Orion
Orion
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- Orion
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I faced a Spirit for the first time in a while. I spawned close to a generator, so I went to repair it.
Suddenly I hear a strange noise, like air being let out of a hole, and I think to myself, "Wait, what killer makes this noise?". And then she pops up.
I think to myself, "Ah, right. The Spirit". After scaring her off with the smell of ######### in my pants (I juked her, but it did scare me for a sec), you can be damn sure I stared at that grass like it wanted to kill me for the rest of the trial.
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This could work if there was a condition that the chase had to have been initiated while both the survivor and the killer were within a certain radius of the exit gates.
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Never mind.
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@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/366162#Comment_366162
Not a good argument. Exploiting is abusing a game mechanic in an unfair way. Looping is using the game mechanics to avoid getting hurt...which is what a survivor is supposed to do.
If youre that bad at dealing with loops invest in bamboozle, maybe unrelenting or brutal.
@Kagrenac I explained why I think it is (or rather should go back to being) an exploit. If you don't think abusing hitboxes and different accelerations to prevent a feature from being used should be an exploit, then I don't know what to say.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/366176#Comment_366176
It's always been a part of my normal gameplay.
@Poweas Indeed, because the developers caved in to survivors and made it sanctioned gameplay. Otherwise, they'd have to punish pretty much every single person who'd ever played survivor for exploiting. I'm guessing the publisher had something to do with it as well.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/366152#Comment_366152
It's certainly not meta on PS4.
Regardless, getting downed in one hit and being easier to find is enough. If the drawbacks were bad enough to force survivors to heal then healing would have to be adjusted.
@brokedownpalace To be fair, it's only getting started. It's not as well established as the stale meta.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/366162#Comment_366162
@Orion no, not because of that but it would make me feel morally corrupt if I did. I can't see it as an exploit. Keep in mind, I'm not as experienced as you, I joined in July 2017 so looping was deemed normal by then, I'd probably agree with you if I was as experienced but I'm simply not. Looping is a part of my normal gameplay for both sides, it always has been.
@Poweas I'd say disagreeing to make yourself feel better should make you feel worse, since you're already acknowledging the fact that it should be an exploit in every way that matters except by literally saying so. And no, it has not "always" been part of the normal gameplay. Like I said, it used to be considered an exploit.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/366133#Comment_366133
Omg I just had an amazing idea. What if it slowed your repairing speed by 15%, but the change to Self care is reverted, and Sloppy butcher becomes 33%? So Sloppy butcher makes Self care take 31.92 seconds. That way they have to waste time.
@Poweas God no. I might support this for sickness, but not for injuries. Sickness is easily reverted with a fountain, but injuries can take some time. Generator repair time is already as high as it can be, no need to add to it.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/366147#Comment_366147
Yeah. Let's agree to disagree, I was a survivor main not too long ago and all I've ever done is looped so I can't agree with you on it being an explot, good day.
@Poweas You can't agree because it'd mean you were exploiting this whole time or what?
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@brokedownpalace said:
So you actually have to work for an instadown? How unfair
Corrupted Purge is not an instadown, it's a single hit.
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@brokedownpalace said:
There aren't enough drawbacks to being injured? Now I've heard everything
Do you think the no-heal meta would be a thing if there were enough drawbacks to being injured?
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/366130#Comment_366130
It's true that looping was not intended but I don't think it's much of an exploit because you can't just expect survivors to stand still. I don't think I can see eye to eye with you on this subject. I mean it is absurd that one survivor can completely ruin a killers game by looping and you have to fear them. Actually... Nah I can't see it as an exploit. They just need to fix a few things about it. One thing that can kill looping is buffing Brutal Strength to 20/25/30. Gives it a viable tier 1 and a strong tier 3.
I'm not expecting survivors to stand still, but you can't tell me looping isn't an exploit (or rather, shouldn't be considered one) when it's capable of partially limiting the main thing that's meant to cut down the chase time to manageable levels - the killer's speed.
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The PTB closed, so maybe next week. They're probably making last-minute adjustments to the game mechanics.
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@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/366110#Comment_366110
I wouldn't say looping is exploiting if its more or less intended to be honest but I see what you mean. There isnt really incentive to heal especially against perks such as sloppy, nurse's, coulrophobia, a killer like legion...healing needs to be better on survivors
Healing, as in the concept, is already good enough. It gives you more room to make mistakes. What needs to happen is that being injured needs to have more drawbacks.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/366110#Comment_366110
@Orion do you actually think looping is an exploit? If so then tell me why. Btw @ me if u respond
@Poweas Yes, I do. It's exploiting two things: the different hitboxes that killers and survivors have (look at any running event, or just think that a circle with a smaller radius will necessarily have a smaller perimeter) and the different accelerations (killers take longer to reach full speed after a sharp turn, whereas survivors barely slow down). The result is that looping takes away the killer's speed advantage.
Looping was considered an exploit by the devs way back when the game launched, but since that's all survivors knew how to do, the devs eventually embraced it and tried to lessen its effects. Obviously, that doesn't work, because any survivor with half a brain and decent map knowledge can figure out optimal paths that will make chasing them a losing move for the killer, which is absurd, IMO.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/366107#Comment_366107
I only find it to be an issue when they put an excessive amount in one area. But I have had a lot of games lately where Hags are basically trap camping. They put 5+ in a single area, so the person is halfway dead when they are placing the traps, then check around, then by the time you leave, they have already hit the next stage.
I'd say that's an issue with how long it takes to put down 5 traps.
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Based on the fact that her traps are meant to disorientate you, the player. They're meant to simulate a jump-scare.
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Because not healing will still be better. The issue now is that there's no drawback to being injured if you're good enough at exploiting, I mean looping.
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That would make her traps too weak.
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@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/365557#Comment_365557
I literally just try to run the killer around some games because its so boring to do nothing but hold m1 all game
Killer is so much more fun to play. At least theres variety.
Indeed, rather than hold M1 all game, you get to run in circles all game. Truly, much variety.
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@Naiad said:
https://forum.deadbydaylight.com/en/discussion/comment/366001#Comment_366001
I don't think there would be a change in the meta. Even if there was some killers would be back here complaining about the new meta.
Couldn't be more right. Everytime there's a change to survivors, first the survivors complain about it and killers tell them to 'git gud', 'adapt'. Survivors adapt and sometimes change their build and those same killers return to complain about the new most seen perks.
Newbies like yourselves need a history lesson. The stale meta (survivor meta) has remained roughly the same for years - SB+SC+BT+DS.
When Borrowed Time no longer allowed vultures to perform "safe" unhooks (i.e.: no longer rewarded them for performing stupid unhooks by making them too cumbersome to deal with), it was quickly dropped (which I think says a lot about survivors as a whole) for "perk number 4". The other three were staples in every single survivor build.
Only now are we seeing the most used perk since the game was launched, SC, being replaced by something else.
For three years, survivors have never had to actually adapt to anything except the Nurse, and they still complain about her to this day. Hell, some make it a point of pride that they never play against the Nurse by DCing whenever someone plays her (or, back when a certain program was all the rage, blocking anyone who dared touch her). The survivor playstyle has not changed all that much. Genrush is more prominent, but that's about it.
Survivors have never learned how to win chases, they just learned how to prolong them by exploiting the game. They never learned how to dodge hits, they just learned to exploit FoV differences. They've never had to change their builds to counter the things they complain about, they just used whatever safety nets they could find.
Arguably, Adrenaline is the first significant change to the stale meta, following years of not adapting.
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@Anvil said:
DCing is not the problem.
The argument that Legion is fun and something needs to be done about disconnecting is dumb and self-centered. Game developers don't make games that are fun for only some of the people in the match. If they did, they wouldn't make games for very long. When everyone is having fun (being scared, being chased, being sneaky, getting away; chasing, mind-gaming, catching, being devious, etc.) then the developers and everyone else wins. Game developers without the objective of making it fun for everyone as close to always as possible, will die as a company.
If folks are DCing, it should be a red-flag to the developers that something is very wrong with their game.
And yet, whenever fun is mentioned, it's always in reference to what survivors find fun.
Personally, I like one aspect of the Legion, and that's the speed at which they vault windows, as well as the fact that they can vault pallets. I think that's really cool.
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@RabidWabbitz said:
I realize that I am obviously over exaggerating this situation. I am familiar with servers and the easiest part of these situations is the location and keeping them cool, you basically need a room that is the size of the amount of servers you get and then install a cooling unit. A lot of the time they are in rooms the size of small bathrooms. I am just saying if they really wanted dedicated servers it could be done fast. but priorities are different for all.
You could've just said "No, I have absolutely no idea how dedicated servers work". Or even just "No".
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@JawsIsTheNextKiller said:
I like the rituals for survivors I haven't levelled up. Escaping with Claudette isn't a challenge. "Escape with Quentin" would give me a reason to use him and a reason to feed him a few bloodpoints.
Hit 4 survivors with Nurse though? Delete.
Tell me about it. I had the Nurse one and got death threats from some DCing ######### who proudly told me he and his SWF friends had reported me (for whatever reason).
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@Aven_Fallen said:
I wouldnt have any problem with the Thanatophobia-Buff. I am running We Will Make It for ages, and with almost all Killers it should not be a problem. However, it is a problem with Legion, and therefore I am quite happy that it did not go live.
Exactly what I said, thank you for stating the obvious: The Killer did nothing good at this point.
That's debatable, given that some killers (the characters) simply lack the necessary map pressure to really do anything.
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/364838#Comment_364838
That would be both sides minority extremists propaganda actually where they say the side they disagree with doesn't know anything.
I don't see killer mains dismissing the forum as being "full of survivor mains", so no, it wouldn't be.
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@Aven_Fallen said:
Honestly, comparing NOED to Adrenaline is not really working.
If a Killer does not manage to get any Kills during the game, he is not at the Rank he should be. If he gets a Kill because of NOED, this might help him to not depip. If he gets even more Kills because of NOED (which happens, because Survivors try to get the hooked person while NOED is still active), he might actually pip. Only because of NOED.
When a Survivor is not good enough at looping etc., he will most likely not get into the use of Adrenaline. This Survivor should be dead before he even has the chance to activate Adrenaline.
The first kill in your example could generously be attributed to NOED, but anything else is due to survivor stupidity, period. And if survivors play like that, then they shouldn't be at that rank either.
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[dusts off NOED]
Here I go killing again.
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Dedicated servers will fix the issue. They're coming in the summer. At the moment, there's simply no way to retain the information so that you queue up again together. In the mean time, insulting the devs will probably just get them to delay it, so I suggest you learn some respect.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/365867#Comment_365867
It is a middle eastern name and it means joy in Arabic. She looks either Syrian, Lebanese or Jordanian tbh but not sure. I feel weird inspecting it this far so I'll stop here.
Which would make sense, since Sumeria (where Adiris is from) was in the middle east. Also, Cote is not Dwight.
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@Free_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/365844#Comment_365844
Bloodlust was not taken into account, as I do not know all of the parameters that trigger it or "being in a chase", such as how meter distance from the survivor and line of sight effecting variables.
I'd assume it starts as soon as the chase actually starts. It's the best-case scenario, and will still benefit the survivor.
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I already made a similar thread some time ago, even wrote a short program to do the math for me and allow for the manipulation of variables such as movement speed, Sprint Burst, etc., but it was swarmed by people saying that trials did not go in the way I calculated (completely disregarding that the way I calculated could only benefit the killer further if survivors literally stood still, and therefore any alternatives would be better for survivors). Did you also take into account bloodlust?
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/365652#Comment_365652
If I can win without tunneling, the rest players also can.
@Ihatelife Don't change the subject. The point is that survivors claim new DS will only affect killers who tunnel, when the fact is, like BT, it'll affect anyone who happens to run into the same survivor within 60 seconds of them being unhooked. Since there are many vultures in the game, it's not at all surprising that a killer would do so just because the survivor was unhooked in their face.
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If the devs are in the process of negotiating this, giving many details other than "we're looking into it" could present an issue for said negotiations.
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Say a building is on fire, and a bunch of people want to call the firefighters, while a minority just wants to let it burn because they hate the building. Would you be part of the latter group complaining about the former group as being "a massive echo chamber"? No, because that's ######### stupid.
Similarly, most people simply recognize/acknowledge that the game has problems, primarily due to the fact that survivors are overpowered, since the devs balance killers around average survivors (making them underpowered against above-average survivors). That's not an echo chamber, that's people reaching the same conclusion based on the same data, which is pretty ######### normal, IMO.
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@Apoch said:
Make killers less toxic you'll get less dc's. Simple as that.
The only toxic killer is the Clown, who literally throws toxic bottles at you. Everyone else requires different gameplay that you need to adapt to.
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Survivors DC out of spite, especially when it comes to Rancor or Memento Mori. Submission is letting yourself die.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/365186#Comment_365186
This seems like a pretty big stretch to making the Xenomorphs do something like that. Plus, I could be mistaken, but I don't believe we've ever seen the Entity take the form of a living thing (I don't believe the Crows are actually the Entity taking the form of Crows, and I know Maurice the horse is actually a real horse that belongs to the Clown).
It also still doesn't address why the Entity would bother bringing in a random Xenomorph into its domain.
I don't see why that seems like a stretch. The queen in Aliens was able to tell them to back off when they could've killed Ripley - and they really wanted to kill her. Also, a Xenomorph is a "perfect" creature, literally designed to kill. I don't see why She wouldn't bring one in.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/365158#Comment_365158
Xenomorphs can already cocoon people without the need of a hook. It wouldn't make sense for a Xenomorph to need to hook people.
Xenomorphs also obey their queen without question, and we already know the Entity is capable of shapeshifting. It wouldn't take much to pretend to be a queen to which it'd have to obey.
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@Wolf74 said:
The Enduring description has always been misleading.
75% sounds great… but the real ingame mechanic is mediocre at best.
It's not misleading if you know the difference between speed and time.
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Adding this to TOTH seems like a better idea, IMO.
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@brokedownpalace said:
75% of 3 seconds is way too much.
That's not how it works. It doesn't reduce the stun time by 75%, it increases recovery speed by 75%. That means the stun time will be reduced by roughly 1,3 seconds (not even 50%).
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@TeambossFloze said:
what about an Alien that swims, the map is 30% in water and the killer can move super fast through it. cant really move on land very fast and hides under the water, the gens are by the water, you there fixing away and BAM NOM NOM NOM NOM
It's a Xenomorph; not the Kraken or Davey Jones.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/365053#Comment_365053
If that is true, I would say the solution should be to fix the offering as opposed to outright remove it.
The question is about whether or not fixing it is worth the effort. Lighting offerings were retired because they required reworks of every single map every single time they updated the engine. The same probably holds true of fog offerings.
Shrouds are reversed, as mentioned in the OP, and the one that puts you far away from the killer really serves no practical purpose given that the spawning system already places survivors far away from the killer by default.
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@TAG said:
Fogs I'm okay with seeing go. Shrouds I'm not so sure. At the very least, I think the one that lets you start as far from the Killer as possible does what it is supposed to do and should stay.
Since the game launched, I've heard reports that it sometimes glitches and instead places you right next to the killer. Hell, I've experienced it myself many times, on both sides.
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@[Deleted User] said:
the wiggle is currently a nice feature.
but the only problem is that the killer can Easily hook you. and he have 3 perks to counter wiggle. iron grasp. agitation. mad grit.
they should make the same counters for survivors.
first step is buffing boil over and making it also make you wiggle faster by 12%.(same as iron grasp)
adding a perk that reduces the killer movement speed by 18% (same as agitation)
and a perk (every time a survivor body blocks a hit for you. your wiggle bar will be filled by 20% more) same as mad grit.
note that the hooks are too close at this point. it will still be hard for the killer to hook a survivor even if he's running all these perks.
Wiggling is not supposed to be a guaranteed escape, no matter which perks you're running. Those perks don't need perk counters when you can avoid them altogether by succeeding at things you're supposed to be able to do as a survivor, like winning chases.
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@Karl_Childers said:
Are we sure this isn’t a typo and is supposed to be “not”? The context of the answer I feel like its supposed to say not, not now. Why talk about what the aim of the 3 seconds was, and then just say oh it’s changed now...without explaining why. Doesn’t add up to me
I agree, it's most likely a typo.
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/364908#Comment_364908
My 'tirade' makes a valid point since i'm talking about intentional toxicity. There are circumstances that WILL give a great reason to tunnel, camp, and even slug. But doing it to intentionally cause toxicity is what i'm talking about wanting to stop.
I would be perfectly happy if they introduced perks that would help prevent being farmed by other players. Or better yet, an incentive to playing solo. Then I wouldn't care if my teammate sandbagged me. The only way to 100% dodge sandbagging is to SWF.
The only time I don't consider it "Camping" outside of gens being done is using Insidious, which is very underused. It's not meant to 'secure kills', its meant to ambush. This is where i feel some survivors get camping and ambushing mixed up. At this point is where I turn on Shadowplay and wait for the memes to start. Or a Huntress having enough skill to be able to cross map with a hatchet.
This is gonna be difficult to accept, but the vast majority of killers do not focus on the weak link (what you call "tunneling"), nor prevent unhooks (what you call "camping"), nor make it harder for their work on chases to be reverted (what you call "slugging") to be toxic. They do it because they want to kill you. This isn't like teabagging or flashlight clicking - those serve no tactical purpose whatsoever and are used to troll. These are tactics used to gain an advantage in the trial.
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/364841#Comment_364841
Whaddya mean? It's just something I've noticed, and it seems to have been kind of confirmed by devs. Back when you could use botany, we'll make it, and self care in version 1.0 on yourself, you could heal yourself way too fast. They capped heal speed to fix it.
Doubtful. At most, they might've changed the way positive effects stack to be similar to how negative effects stack, thus creating diminishing returns, but I don't think they introduced a hard cap.
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@projecteulogy I was actually referring to your little tirade against killers who defend legitimate playstyles as just that.