Orion
Orion
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- Username
- Orion
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Comments
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I'm alarmed.
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@TheRoyalOwl said:
If you can run the killer around for ages than what's the point in using the perk in the first place?
Because it's yet another safety net perk, like DS. The problem with those perks is that people who don't need them are the ones who get the most out of them.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/414406#Comment_414406
bloodpoints. if you hit them out survivors get boldness and killers get brutality, deviousness too if they use their power. if they sprint you get hunting points as well
you lose out on points if you slug in the scenario you described so not sure why you would do that
So what if you get BP? You still instantly lose chases that they win instantly, which can depip you.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/414086#Comment_414086
Oh yeah? Imagine a Nurse and Hillbilly with perks like BBQ, Nurse's, all these OP perks with Insta Chainsaw and tons of Blinks.
I'm imagining it. I see two survivors being chased while four others have free reign.
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I was joking. I mean, we were talking about playing killer in DbD, but the phrasing was intentional.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/414353#Comment_414353
I still dont get what your trying to get at?
I'm saying slugging when the hatch cannot spawn is analogous to waiting at the exit for the killer to chase you out. In the first scenario, the killer has already won, but refuses to actually end the trial. In the second scenario, the survivors have already won, but they also refuse to end the trial.
Arguably, the second scenario is actually worse because slugging has a timer and is detrimental to the killer's emblems, whereas survivors can wait at the exit indefinitely (since they're not in any danger) and are rewarded once they escape.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/414315#Comment_414315
That's not what I said, if they are camping in the exit hit them to make them leave. Where did the slugging come in?
Not hooking even when everyone is down with no hope of escape is just purposefully delaying the end of the trial. Likewise, survivors have already won at that point, but they want to "rub it in" by forcing the killer to chase them out.
Why don't survivors just leave? Is that so hard? You've already won, why are you being #########?
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@TheRoyalOwl said:
This makes no sense if they are waiting at the gates, go up to them and slash them to get them to escape.
Hiding around the map is different.
So you're OK with killers slugging everyone without any intention to hook?
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I think it's more in line with what the developers wanted for Decisive Strike. While it still has the potential to reward survivors for making stupid plays, at least now it requires two survivors to pull that off.
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Aura-reading perks.
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Personally, I enjoy vaulting stuff really fast and stabbing multiple survivors multiple times. However, the Legion is very weak if survivors know what they're doing.
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We're talking about playing the killer role in Dead by Daylight.
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@Bongbingbing said:
https://forum.deadbydaylight.com/en/discussion/comment/414086#Comment_414086
I suppose, I just want the Killers to be able to kill with a friend or another random killer. It can get boring playing alone sometimes.
Yes, playing with yourself can get boring.
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@Bongbingbing said:
I wish one day we'd get a 2v8 mode at least. Just having 2 killers would make the game so much more fun for everybody.
2v6. 2v8 you might as well just hand survivors free wins.
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It sounds good on paper, but I don't know if the devs would be willing to code this in just to have it fail. It's a pretty big rework, code-wise.
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@Squishy555 said:
I think you misunderstood me @Orion
I don't throw games to derank or anything like that, I just don't make an effort to pip actively. I just play the game doing what I think is the best course of action without considering how that affects my pips. I like being chased a lot and I usually safety pip so I hang in purple ranks most of the time now. I never implied I'm exploiting anything, tho I'm aware some players actively derank.
That's fine, people shouldn't play for pips anyway. Pips come naturally from how well you play the game (according to what the devs consider skill).
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@Squishy555 said:
Yeah. So then I'd have to play a specific way to pip, and the only reward is vsing better players. That's not enough motivation for me to make an effort to pip. It's not my responsibility to ensure I don't vs players that are less skilled than me. That is the developers' responsibility. If I received shards or BP or cosmetics or w/e I'd make an effort to pip. But I do agree with you that you need some skill and knowledge to reach r1, it's not completely meaningless.
The ranking system, flawed as it is, is the devs way of trying to match you with players of roughly the same skill as you. It's not the devs' fault if people exploit the system any more than it's the cops' fault if people break the law.
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@NuclearBurrito said:
Why would I run any other ally tracking perk then?
^This. The reason why Empathy has a big range is because it's conditional (survivors have to be injured). Kindred is also conditional, and thus has a bigger range than Bond. Bond with an unlimited range would just render all other similar perks useless.
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@Someissues said:
See more and more no skilled killers playing this game
its already too easy as killer to pip as long as you are a decent killer. if you are crap at playing Killer nothing we do can fix it, you are just bad
It's almost like it was exactly that attitude that drove away the more experienced killers...
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@Tru3Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/413913#Comment_413913
I know its not mecanic sorry if you dont know what im saying since my english its crap xd but the thing im saying its that tunneling and camping its unfun for survivor some killers like to destroy the survivor that he dosent like so he tunnels so my thing its that it needs a chance make it so that he cannot chace the same person giving less speed or something
Gen rush isn't fun for the killer, let's slow down survivor repair speeds. Being stunned isn't fun for the killer, let's get rid of all stuns, including from the effects of powers.
"Not fun" is not an argument to completely butcher the game.
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@Tru3Lemon said:
The other idea was that if the killer its tunneling the same survivor it will get a debuff of speed and if its billy or nurse their power will reduce now to get of this debuff you need to find another survivor and hook him or something similar so that killers dont tunnel the same survivor
Sure, let's also exponentially slow down generator repair if survivors stay on the same generator.
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One of the best definitions I've seen is roughly "Anything that is done to intentionally ruin another player's experience and serves no in-game purpose whatsoever".
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/413778#Comment_413778
He had the hatch locked down with traps and I wasn't actually sure where it was yet. Had he smacked me I would've ran into one for sure as I had a correct hunch the hatch was going to be right at the area I ran to.
Partial luck on my part I saw him put 3 traps here earlier in the match when someone was hooked. I didn't realize and didnt think he had enough time to make the slight adjustments needed to them all defend the hatch. So had he hit me I likely would've ran right into one his 4+ traps as a gambler or I just go away from the hatch if I choose the wrong direction and he downs me. Prob get in the trap for sure.
nah not afk. He was making little movements and screwing with traps when he knew for a fact I was on the gen.
If the roles got reversed. I would've hit him and hoped he runs right into the trap. The traps can't do anything if I can slowly navigate through them. He double screwed himself and me.
And how would he know you weren't sure where it was? How would he know you would've likely run into the trap? How would he know what you were thinking at the time?
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Benedict does, so yes, definitely.
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There is no "should". It's your decision.
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@ASurvkillivorer said:
I was doing a gen right next to the hatch. I had a feeling he wanted me to activate NOED. Or if I go far enough away and look for totems come and hit me far enough to be able to hit me a 2nd time. He had the whole hatch surrounded in at least 4 traps in various places in the grass. So he knew there wasn't anything I could do about it. I am probably getting one shotted or get insanely lucky not to walk into a trap if I had to bolt to the hatch. He DCed when I failed 3 skillchecks on the nearly completed gen. Obviously because he thought it was about to be over when he NOEDs me but realized I wasn't going to finish it. Didn't help the situation any that one exit gate was direclty in front of us and the other poorly spawned right near by. Why would I jump in when I know he will grab me with 2 dailies to complete from it on a character I don't even want to use.
Inversely, why would he hit you when he knows you'd just get away?
Was he moving at all? Could've been AFK in front of the hatch and thought the explosions were you vaulting or whatever.
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PC, and no. I don't understand why anyone would buy the exact same game on a different platform.
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Visually, my favorite is the Temple of Purgation, followed by Mother's Dwelling. The Red Forest is just gorgeous; it's probably the rain.
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Why didn't you repair generators or just jump in?
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It's nice to be appreciated.
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Toxic players.
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You're supposed to actually win the chase instead of looping indefinitely.
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@NuclearBurrito said:
@thatguyinktown Just being real here. If you're surviv9e and the Killer has already found the hatch and is there, they've got it, the games already over. Anything else is just delaying the game.
See how dumb that sounds? The hatch standoff right now is a 50/50. No one is wasting time that the other isn't, since both can chose to lose whenever they feel like it.
Also your "solution" solves nothing since strafing can be done as long as they want to.
The hatch as it is right now favors the survivor.
- If the killer finds the hatch first, it makes no difference, since they can't really do anything to it.
- If the survivor finds the hatch first, it's an easy escape that can range from "barely had to do anything" to "completely free".
- If the killer hits a survivor near the hatch, the survivor can jump in, risk-free.
- If the survivor decides to jump in, because the animation is so fast, a grab is very difficult.
- If the survivor decides to repair generators instead of waiting for the killer to make a move, the killer has to hope they're far enough away that they can get two hits in before the survivor reaches the hatch (which is borderline impossible on a standard map).
Under the best circumstances, the hatch standoff is a situation where the first player to do anything loses. Such a scenario is not fun.
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When I play killer, I look down on all survivors. It's not my fault, they're just smaller than I am.
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A real fix to looping, like not slowing down killers while they're turning, or replacing Bloodlust with a stamina system that progressively slows down survivors.
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@not_Queen said:
We tried a different approach to communication for the last chapter and the feedback we got was that the Official release livestream and lore blogposts were really appreciated but the Community is missing the more casual livestreams and community activities.
Right now we are working on a strategy that will be in-between official communication and community focused communication. We want to bring back the Gameplay Q&As, Reddit Q&A, Mash it Up and the playsessions on Discord to start.
How and when we will be able to bring all of it back isn't yet locked down but we are going to slowly get the community focused activities back on the Communication roadmap.
This week we are planning a Mash It Up and, if everything goes according to plan, we will publish a Gameplay Q&A next week. It is not yet locked down so this plan might still change. We are also working on a communication about current issues in the game.
@not_Queen I personally enjoy seeing you guys more relaxed and having fun during those casual streams, given the usual, let's say "non-constructive comments", you have to endure.
The current stuff just feels too... automated, if that makes sense. Like you're just there to do a job and read a script. It's informative, sure, but also boring.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/410712#Comment_410712
@Orion how do I determine their direction?
Stereo headphones.
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Sound, sound, and more sound. Also eyeballs (look for grass moving and whatnot).
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/410610#Comment_410610
From stand still?... meaning both surv and killer are not moving before frenzy starts... or is this survivor running before frenzy is used?
This is survivor running when Legion uses Feral Frenzy. I did the math, if the Legion activates Feral Frenzy roughly 8 meters away (or more) and the survivor immediately starts running in a straight line, it will not be enough to catch up.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/410623#Comment_410623
@Orion yeah, but at least let the Ultrawide players ask for support. It can be done by BHVR.
I'm not telling them not to ask for support, but pretending they're anything other than a minority is disingenuous.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/409755#Comment_409755
@Orion their gaming experience is just as important as ours.
True, but there are problems that affect hundreds of times the number of DbD players who have ultrawide monitors, and those problems take priority.
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@Jed said:
https://forum.deadbydaylight.com/en/discussion/comment/409755#Comment_409755
More and more games allow it so it's not really bizarre or unusual. Like I said DBD is actually on this list but I'm not going to get my account banned trying to get it to work. If people found a way to make it work then it shouldn't be that hard to add as a option.
I was referring to ultra-wide itself being unusual.
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You can also literally just run in a straight line. Without add-ons, if you start running when they're 10 meters away, they will not be able to catch up to you in Feral Frenzy.
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This conversation was going so well, but you and the other guy decided to pull out that survivor meme to handwave away any and all complaints.
I'll wait for people who can address the arguments being put forth without assuming anything about my stance.
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@GraviteaUK said:
https://forum.deadbydaylight.com/en/discussion/comment/410504#Comment_410504
The only one i can think of is Bamboozle but that only works well with certain killers and within certain builds.
Bamboozle can only block one window for a very short duration and doesn't solve the core issue of different accelerations (relative to max speed) and different hitboxes.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/410493#Comment_410493
Forcing a survivor to have to put themselves in a more vulnerable position does directly counters their strategy of looping you constantly. Sure there's no "stop loop" button the killer can press but you do have the ability to win. Once again, breaking chase is not conceding defeat. It's a tactical move to work around a survivors greatest strength.
Giving a survivor the opportunity to put themselves in a vulnerable position is not a counter to anything. It only works if the survivor purposefully places themselves in that position, and that's just taking advantage of a mistake.
Breaking the chase is losing the chase. The killer gets an emblem penalty, while the survivor is rewarded.
Again, what are the counters to looping? Actual counters, meaning things that work against looping.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/410478#Comment_410478
No one's saying to let them go. If you focus on a survivor who isn't as god tier at abusing loops you can use that as a means of getting the looper into a more vulnerable position. Breaking chase isn't giving up. A good killer knows when to to break chase and work on killing other survivors instead of wasting their time in a losing fight.
I didn't ask how to get the looper into a more vulnerable scenario; I asked how to counter looping. Purposefully losing the chase isn't a counter to looping any more than killing yourself on the hook is a counter to camping.
@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/410475#Comment_410475
But you can't seriously be proposing that survivors have to run in a straight line? You probably spend too long chasing a good survivor, if you think looping is a problem. Orion you need to adapt, I have. I don't miss the DBD when I joined where survivors were literally untouchable with double pallets everywhere, pallet vacuum, double exhaustion perks. That was bad. Now it's way better than before, but you can't see it. Not all your games will be effortless 4 mans and you need to accept that.
Genrushing is a massive issue, but looping is a thing of the past.
https://forum.deadbydaylight.com/en/discussion/comment/410478#Comment_410478
No, I'll just run Up the Ante and take my chances, see you AdApT. .-.
Again, you think it's OK for "good survivors" to force the killer into an unwinnable situation. I do not, because survivors aren't supposed to be that powerful.
Funny story: even if a survivor runs in a straight line, chases can still last for a full minute, depending on when they start running. At 10 meters, with Sprint Burst, chases last some 40 seconds, IIRC.
You would be in the minority. Most people, and rightly so, would just stop playing and complain nonstop.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/410464#Comment_410464
@ClogWench that is solid advice, I don't know why @Orion still considers looping a major problem.
Letting survivors go is not solid advice, especially since every survivor and their mother knows how to loop. In what universe is it considered "solid advice" to purposefully lose? Do you actually think that's good advice? If the devs introduced a new killer whose ability was to instantly put all survivors on the hook, would you accept "just give up" as "solid advice"?
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/410454#Comment_410454
Focus on weaker survivors and don't commit to a chase you can't win. Or rely on mind games. There's several perks and killers that have their own ways of dealing with looping too. I understand when there were 20something pallets per map and the pallet vacuum issue that it was broken but that's not the case anymore.
So you think it's balanced that the survivors can force the killer to give them a free escape?
@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/410454#Comment_410454
Oh right, it's because before 2.6.0 you made a thread asking when the update comes and how you wrecked a team with Nurse, so I assumed you're a Nurse main.
Also, for counterplay, bloodlust, Enduring, Spirit fury, Bamboozle, and Brutal strength can all nullify it. Perks like Beast or prey can make massive opportunities to attack and mindgame the survivor, STBFL decreases the distance you lose, MINDGAMES LITERALLY RENDER SURVIVORS DEFENSELESS and some killers can be unaffected by it like Clown, Hag and Spirit.
If you're referring to the thread I think you are, I was using the Pig; not the Nurse.
Bloodlust makes some difference, yes, but chases can still last too long; this is demonstrable.
Killers only have four perk slots, and none of the perks you mentioned actually help with looping.
Mindgames don't work on most maps because the wall tiles are either see-through or have giant gaping holes.
Looping is not something that can be countered with perks. Survivors run in tighter circles around objects, making the killers' speed less significant during a chase. Furthermore, killers take longer to recover their speed after turning, which takes away their speed even more. There is no perk that increases the killers' acceleration nor any perk that reduces the killers' hitbox. This is a core issue with the game design, period.