about the culture of hypocritical double standards we have going on here.
The only rework they mentioned was explicitly stated to be one of several they've tinkered with. It's not final in any way.
@EnviouSLAY said:
Honestly @ devs if they change MoM can I get a refund? Frankly the community would deserve a refund at that point because that is the only reason 90% of the community bought him... so I'll take my 4.99 PLUS TAX back thanks ♥
No. Read the EULA you agreed to when you bought the game.
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@CallMeSpidey @AStupidMonkeyy I'm a dude.