Orion
Orion
About
- Username
- Orion
- Joined
- Visits
- 124
- Last Active
Comments
-
If the killer is already playing efficiently and taking out the weak link first (what you call "tunneling"), this isn't going to change anything.
-
Dedicated servers.
-
It's a bug they're taking advantage of.
-
@Bithard said:
https://forum.deadbydaylight.com/en/discussion/comment/429035#Comment_429035
@Orion that is your opinion and that is fine but when a killer cannot catch me and chases me till I run out the exit gate that is a bad killer. Or am I supposed to run to the gens with him chasing me and apply pressure for him?
The only time the killer community will be happy is when I throw myself on the hook in this scenario. I see escaping as a win. If the killer doesn't give up that is not my problem.
It's not my opinion, it's the devs' opinion. Y'know, the people who make the game, define win conditions, and are the only ones whose opinion matters when it comes to pips and whatnot.
-
@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/429150#Comment_429150
That's what toxic players want people to think so they don't get reported but all the ban waves and complaint threads state otherwise. There's the blowing off steam toxicity and then there's the actual toxicity.
There was a study done by MIT years ago for League about it and most is just that blowing off steam and actual toxicity is much rarer comparatively.
I put it between quotes because I was being sarcastic. I know reports work.
-
@Jimsalabim said:
it would be extremely silly if a killer could open the doors whenever he wants. It would be abused too i'm sure, if a killer is salty he just opens it to force everyone out. This would be the end of DBD.
Yes, how awful that killers should be allowed to give up. Personally, I prefer when they DC and I lose my #########.
-
@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/429145#Comment_429145
One can be detected and one can't be, one can be banned for one can't be, see how logic is your friend. Oh and one automates an in game function for you, the other one doesn't, there logic has proven to be a friend again.
It'd be like a survivor using a auto skill check program to auto hit great skill checks every time.
You can't actually detect overlay software; at least not in a way that makes it possible to distinguish between overlay software you're using on your own computer for your own purposes and overlay software you're using to cheat. You also can't detect someone sticking a piece of paper on their screen. A similar reasoning is used for not banning voice chat.
-
@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/429078#Comment_429078
You threw out a wildly inaccurate claim and presented it as fact and if that was true you'd have no survivor population because they'd all be banned.
Most people don't report because "reports don't do anything". Thus, toxic ######### are allowed to roam freely.
-
@willcenx said:
https://forum.deadbydaylight.com/en/discussion/comment/429094#Comment_429094
By being exposed I mean being detected 😅Sorry, english isn't my first language, so it's hard to properly explain things sometimes.
Even if the killer knows your area, that doesn't mean he knows exactly where you are. Think about it, can you know exactly where the killer is just by hearing the heartbeat?
-
The surprise is gonna be dedicated servers. Wanna bet?
-
@willcenx said:
https://forum.deadbydaylight.com/en/discussion/comment/429081#Comment_429081
I know, yeah. I'm just trying to say that if the killer stands on the hatch - the survivor can't choose to use the hatch anymore, so doing gens is the only option. And if you do the gen, you are exposed. So that's a straight death. And what's the point of the hatch then?
There is no game mechanic that automatically exposes survivors. If you mean NOED, you can also break totems. The killer is standing still doing nothing; use that time to do whatever you want.
-
There are still generators that the survivor could repair, just like it is now. It's not the devs' nor the killer's fault that the survivor chooses to go to the hatch.
-
@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/429031#Comment_429031
Ok that's a wild exaggeration to say the least and while survivors are more likely to be toxic as I said it's a 4 to 1 ratio. To say the overwhelming majority are toxic is like me saying the overwhelming majority of killers are douchebags.
So because 1 or more people were mean to you in 1 game you decide to be a douchebag to another group who then turns around and does it to a killer.
Did no one learn the old childhood adage two wrongs don't make a right?
Is everyone seriously still stuck in their 2 year old stage that they have to act like said 2 year old? While I can understand blowing off steam we all need to do it from time to time being a complete jerk all the time is CHILDISH.
When someone erupts post game I let it go unless it's racism etc those I report because a lot of times someone is just blowing off steam. When someone dies right away with 1k points of course they're going to be upset.
I addressed the disproportionate nature of survivor toxicity in my comment. It's right there in the last sentence.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/428919#Comment_428919
well then. i'll answer you a very simple question. just tell me. WHAT DO THE KILLER HAS TO DO IN THE GAME? the answer is very simple. i'll give it to you. preventing survivors from escaping.
every killer perk is based on buying and saving time.almost everything in this game is focused around time. for example. make your choice. let me tell you what the perk does. cause you sound like haven't played the game that much. after someone is unhooked. if the killer was more than 32 meters far away. the unhooker will get the exposed status effect. this perk helps the killer save time by 1 shot-ing the unhooker. or hex:ruin. basically slows down the generators which buys time for the killer. also with survivor perks. for example. botany knowledge. it increases the healing speed by 33%. so it basically saves time. same with any exhaustion perk. they're used to buy some time during loops. do you understand? perks like bamboozle or enduring is meant to save time during chases. so the killer won't spend half of the game focused on chasing. try playing the game a bit more. get some experience. and stop talking BS.
Blocking survivors in the basement will prevent them from escaping, and with the Collapse mechanic, the survivors will be sacrificed. Good job, you just made an argument in favor of blocking survivors in the basement.
-
@Bithard said:
https://forum.deadbydaylight.com/en/discussion/comment/428537#Comment_428537
@TreemanXD Well I'm a survivor main that plays to escape. The most efficient way to escape is have someone run the killers for 5 gens. Rank and pipping is irrelevant till there is a reason to aim for it.
Winning a chase is not getting caught.
That's you. The people who matter consider winning the chase to be actually winning the chase, as opposed to delaying a loss.
-
@White_Owl said:
First, it's always been that way, toxicity exists since the beginning of time and doesn't distinguish between roles. Second, being mean to all survivors just because someone was mean to you is a ######### up logic.
Killers are "mean", as you call it, to survivors because the overwhelming majority of them are also "mean" to killers. It's not one or some, it's the majority.
Killers get ######### on for showing mercy and for not showing mercy. They get ######### on for killing everyone and not killing anyone. They get ######### on for going easy on survivors after a DC and for not going easy after a DC. They get ######### on for "tryharding" and not "tryharding". No matter what killers do, survivors are never happy.
Inversely, killers give hatch escapes and are polite in the post-game chat at a rate that far exceeds anything nice survivors do for killers.
I've heard tales of one out of a thousand survivors who give themselves up when the killer is about to end with a 0k, yet killers often give hatch escapes.
Survivors hold the game hostage at the exit to teabag and whatnot, but killers rarely just let you bleed out on the floor and will often lose a hatch stand-off on purpose just to end the trial.
So yes, toxicity does distinguish between the two roles, and one side has always been overwhelmingly more toxic than the other. And no, it has nothing to do with the fact that there are 4 survivors; the ratio of toxic players is disproportionate even if you take that into account.
-
You know you can just stick a piece of paper on your screen, right? There is no way to prevent someone from using a crosshair, which is why it's not bannable.
-
This is absurd.
-
Don't you think the changes to Deep Wound might make it too weak?
-
@PolarBear said:
@Orion It could help you get out of low ranks true but it probably wouldn't help too much in high ranks unless you are constantly facing against good killer players then it might work there as well.
Well, there are enough perks that it's not really a big deal if one or two are just useful for getting you out of low ranks if you don't belong there. However, even at high ranks, it's a good perk for stealth players, since they tend to die last (if at all).
-
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/427906#Comment_427906
@Orion nope. Still would lose lightbringer. Leaving only gives you unbroken (My god this emblem system is stupid)
Sorry, wasn't clear. I mean open the exits yourself and leave.
-
@PolarBear said:
@Gamzello Perhaps they will make it so you can see the hatch's aura from x meters? They will probably keep the concept that "you were left behind" so it only triggers after you are the last one alive. I hope they make it something unique unlike what it is now.
I just hope it actually becomes viable. Probably won't since having a perk that banks on your other teammates dying means you are basically hoping for defeat.
A perk that banks on everyone else dying means you're expecting everyone else to die because you're considerably better than they are. It's good for getting you out of low ranks.
-
@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/426885#Comment_426885
Which if neither knows where the hatch is - it will likely be the killer since they move faster and don't have to worry about avoiding a killer that is trying to end them.
Except the location of each player is essentially random and therefore the probability that either of them will find the hatch is roughly 50/50. Furthermore, survivors can use maps. Killers can't.
-
It's not that the killer would open the exit gates, it's that if the killer couldn't open the exit gates, survivors could avoid the Collapse mechanic by 99% the exits and then just popping them open whenever they pleased, thus defeating the purpose of the Collapse mechanic.
-
@darktrix said:
I just thought of something. Not only do you have to compete with survivors for the exit gates, but killers can come up and steal your lightbringer too.
There's a very simple solution for that: leave.
-
It's fake...
-
@Ttwylerr said:
https://forum.deadbydaylight.com/en/discussion/comment/426938#Comment_426938
Your completely missing the point if the killer gets just one person in the basement that's it. Why would the killer move at that point? In that situation perks like borrowed time which is meant to save a teammate just becomes oh you went down there? Well let me stand here with no effort and get some free kills. The killer should always have to put effort into keeping a victim not standing still like a lazy idiot.
The killer caught the survivor off-guard. Should the killer not be allowed to capitalize on that? Also, I've yet to hear reports of a single killer who immediately blocks one survivor in the basement right from the start. That's just a stupid move.
-
@Ttwylerr said:
https://forum.deadbydaylight.com/en/discussion/comment/426817#Comment_426817
So just screw survivors for doing one of the things to pip? The problem is it's completely killer sided and the survivors literally can't do anything about it which is unbalanced which is what I thought this community wanted to get away from.
No, screw survivors for thinking the basement should be safe for them. The whole point of the basement is to be overwhelmingly in favor of the killers.
-
@pushkina said:
https://forum.deadbydaylight.com/en/discussion/comment/426857#Comment_426857
I only like to play stealth. Killers can just camp the hatch and not close it. Now the killers can tage the game hostage.
Generators exist.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/426813#Comment_426813
well. so basement hooks in end-game = death trap ?
Yes, the basement will be dangerous.
-
@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/426870#Comment_426870
Yeah they could do that before, but eventually they may get sloppy - any fool can maintain that for 3 minutes.
So you'd rather wait until a killer gets sloppy, which could take dozens of minutes, maybe even hours?
-
Totems were always a secondary objective. Survivors just refused to do them and refused to deal with the consequences.
-
@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/426839#Comment_426839
But the gens can't be done, they are blocked or not? I'm confused lol
They're only blocked if the killer closes the hatch. And if that happens, the gates are powered, so you don't even need to repair them.
@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/426808#Comment_426808
So nurse and billy can just bounce back and forth between the gates at high speed until the timer ends.
They could do that before as well. The difference is that now it has a timer.
-
@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/comment/426786#Comment_426786
It doesn't just close the hatch, it also blocks all generators so the survivor is trapped. Closing the hatch alone would have been balance, but also trapping the final survivor with no method for them to survive is not balanced at all.
It also powers the gates, hence why the generators are blocked.
-
@darktrix said:
Bloodwarden - interesting thought, slug a survivor - camp him for two minutes, hook then just wait out the last 60 seconds - everyone dies.
Putting a survivor in the dying state or hooking them slows down the timer. They'd probably bleed out before that could ever work.
-
@Ttwylerr said:
https://forum.deadbydaylight.com/en/discussion/comment/426737#Comment_426737
Except it's literally free kills. No skill is required to body block and giving the killers free sacrifices for just standing there is definitely not the direction they should be going. Also they need to allow survivors to unlock the hatch if the killer closes it.
The same thing was true before, except before it didn't have a timer. I'd rather be annoyed for 3 minutes than be forced to disconnect after 3 hours.
-
As I understand it, once the hatch is closed, the gates will be powered.
-
So NOW that you can't hold the game hostage by bodyblocking the basement, you think we need changes to prevent... what, exactly?
-
When will we get information on how end-game perks are being changed to suit the new end-game mechanic?
-
@darktrix said:
Before you were pretty much dead if you went in the basement after the gates were powered - now you are 100% dead. No one is going to come down and risk getting trapped by a body blocking killer who will just stand there until the timer runs out.
Bodyblocking killers weren't gonna move anyway. What exactly do you think you can do now? Point at them?
-
I doubt it'll increase. If anything, Collapse is what was needed for it to become less frustrating.
-
It's not holding the game hostage, therefore it's fine. If anything, the Collapse is the change we needed to prevent holding the game hostage in the basement.
-
@No_Cluie_Louis said:
https://forum.deadbydaylight.com/en/discussion/comment/426413#Comment_426413
Yeh and thank god for the first time since the borrowed time nerf, there is finally a counter, and even then you need to use 3 perk slots to stand a chance. Literally read what you put before, and think how hard it is to get that situation perfectly the way you describe it. A counter needs to be a viable option, but most players won't have all those perks like i do. I actually run that build, just so i can not be face camped, but even those games if they only target me, i will still die.
Literally you have killers ruining their own games just to kill one survivor they didn't like. Maybe a camping nerf would actually help the idiots who think it's a good idea to stay around the hook.
Lastly i mentioned looping and windows as a further example to parts of the game where changes have been made to nerf broken 'strategies'. You keep saying killers should be able to play how they like. But Survivors liked being able to vacuum pallets, use infinites, get flashlight saves, but they nerfed all of those things because yes they were stupidly powerful, but even then at least they took skill. You're right that camping is less game ruining than infinites were, but on the other hand, at least there was SOME mindgame around infinites and SOME skill in using them. Camping you just need half a functioning brain and a motive to kill and it's ggez, so camping needs to go.
So are there counters or not? You keep hopping between "there is no counterplay" and "yes, those things you said are counters".
-
@Tru3Lemon said:
They probably dont give information cuz some killers tunnel and they could also be toxic by knowing information about it
Some killers are already toxic, and if the forum is to be believed, they also "tunnel" (whatever that means) all the time, so clearly it isn't working.
-
@No_Cluie_Louis said:
https://forum.deadbydaylight.com/en/discussion/comment/426331#Comment_426331
Yeh your so called counter play isn't a counter play... like i said, it's chance. Luck isn't a counter play it's just luck
OP wanted a chance. There's a chance. Certainty doesn't exist.
-
@No_Cluie_Louis said:
https://forum.deadbydaylight.com/en/discussion/comment/426211#Comment_426211
The only time you would be able to get away from a face camper who actually has half a brain, is if a team mate has borrowed time, and the exit gates are open, and even then the killer can easily down the saviour. As long as you aren't brain dead, you can quite easily always have one person on the hook with no skill at all, and there is no counter to this playstyle, unless like i said the exit gates are open, your teammate has borrowed time, and the killer is stupid. It isn't entitlement to want this 'strategy' removed, it's pure logic as a 'strategy' with no possible counter play is an essentially as close to an exploit as you can get
In other words, there's a chance, and therefore there is counterplay, no matter how much you want to pretend otherwise.
-
@No_Cluie_Louis said:
https://forum.deadbydaylight.com/en/discussion/comment/426297#Comment_426297
Well see, you can make people play how you like, by doing the exact kind of thing OP suggested. The devs make you play how they like, they make you go for kills, and do gens. Your suggesting that this guy is telling you how to play, but no he's just suggesting the devs force you to play that way, the same way any game dev does just by making a game. How can you be so naive?
If you keep punishing killers for playing in ways that are perfectly justifiable, you're gonna run out of punching bags, I mean killers. Look at how survivor queues have spiked.
-
@lewfairbrother said:
https://forum.deadbydaylight.com/en/discussion/comment/426211#Comment_426211
I can see the argument you're trying to make but it's not the situation i'm talking about. I'm talking very specifically about Killers who have no interest in any other survivors until the one on the hooks is gone. Killers who literally give you no chance of a rescue.
I've had so many games where the killer just stands in front of the hook waiting to grab who ever attempts the rescue. Survivors run in and out but the killer doesn't move, and isn't phased at all.
Do you honestly believe that a Killer who stands there and watches survivors die on the hook is fun? I appreciate people have different views and opinions but if you were able to combat this to make it fairer for everyone, wouldn't you?
Let's get one thing straight: "fun" is not an argument for changing the balance of the game. It's not fun for the killer to be looped, but nobody seriously suggests that survivors should be unable to move after sprinting for 30 seconds if they haven't been hit.
With that said, killers do not have to fall for obvious bait. You take a chance every single time you join a lobby. Sometimes that pays off, sometimes it doesn't. I've been rescued while being camped, and I've had rescues succeed when I was camping as well.
You do have a chance. However, you're confusing "having a chance" with "succeeding every single time". You are going to fail from time to time. That's just how games work.
-
@lewfairbrother said:
https://forum.deadbydaylight.com/en/discussion/comment/426028#Comment_426028
I love how you're trying to tell me what I want. You're so wrong and clearly don't get my point. I'm not wasting my time trying to make you understand, i've made my point very clear it's not my fault you can't grasp it.
You have a chance. Your teammates might have BT. They might try to distract the killer. It might work. They might unhook you. The exits might be opened. BT might save you. This is just one hypothetical scenario where you might be saved (i.e.: there's a chance you might be saved).
Tell me again how you don't want the certainty of rescue, when the chance already exists?
-
@GrootDude said:
@Orion yes we do have exceptions. Bugs definitely can be blamed but most people blame their team or something the other side did (not counting bugs) as why they lost and don’t try to figure out why they lost.
So the game is not to blame except when the game is to blame. That's a tautology if I've ever seen one.
I get you're pissed about people blaming everything but themselves for losing, but this won't change anything.