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@CrusaderNella said:
It is the most infuriating thing to play against these t-bagging SWF groups. Can there please be an option where your Match making filters out all friend groups and matches you against a squad of solo survivors?
I don't really care if my match search time spikes to an hour if it at least mean i get to enjoy playing killer again.
Please devs.
Then swf would have around 1-2 days of queue time.
Literally everyone who wouldnt have that filter on would just and only get swf swats.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/1422512#Comment_1422512
If you're going to be like that then where exactly is all your evidence in the main post with everything you said? I don't see any screenshot of what happened to your friend and of them refunding the game, I don't see any stats or screenshots showing DBD to be some toxic waste plant of a game.
I don't see any evidence of the devs endorsing toxicity.
I don't see any evidence where this game is for people not trying to have legitimate fun.
All I see are your words and nothing else and since personal experiences apparently aren't good enough, I need to see some hard evidence (not cherry picked) of all your claims otherwise what's the point in this conversation right?
This man doesnt need to prove his point, he needs NUMBERS!
Well, i can 100% agree with you, in my experience every multiplayer, but especially the pvp ones are very toxic.
I recommend you to not keep argueing with this guy, he just wants to hear his own opinion and will, like he already did, just answer your long message with one word and a questionmark.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1417188#Comment_1417188
Hey you can pick it apart however you like. People already tell you if you do good with a low tier killer that they were all potatoes and you're still terrible.
That bottom line is either longer more invested games, or getting a short game then abandoning everyone.
I can easily see it backfiring on the killer ends. Especially with the genrush meta. They made gradual map changes to loops, so that survivors will go down more often. But they can still circle around you to finish off that gen you thought you protected.
Dunno, what would be the next thing that would need to change to make this sound appealing? Extra side quests for survivors to finish gens?
I dont really understand what you want to tell with your answer, im gonna break it into the 4 paragraphs and answer to them
1. I picked it apart how i think it could get abused, dont know what you wanted to tell with the low tier potato stuff.
2. ???
3. The devs nerfed some infinites and pretty strong loops. Protecting one gen alone is a dumb strat and almost impossible if you want a down, except you are playing a stealth killer or run insidious. Smart survs will go back to the gen right after you kicked it or when you commit to a chase if multiple survs have been working on that gen.
4. Well, i cant think about respawning suvivors in this game at all. As killer it can get very very frustrating, because a gen needs 80 seconds for one survivor, but for a killer to take out one surv, even if you straight camp him after the hook, takes at least ~30 seconds for chase, pick up and hook. Then 2 minutes till he dies on hook. Against good teams, the killer would have nearly zero chance for a 4k or even a 2-3k.
As survivor, it would be very easy for me and my swf, since if someone gets hooked you can just ignore it and push gens, 3 survs at each gen, is 3 gens after 80 seconds. So we could let someone hang there until 2. Hook phase, then try to rescue that surv and well, only at max 2 gens would be left. Even if the killer would tunnel that surv, in the time he gets him we would probably have all gens done, maybe even a 6. On 99%. So we would trade one gen, let the died surv spawn, immidiately finish the 6. Gen and walk all out in happiness and freedom.
It would be so exploitable.
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@IsJustMe said:
Moin,
das "Problem" ist hier, das es null sinn ergibt das du als Killer die Käfige nicht mehr sehen kannst, wie gesagt die zweite Änderung im Bezug auf Campen finde ich gar nicht so verkehrt. Du solltest jedoch schon wissen wo du als nächstes hin solltest und nicht grob raten in welche Richtung die Servs jetzt unterwegs sind.
Es ist weniger "Nicht Spielbar" sondern mehr "Witzlos"
"Du solltest jedoch schon wissen wo du als nächstes hin solltest "
Also am besten solltest du an einen Ort wo Überlebende sind. Also zu 90% wird der eine im Buskäfig sein, 1-2 werden gens machen und einer wird auf dem Weg zum Käfig sein. Es wäre schlauer die Zeit zu nutzen, während 2 survs keine Gens machen können, die beiden ausfindig zu machen die an einem sind und davon abzuhalten.
Also die Änderung bewirkt genau das was sie sollte, nämlich schlechte Killerangewohnheiten nicht zu unterstützen, sondern Killer zu zwingen neue und bessere Strategien zu entwickeln als blöd gesagt den Hook/Käfig zu campen.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1413898#Comment_1413898
And this is why i clearly wrote in the title "too strong for solo q". Saying that he is weak against SWF is like saying nothing at all. Every killer is weak against SWF, it's just SWF that is trash atm. Dead hard is not a thing since there are VPN killers that just steal your dead hard consistently until the next latency update apparently
So you want to make him bad against solo q and unplayable against swf?
So if picking him after nerv you either have a bad time with him or get completely stomped? Just listen to yourself.
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@Tactless_Ninja said:
All this talk of tunneling got me thinkin. Why don't survivors respawn?
The entity is displeased if you murder everyone off the bat, so why doesn't it do something about it like the end game collapse which is the only time it personally interferes in the trial?
Now I know what you're thinking. I can barely get one person deaded, so why you heaping this mess on me now?
Well, there'd be conditions like all other games do. One condition could be point gains or emblems. If you were so unfortunate enough to be taken out early, you could qualify for ressurection. Then a second condition would be to sacrifice a gen you finished at random to bring them back.
Or maybe it's timed, but adds an extra gen to the counter, meaning you'd need to finish more gens. There's already two you never need to finish. It would dynamically shift the landscape. And would put more importance on juggling survivors rather than taking one out early.
There could also be a hard limit on revives. If the killer reaches 4 kills, an end game collapse situation happens where everyone needs to gtfo quickly.
Thoughts?
So, if i play good as a killer the game punishs me by giving all survs a chance for a free escape? Or are they completely messed up because they didnt manage to do enough gens and cant open the doors? What about hatch? Does it despawn when a gen is sacrficed?
Also, as a killer i could just completely tunnel the same guy over and over and over again, i pick the weakest surv and always if he dies, the whole team gets punished for it, because they have to do more and more gens. Which kinda forces them to protect him and take hits for him that i otherwise would have never gotten, or they just ignore him what leads to more m1 holding. And that guy has less fun, because instead of getting camped and tunneld to death once it happens 4 times and after that everyone else gets a free escape? And 3 survs had to hold m1 for twice the time because there was always one gen added and the game sucked for everyone for about 20-30 minutes?
Sounds nice.
Ok no joking, they would have to either change half of the mechanics or implement a whole new mode with new mechanics to make that work, because as the game is right now with respawns, it would be a pain in the ass for at least one side.
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@xxDeathwishDW said:
I think it's not a big problem. It is a end-game perk, so it don't do anything in early and mid game. Also, you can remove this thing with doing totems. I can maybe understand if you just say "No one Escapes Death" but it's a hex.
Depends. With randoms, it can be very annoying, because they do just the 1-2 totems that are easy to find, so you end up with a NOED totem that is very well hidden, while another scared surv opens the gate and escapes immidiately. If one is getting hooked, you can get a hook trade at best, if the killer camps the totem then its over.
In a swf it is often enough dont gonna happen because we get the totems, just a few times on certain maps where we just cant find it in time and have to let one or two die, because theres just nothing you can do if the totem is up (only if the killer is really dumb).
Good killer dont really use it, because it is just a second chance perk that is risky to use. And a good killer doesnt need to run it, because there are plenty of other perks which are just better to dont get you to the endgame.
I dont use it by myself, i used it as i started playing and it never felt satisfying to get 1 or 2 kills just because i have a instadown for playing bad.
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@CertArn said:
https://forum.deadbydaylight.com/en/discussion/comment/1407815#Comment_1407815
How can i play for fun, when everything is locked behind (apparently) 700h of grind? :/ I cant even use heroes i bought (on level 1 all of them are useless and i don't play to lose, i mean, if i lose in fair fight its fine, but this is not fair with all my level 1 heroes, so with them i play to lose from start), i can play with perks i want, i cant even try one hero with possible good perk mix to try out and level up first (or only), i have to do this blindly. :/ And i did, now i have 2 heroes with kind of useless perks and killer i don't really like (it turned out axes very quickly become boring).
Why F2P? 700h Grind, InGame Store, BattlePass, 3x Currency (One free, one $$$ and another one for free, i guess?), Microtransactions, Daily Challenges, bunch of DLC, damn, even DOTA2 don't have so much F2P things in it, and DOTA2 is F2P game! O.O I also played Minion Masters, it was exactly something like this and now after few years MM is F2P game.
Start with picking the perks you want to unlock for all and level those up till you get those perks, then after 3-4 survs pick one you like the most and unlock those perks for him.
Thats how i did it, i play since 6 months 2-3 days a week for a few hours and i have most chars over level 40 in both roles.
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@JasonS said:
https://forum.deadbydaylight.com/en/discussion/comment/1408034#Comment_1408034
The killer sees the aura of the item withing 32 meters, so he can tell when it disappears. That's actually a buff.
Survivors always had the ability to see the auras of dropped items.
Yea, it was used against me yesterday, there is definitely no aura of the item to be seen.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1407272#Comment_1407272
Reported for toxic behaviour, just saying
Oh no, devs please nerf reports :O
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404731#Comment_1404731
That's not a gamble worth taking
Then patrol gens or look for and chase another survivor instead of straight tunnel the poor caged guy.
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@BaroneMaximus said:
Ok... This is the first time that i'm actually clueless on balance stuff, but...
When you are SWF we all know how unbalanced this game is, but when you are solo, you can only rely on yourself so:
Deathslinger has low terror radius, combined with m&a it's literally unexistent. When you hear it, it's literally on you already and since he has a ranged attack, that doesn't really sound fair tbh...
He is capable of point-blank shots and this makes him even stronger in terms of chases since, you can wiggle as much as you want, but with a good read you are hit no matter what...
I feel like something is wrong with this character. Like something is missing to make it balanced or so, but i'm REALLY afraid of changing anything on him because it could make it very unplayable...
I believe that maybe he should have a "humming" like the huntress and it should be on a certain range despite your addons and perks. Or maybe he should have a charging moment b4 shooting like the huntress, or lower speed, even just 105%, maybe the shot should be slower once it's shot, like the more you aim the faster it is (i know rifles doesn't work like this, but...). I really feel like something is missing in this character, but can't say what...
Type down here what are your thoughts guys!! Need to know more POVs!!
P.s.
I play both killer and survivor at rank 1
Oh man, here we go again.
So next time if I have trouble with a low tier killer, i`ll go into the forums and cry for a nerv, too.
Just imagine if you face him again and cant 99 a gate or get killed by EGC because he camps two doors right next to each other, because it starts right after completing the last gen. :)
But no problem for you, as you said survivor is easy mode. xD
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1398161#Comment_1398161
Ye you are right, lets just hit the other ones with borrowed time so they wiill have a free escape :) i slugged him, and pushed the others out. Waited for ds and then picked him up YET EGC was enough to let him escape. If EGC started with the last gen, i may have had another kill cause the time left for him when he escaped was like 10 to 15 seconds. This is game changing EVERY game in some ways
"i may have had another kill cause the time left for him when he escaped was like 10 to 15 seconds."
@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1401217#Comment_1401217
I'm not the one whos crying for kills here dude. I'm talking about balancement of things and i'm proving that EGC is perfectly balanced for all the kind of gameplay WHILE it's active, but since it's not automatically active the time between the last gen and the door open it's all abused by survs. If you wanna cry for kills you can do it anywhere else but here :) Since from what i got you use the time from last gen to the door open to camp the hooked person and get to slug all for the 4k every game when you are accusing me to want easy 1-2ks :'D nice meme dude
"I'm not the one whos crying for kills here dude."
I made my point clear. EGC is there to let the game end, not giving the killer an advantage.
I`m perfectly fine with it and my games are mostly wins. If i have a bad game, i go on and dont cry for changes in the forum.
All you say is: "they should be killed by EGC when i got gen rushed."
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Just let DS be, maybe make a change so the timer counts down double as fast when someone is in a locker.
Nothing else than the locker/DS combo needs to be adressed.
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@IsJustMe said:
Moin,
BALANCING
- Die Fähigkeit des Henkers, die Aura des Bußkäfigs und Überlebende im Bußkäfig zu sehen, wurde entfernt.
Also hier muss ich sagen, totaler Schwachsinn finde ich, wird dazu führen das der Killer wieder weg gepackt wird.
(Gäbe es diese Option doch nur bei der neuen Map 😫)
- Es wurde ein System hinzugefügt, das den Bußkäfig entfernt, wenn der Henker zu lange in der Nähe ist. Der Bußkäfig (und der Überlebende darin) wird an einem neuen Ort wieder erscheinen.
Diese Entscheidung wiederum finde ich klasse, jedoch mit ersten in Kombi...? Nun ja, ich konnte ihn wenigstens ne Woche genießen
Das ist kein Balancing, ist irgendwo im bereich unbrauchbar machen, aber juhu wir haben drei neue Perks :(
Wo ist das Problem?
Das einzige was verhindert wird, ist das man zum Käfig rennt, diesen abcampt und den Survivor direkt wieder downt, ohne dass dieser irgendwas dagegen tun könnte.
Verhindert halt auch effektiv, dass man sich als Killer verbessert, wenn man einfach um alle hook perks herumspielt und auch nur die Leute wegtunnelt.
Nicht das du so je gespielt hättest.
Also erklär doch mal was den Killer für dich jetzt nochmal unspielbar macht?
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1406682#Comment_1406682
The problem is that trails are completely passive. You can not force a survivor to step into the trails so as long as survivors actively avoid them there's no way to get them tormented which means Pyramid Head can't use parts of his power (the cages) to save time which is what is supposed to make him strong.
Also as I said since cages can not be camped/tunneled anymore all this would do is allow Pyramid Head to use his cages more often. Getting a safe-unhook as a survivor is also easier when Pyramid Head uses the cage now so why not give him the chance to use them cages?
I'm not sure how that would make him op especially considering how difficult it can be to hit GOOD survivors (which this game should be balanced for) with the ranged attack.
Most Pyramid Heads use the ranged attack to deny window and use the normal attack instead. This change would encourage players to actually try and use the ranged attack which is more exciting gameplay than "getting zoned".
It's boring to get chased by a ranged killer that only uses the ranged attack to force you to ignore windows and pallets. At least in my opinion.
Often the trails are a decision for the survivor, either they get tormented or take a hit. Also with the zoning, its so damn strong.
90% of my PH hits especially on strong loops are to just bait the m2 and hit them with m1 right after it, i played like 3-4 rounds with him till now all on red ranks and there was just nothing a survivor could do in that situation. Once i caged someone who spawned right between 2 hooked guys, right as one of them got unhooked, i managed to get there in time (cage was in shack) and used the spikes to down all 2 of them through the wall. This ability plus cage camping is so strong.
Pyramid head has so many powers, just one got nerfed a little bit to prevent camping/tunneling.
If i compare him to other killers, like clown, its just ridicolous to even mention the "nerf" of PH.
Clowns ability focus all about either if you straigth hit a surv with the bottles or to the survs running into the cloud, its like a worse zoning than PH has without any other side powers at all.
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@Brightened said:
Toxic survivors are usually more vocal I think or do the teabagging and flashlighting bit...
or maybe you mean they kill themselves off first hook or let themselves get caught...
Toxic killers is a bit different because it's understood but not "defined" (I.E. camping, tunneling, slugging, etc etc) However I have also had killers go off on me in chat after the game lol..
So which do you see more? Why?
I play on xbox so there is no endgame chat whatsoever. But i got by far the most DMs by toxic survs, either flaming when they lost or going for the ggez if they won. Even got messages since its changed (before you could click the name ingame and write a message, now you have to type the whole name in, search the profile and then write the message). So people who do this arent even worth the time to get annoyed by it, actually good people value good plays, even if they lose, because they want a challenge. I think it is connect with some survs getting used to their misplays and relying too much on their swf or perks.
Only toxic thing killers can do in my opinion, is targeted tunnel or camp one person, or take a ebony mori and kill straight after first hook. (with no intention to even look at another surv)
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1398161#Comment_1398161
Ye you are right, lets just hit the other ones with borrowed time so they wiill have a free escape :) i slugged him, and pushed the others out. Waited for ds and then picked him up YET EGC was enough to let him escape. If EGC started with the last gen, i may have had another kill cause the time left for him when he escaped was like 10 to 15 seconds. This is game changing EVERY game in some ways
What, you slugged the guy that was unhooked, right? So how would BT have anything to do with the other survs? And yea its totally clear now, that you just sweat for the 4k every game, if you even wait out a whole minute slugging that poor guy to hook him. You camp, you tunnel and you slug and dont manage to get the kill? Sure, must be the EGCs fault. Ridiculous.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1396378#Comment_1396378
SWF, 3 people at the end and opened the door so EGC started.
One person was on hook and after 30 seconds they cam up to save him. I juked the borrowed with the undetectable and downed the hooked guy, chased the other 2 to the door and pushed them out. The guy crawled near the door and i grabbed him. Brought him as far as possible, but no hooks where near. I dropped him, and when he was near the door i grabbed him again. He escaped.
Now tell me, the problem is the EGC or people like you who are non-observable of obvious things and try to offend the others instead of giving constructive ideas?
EGC is fine and you can still play entirely with no problems WHILE it's up, but it MUST start when the last gen is done, or it makes no point at all
Ok, so 2 went to gates, opened them, they saved the other guy and you tunneled and slugged him, what wasnt the best play because if he had DS, it would have been an easy escape for him.
So, dbd can be very situational, i dont even want to blame you, you wanted the 2k, made that decision and he didnt have ds. You just didnt manage to hook him in time, just bad luck, it happens.
I think all of that happened in under 4 minutes, from last gen to this point where all escaped. If you hooked the surv about ~30 seconds after the last gen, they would have already gotten or halfed a gate and after that still 3 minutes to get him off hook and go out.
The EGC wouldnt had changed anything. The only thing this change would do is to prevent survs to even attempt rescues and well.. give killers easy 1 or 2ks when they misplayed.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1396378#Comment_1396378
SWF, 3 people at the end and opened the door so EGC started.
One person was on hook and after 30 seconds they cam up to save him. I juked the borrowed with the undetectable and downed the hooked guy, chased the other 2 to the door and pushed them out. The guy crawled near the door and i grabbed him. Brought him as far as possible, but no hooks where near. I dropped him, and when he was near the door i grabbed him again. He escaped.
Now tell me, the problem is the EGC or people like you who are non-observable of obvious things and try to offend the others instead of giving constructive ideas?
EGC is fine and you can still play entirely with no problems WHILE it's up, but it MUST start when the last gen is done, or it makes no point at all
Ok, so 2 went to gates, opened them, they saved the other guy and you tunneled and slugged him, what wasnt the best play because if he had DS, it would have been an easy escape for him.
So, dbd can be very situational, i dont even want to blame you, you wanted the 2k, made that decision and he didnt have ds. You just didnt manage to hook him in time, just bad luck, it happens.
I think all of that happened in under 4 minutes, from last gen to this point where all escaped. If you hooked the surv about ~30 seconds after the last gen, they would have already gotten or halfed a gate and after that still 3 minutes to get him off hook and go out.
The EGC wouldnt had changed anything. The only thing this change would do is to prevent survs to even attempt rescues and well.. give killers easy 1 or 2ks when they misplayed.
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@Xzan said:
Sobald ein neuer Killer released wird schreien viele direkt OP.
Ich hab gestern knapp 10 Runden mit ihm gespielt um das Adept Achievement zu kriegen ( Red ranks). Er ist stark, weil er n gutes Arsenal an Fähigkeiten hat. Aber OP ist definitiv was anderes.
Seine Käfige kontern zwar Surv Perks wie DS oder BT aber er selber kann weder von Pop oder Bbq dann profitieren.
Die neue Map ist atmosphärisch mega gut. Aber das Layout ist etwas unübersichtlich :D
Also BBQ und Pop kann man mit dem Killer schon benutzen, man kann es sich bei nem gefolterten Surv halt aussuchen, ob man ihn hooked oder zum Käfig schickt.
Als Überlebender kann man das halt nicht, einige nutzen mit PH Hook --> tunnel --> Käfig --> tunnel --> hook.
Ich hab damit jetzt net so Probleme, aber ist schon ätzend wenn man sonen Schwitzer hat, der dir direkt nen random wegtunnelt nach 2-3 Minuten.
Killer ansich ist aber ok, war nur die ersten Tage nervig, weil man da 95% ihn hatte und "hook perks" sich 0 gelohnt haben.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1389033#Comment_1389033
Yes, i play both sides equally. And i ONLY play solo Q, that is the ONLY challenging way to play survivor in this game. No, i don't want Ks in general, i want to have ALWAYS a CHANCE to win or at least to have a comeback, something that i CAN'T have if the EGC doesn't start on its own, since i have to patrol the hooked person at the end or they end up unhookin freely and escaping after 5 minutes gen rush. Why is so difficult to understand??? jeez.
Lol, first surv isnt challenging at all, now you say that it is only challening the way YOU play it.
And i understand, like i already said, you want an easy 1 or 2k for bad plays or a gen rush. After all gens are done there wont be any "comeback" the game is over, quit playing or git gud.
I kinda see the problem here and it doesnt has anything to do with the game at all. EGC wont be changed anyway what is a good thing.
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Its situational. If the surv is toxic, tea bagging and ######### i punish it. And he goes out of the game.
If he get farmed off hook i usually go for the unhooker. (Since DS and BT its the smarter play anyway).
But intentionally right after starting the game to just tunnel one guy off, camp or proxy camp the hook and go after him no mather how much easy hits the survs give me after the unhook? Thats just bad play, in my opinion these killers dont deserve to play this game and are one of the reasons why this community became so toxic.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1353005#Comment_1353005
How hard i wanna make it for survivors???? Dude the game for survivors is actually 0% skill cap and 100% M1nning gens :\
as killer you make just ONE single mistake and the game is over, without saying that sometimes you won't have a chance just in general.. Playing killer is so freaking skill cap even with the basic ones. as survivor you only have to care about not 3genning in certain maps and thats all, plus we are talking about 4 people cooperating vs ONE and i say ONE person. Something that people keeps forgettin is that you are ALONE against 4 players playing against you, It all depends on YOU and YOU alone while survivors can count on others to do something that they should do or not do since the game doesn't even punish them for "not doing gen" while i get punished for gens that are not being defended and people healings??? are we joking??? you are less in numbers and they have an easier game then yours??? how is this even normal to some people???
Do you even play both roles equally?
Of course you need skill as a survivor and especially in solo queue its more like a gambling game. You can have the godlike loopers that play perfectly or can get a killer that tunnels you away while dumb teammates farm you of the hook. The problem you have hasnt anything to do with the egc at all. It isnt there to compensate bad killer plays, its just their to let the game end when its already over.
I dont want to be too judging here, but it seems like you want an easy 1 or 2k just for getting gen rushed or to compensate your bad plays. I know how depressing it can be to be stomped by a full swf swat, but it just happens. On some maps, with certain killers against a good group of survivors, often enough 1 mistake on the killer side is enough to let you loose the game.
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@WalkedMoss92 said:
Everyone is always talking about who is the "best" and "worst" survivors and killers and how great or bad their perks are but who are some underrated characters?
You kinda feel left out when everyone is hyping up a certain survivor or killer and no one even mentions your favorite character. What are some things you think are underrated about your favorite ones?
Clown and Trapper.
Clown is just really good at zoneing or preventing the surv from getting to a loop in time.
Trapper, if setting up good its almost everytime atleast a 3k. The first time i played him with agitation for a challenge from the first tome i just 4kd easily, its like some survs are avoiding loops because thinking i trapped it and others arent thinking about it at all and i can push them into my traps while wasting good pallets.
On survivor side i think there are some perks that are overused and some you see often. For my part i can only say that we are gonna live forever is one of my favorite perks overall. For the perks that arent seen very often, well there is a reason for it. I wouldnt even say there are underrated perks noone uses, because some perks are just not good enough to even consider using them. Others are build dependant.
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So, personally i wouldnt had trusted this situation and just did gens, 99 a door and after that, maybe had farmed some totems etc.
But, i would consider it toxic nonetheless. When i play as a killer and i know i ######### up or gut gen rushed, i go afk or pressure them a little and open the gates myself after the gens are done. If i consider farming i commit to it, because in my eyes a cheated 3k like this is worth equal to a 0k without any hooks. Just undeserved and unpleasent, really bad play.
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I played with him since the rank reset. Lvl 9-5 i think (mostly against red ranks) and it was actually really decent.
With a quick bottle throw he is able to either zone a survivor into a bad area or get a hit where other killers wouldnt got one.
But like huntress hatchets the bottles sometimes get stuck on odd surfaces, definitely something where practice is needed. I was surprised how good in comparison of what i heard/read about him he actually is.
Against the full swf swats, it is actually pretty damn hard, but its with every killer if i make 2-3 mistakes ingame.
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Well, it was a rank 14 killer obviously new to trapper, he commited to the chase far to long. Also maybe he was preparing traps the first minute, but seriously it was very close to getting the guy off the gen in time. Also the killer didnt know how to run some tiles, swung through palletts were it wasnt needed (like the one at the shack).
What should the survs had done? No gens? Especially as trapper its risky without corrupt for example, also he didnt place a single trap in the chase, just let himself loop around the whole map. Was more kind of ######### matchmaking, since the survs were too experienced for that i suppose new player.
That sucks. Maybe limit the use of the red add ons to only one each per game? So one red part, one red light bulb and so on.
Though, i have never seen this happen in any game i played before, not even something close to that.
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@tea said:
Seriously, at least cosmetics are noticeable and keep the game aesthetically fresh. Killer charms barely get a pass from me seeing how visible they are, but in most cases no one really even stop to admire which charms are on a killer hook. Survivor charms are so stupid. No one but they player even sees their own charms in-game (and even then its hard to even see them) and most of the charms are super lackluster in general.
Why were these added again? I haven't seen a survivor use charms in months.
This. I have never ever equiped any charm. They are like a pointless giveaway to fill up the rift.
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@SansUndertale said:
It's a cheap "get out of jail" card that punishes killer for doing their job. Survivors that use this only have it because they can't properly avoid the killer.
And people say it's to combat tunneling, but tunneling is a myth, as it's just a legit strategy since it's always better to go after the hooked survivor since they're injured. gen rushing is what dbd should combat.
If you keep tunneling like you say, you wont ever improve your gameplay as a killer.
Against good teams you will have a very hard time and with that playstyle, good survs will punish you with gen rushing and toxic behaviour.
You wont ever be able to apply pressure in your games, because there will always be 3 survs free to do whatever they want and trust me if they are smart they will use that time to let that gens fly.
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I think that people have to realise, that not every of these complaints is "meh i cant stomp every PH with my 4 man swf group anymore and have to improve my gameplay".
Its more like some perks get useless in solo queue and especially for new or mediocore survivors playing against a just tunneling killer is annoying. I had 2 games yesterday, where all 3 other suvivors (red ranks) kept getting tormented. The killers (one rank 7 and one rank 4) just sent them to the cage, instantly got there and kept tunneling them. Even when i took the hit for them and tried to give the killer an easy target, i even let him down me and he just slugged me because i wasnt tormented and he was afraid of the ds (which i didnt even run). Its not even just the DS or BT, kindred, deliverance (which was even risky to use before if someone farmed hooks or you were hanged first) or we`ll make it. All good but not OP perks, useless in solo.
So another probleme is, that his ability encourages tunneling and some killers (especially new ones) get used to this behaviour. Like when i learned to play killer, i got punished for bad playstiles like only tunneling one person. I learned to adapt and play around some perks. Today i still 4k often enough even against meta swf swats and the continous improvement of my playstyle is what makes this game great for me.
So, cant we please find something between top tier perk and useless in solo queue?
tl;dr: new and mediocore players could get encouraged to tunnel as killer, form bad play behaviour which frustrates especially new/mediocore survs.
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@Witherrr said:
I just recently thought about this, considering silent hill has been our first video game chapter since left behind, what if they put a big daddy in the game, thoughts?
I also love bioshock, but like someone already mentioned above, there are other more urgent wished killers.
So maybe (actually i think it will never happen) there could be a big daddy skin for the hillbilly.
I think it would fit him, instead chainsaw the drill and the dash would fit pretty good. Like the big daddys also just rushed at you in the bioshock series.
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Lol. Playing solo, on rank 4 on xbox. All the randoms getting tormented. BT, we`ll make it and kind of the we are gonna life forever are completely useless.
I can see, that the 100% abusing swf swats are getting a deserved debuff. But its just not worth taking BT or we`ll make it with me when playing solo, although it wasnt a abused perk, it was simply often enough anti tunnel or a good safe in the EGC.
Problem is, my perk gets deactivated because a stranger from around the world ######### up. The perks have gone from top tier to useless now, until i play in a swf. Or the killer isnt played in 100% of my matches.
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@Rotzbert said:
Gude,
wollte mal wissen wie eure ersten Erfahrungen mit dem Killer sind bzw. gegen den Killer. Ich selber habe ihn mir(noch) nicht geholt. Habe heute allerdings alle 6 Matches gegen ihn bestreiten müssen. Mir kommt er extrem stark vor. Hier meine ersten Eindrücke
-von 6 Matches alle verloren(bzw 2x durch die Falltür entkommen, das aber kein Sieg)
-Die neue Map wird definitiv nicht zu meinen Favoriten zählen(ich mag keine Maps mit mehreren Ebenen)
-Dieses aus der Ferne treffen + die Leute an Ort und Stelle töten finde ich eine zu fiese Combo
Wie sind eure Eindrücke? Habt ihr Perks bzw Perkcombos die sich besonders gut gegen ihn eignen?
greetz Rotzbert
Moin,
Die Map hab ich nochnicht gespielt, eben 2 Runden gegen ihn. Wenn man sich etwas eingewöhnt, dann kann man ihn schon lange loopen. Das einzige Problem sind die Käfige. Die kontern nämlich DS, BT, Befreiung und andere Perks ziemlich aus. Bzw machen sie zu situationsabhängig, vorallem wenn man mit randoms spielt.
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@Sylorknag said:
So far everyone has been able to dodge his power quite easily, and the post animation stun is pretty punishing.
Will keep practicing to see if he gets better.
I think the cages should be threated like hooks for the perks. Like DS, BT, we'll make it, kindred, deliverance and probably a few more are completely useless against PH when tormented.
And yeah, playing solo with randoms ending up in cages which 100% counter my perks are just BS.
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@Onyx_Blue said:
@GeordieKiller because end game is a good time for a killer to get points and kills via hook trades, baiting people back into the map in via slugging and generally trying to get multiple kills. In those scenarios where the doors aren't open, you can actually catch survivors out by having them rushing to a door injured but still having to pause to open it. It can be the difference between a free escape and the whole hook trading, baiting them back in situation starting all over again. An open door does put more pressure on the killer, so a mechanic in play (regressing Opening progress) that encourages survivors to open it asap does have a negative impact on killers that know how to play the end-game scenario.
Exactly this.
Not always, but often enough, killer profit from survivors that play over altruistic. Sometimes you get stomped anyway and in this time i think it would happen even if egc started right away. Or maybe sometimes you would get one kill where you could have gotten 2 or 3.
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@BaroneMaximus said:
Why is this even a thing? endgame collpase has been created to avoid Hostage-games to be never ending, if endgame collpase doesn't start with the last gen done then doors should regress periodically if not kept opened so, in other words, one surv should stay to the door or the door would be back to 0 in moments
EGC is good as it is. When the surv already did 5 gens and 99% a door you, as a killer, already lost the match. Of course you can 4k after it, but how hard do you want to make it for the survs?
I Imagine after those changes, it could be a killer holding the game hostage. I could run trapper with iridescent stone and remember me (at tier 3 with 4 hits the gate takes 36 seconds), place a trap under each switch and so what? The surv would have to disarm the trap, i would get a notification and be chasing him away, the trap reopens after 30 seconds and the timer of the gates resets (goes down whatever). Even if i wouldnt chase him away theres a good chance it reopens under him, trapping him, the timer goes back while he blocks the switch. It would be so annoying for a survivor and very exploitable on killer side, especially with noed.
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-Legion running around
-Jumps in locker
-???
-4k
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@WeslYght said:
https://forum.deadbydaylight.com/en/discussion/comment/1340153#Comment_1340153
Because the idea behind this is not to always slow down the game constantly but only allow more Time to setup or just walk. If that punishing you for playing good, it's because you already slow the game down and add to this a repair speed reduce would be unfair.
Yeah killer like Billy can't use this perks but trapper, hag or clown can have more Time to interact and to start snowball.
This is an early game perks not a constant slow down perk because that would punish survivor for running the killer wich is unfair.
Also i think this version of Ruin shouldnt bé a hex but a regular perk with small number
Yea, but in high ranks you have to slug or hook to apply map pressure and this perk would be not worth the slot. As trapper/hag or any killer that needs setup time you just put in corrupt intervention instead and have much more value out of it.
Basically as a killer your goal is to chase --> down --> hook/slug --> chase -->... so, 30 seconds after finding the first survivor the perk gets useless either way. If the survs repair in your TR it gets disabled, so maybe it would work on wraith and ghostface, but if you successfully get a stalk hit on GF, you are just playing with 3 perks. Its kinda odd, like a beginner perk at best.
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The only real issue i see is, it encourages killers in the egc to camp the hook, as if someone gets unhooked and has ds he is 99% of the time safe to escape. But before egc it is completely avoidable, only the locker plays can be annoying.
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@WeslYght said:
So since the change of ruin (yeah that been a while) i found the perks not really well designed. On the paper, ruin is really great because that reward the player for apply pressure and interact with survivor. So this perks is really cool because that promot a fun way to play.
But in really, only killer with Map pressure can use ruin (you know, the killer who don't already need ruin do to a great job) and that promot a repetitive and boring gameplay because you only play a few killer with ruin.
That why i would like to see this version of Ruin :
Ruin is aplly to all suevivor as long as the totem still active.
The repair speed of all survivor are reduce by 25/30/35 % (don't if this number are okay it's just an example) until one of the following condition have been encounter :
- The survivor who repair are in your Terror radius or asleep.
- The killer start a chase with an injured survivor or chase the same survivor for more than 30 seconds.
- A survivor is downed or on the hook
So the idea behind this perks is to allow killer that have no map pressure more time to walk. For example a nurse, Spirit,Freddy or Billy can have a use of this perks because they can down someone quickly or start a chase quickly because they got Map pressure. (Also if you are asleep because you will wake up or you still really vunerable to Freddy.)
When you start a chase with an injured, survivor don't have the penality speed because that would be unfair to slowdown the objective while someone is using ressources to run the killer. When you chase someone for too long, the survivor got a reward for run the killer for a long Time.
If someone is down or on the hook, the game slown down because well the guys on the hook don't do gens, the guys who save dont gens and the guys you found and chase don't do gens. That would be unfair to slowdown more the game.
This perks is not a "buff" for killer with Map pressure because they can't have benefit from the perks so it's a wasting perks slot but for clown, Bubba or trapper , they gain more time to setup or just walk to the gens but when the killer start interact, the perks stop working because that would be unfair to punish survivor for being chas.
I thinks that would be a great change for ruin. The perks would be usseful now and that make low tiers killer more viable and promote differents gameplay with differents killer.
So what do you think of this ? I don't see any downside to this because you can't really abuse of this with for example forever Freddy (the main reason why that dosen't work when asleep) or by a spirirt.
So, if all survivor run no mither and resilience the perk is basically useless.
Also, as a killer it would kind of punish you for playing good, like if you always have one down or on hook (whats the ultimate goal to pressure the survs) then the perk does nothing. If you chase someone with an m1 killer, after the first hit the perk does nothing. It would be useful until you get your first down and yea, thats it basically. Also it would be unuseable on freddy. In short: I think even less killers would get something out of the perk after these changes.
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@ViolentSh4de said:
https://gfycat.com/mindlessdefiniteastarte
It takes too long to break a hook now, before it only took 0.5 seconds, now it takes 2.5 seconds. Prepping gave you the ability to deny the killer from camping, and forced them to give up pressure when played well
sabo baits are also dead as sabotage goes into cooldown even if you cancel it, and you cant use no mither to force gens completion, and you cant set up hooks by exit gates to stop end game collapse hooks, and you cant stop 3 gens as hooks regen too fast, and breakout doesnt give you enough distance to break a hook before the killer stops you, and the pickup times give you no time to even break the hook before the killer finishes and hits you
Every sabo build and setup has been removed, and the perk is completely useless. Hooks regenerate in 30 seconds and the perk has a 60 second cooldown meaning you cant even pre break hooks to lure the killer far away from a 3 gen or camp spot, as they regenerate too fast and cooldown too long
I understand that Sabotage was archaic and needed to be dumbed down but it does absolutely nothing now.
Even worse is that you didn't need a toolbox before, even with a Alex's hacksaw cutting wire, Breakout doesnt give you enough distance to break the hook before the killer hits you. Pre breaking is useless because you can only sabo a couple hooks before the new toolboxes give out
Ive used sabo for 600+ hours, spent years developing new strategies to push sabo to its limit, and all that has been thrown away because of a update. Ive spent 3 months trying to make new sabo work and im at my breaking point, can someone please tell me how to make this ######### work?
i dont understand what the devs were thinking, theres no strategy or skill or pre planning involved to new sabo. It doesnt do anything can someone please explain the logic behind gutting this mechanic?
No offense, but i think the killer would have made it easily to another hook, even if the sabo worked there.
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@thai_libra said:
You're not alone man I keep getting the same problem, like I don't wanna meet the toxic AF red rankers with their damn perks and SWF orgy. I've played many killer games lately and can't help notice that gens pop way too quickly and it's so impossible to play as killer now. Here's an example.
https://us.v-cdn.net/6030815/uploads/5O0ZVRNU35MV/screenshot-195-li.jpg
I know i'm in purple ranks man, but I just can't take this anymore, if I don't equip an ebony mori I don't know how killers are going to survive, I mean shouldn't it be the survivors doing the surviving not the slaughtering????
2 purple and 2 reds as a purple rank isnt that bad at all. Could definitely be worse.
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@scarletredx said:
Hallo Community,
ich möchte mal eine Anekdote hier zum Besten geben und mal darüber mit Euch diskutieren wer hier "toxisch" gespielt hat.
ETC war schon einige Zeit eingeführt und ich hatte ein Spiel als Survivor. 4 Gens waren fertig 2 Survivors waren raus und von den den 4 Gens hab ich an dreien mitgewirkt. Werde dann vom Killer gefunden (bin nicht gut im Wegrennenaber im Verstecken) und an den Haken gehängt. Mein "Mitspieler" drückt sich die ganze Zeit in einem Spinnd in der Nähe der Lucke rum, ohne anstalten zu machen mich zu retten. Kurz vor Ende der Ersten Hakenphase versuche ich mich selbst vom Haken zu retten, weil an der Stelle ist es auch egal und schaffe es tatsächlich. Repariere den letzten Generator und öffne eins der Tore. Da ich an der Stelle annehme, dass mein "Mitspieler" sich immer noch in der Nähe zur Lucke befindet und ich keinen Druck vom Killer bekomme entschließe ich mich mit dem raus rennen bis kurz vor Ende der ETC zu warten damit die Lucke nicht mehr auf geht wenn ich raus renne. Was soll ich sagen ich bin entkommen und mein "Mitspieler" der mich hängen gelassen hat , im wahrsten Sinne des Wortes nicht.
So frage an die Community wer war hier toxisch. Ehrliche Meinung erwünscht. Ich nehms keinem Krum.
Du hast halt deine Objectives erledigt und dann am Tor gewartet, hätte ja sein können er braucht dochnoch "Hilfe" ;). Ich hätte es denke ich genauso gemacht.
Toxisch ist was anderes, z.B. wäre es toxisch einen Mitspieler zu Bodyblocken während er gejagt wird, oder in einer Ecke. Auch "hooks farmen" kann toxisch sein, also deine Teammates vom Haken zu retten während man selber gejagt wird und dann keinen Schutztreffer einzustecken.
Aso kurzgesagt, wenn du einen Teammate aktiv behinderst, bzw in eine Situation bringst in der er handlungsunfähig ist oder direkt wieder gedowned wird.
Wie du gemerkt hast, ist es aufjedenfall wichtig sich zu merken, welchem Survivor man vertrauen kann. Falls man doch mal in die Lage kommt, sich entscheiden zu müssen, für wen man einen Treffer einsteckt, oder eben auf wen man am Tor wartet. ;)
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Plague is a killer i havent seen on xbox in the last 3 months at all. Demo is very rare also, i saw maybe 1-2 nurses and they didnt do very well.
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@elvangulley said:
O no my teammates drop all the pallets
Oh my god learn to read. I said the survivor keep ######### up themselves, when i play as a doctor.
My god always this pointless discussions on this toxic forum.
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@Yamaoka said:
Most players (including red ranks) are not as good at the game as they should be due to the fact it's WAY too easy to pip and rank up on both sides. On top of that rank reset is still bugged (since release). Many people kept their ranks despite rank reset.
As a result even the worst killers may feel like they are actually strong. That's why Scott won 32 games as speed limiter Bubba which is basically a default killer with no power. That's why I haven't lost a single game as Bubba for years now.
Wraith's power is strong when it comes to finding survivors but pretty useless when it comes to downing them if they know what they are doing (which is rarely the case as most red rank survivors have like <100 hours in the game these days).
As a result Wraith FORCES the player to use the "hit and run strategy".
If you just want to chase and down people the conventional way - Wraith will often get run into oblivion even by solo players that are "OK" at the game including myself:
As you can see I basically started the chase injured and exhausted and still had enough ways to run Wraith for 5 gens ON A REWORKED MAP.
Now imagine the following scenario:
- a coordinated SWF team instead of a bunch of solos
- competent survivors that work on gens while injured and don't go down immediately instead of people that drop the shack pallet at 5 gens and still get injured (notice how the shack pallet is already dropped in the video AND everyone was injured)
- meta survivor builds (I was running some "meh" perks without adrenaline)
- multiple toolboxes with addons to make them somewhat viable despite the nerfs (brand new part is still decent)
German detected.
Well, at the end the wraith definitely was at the verge of disconnecting.
His power without add ons is near to useless while being in a chase.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1274876#Comment_1274876
Are you drunk ? You're the one that doesn't know how a team work.
The only thing my comment was about, is how the pallett add ons of doctor work. I didnt say anything about teams in generell or specific. I dont know what to do with your answer, seriously, what do you mean?
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@Flawless_ said:
Long Post...
Inb4 I didn't make this to brag about how good I am or to say that killer is easy. It's not. I consider myself pretty average and I've been maining the bing bong boi since I started playing DBD. Whenever I look at tier lists the Wraith is always at the bottom and I'm really puzzled as to why that is.
Now that I have so much time staying at home I thought I would try replicating Tru3's experiment to see if I can pull it off with my humble 850 hours in the game vs his 5000. I also made sure to change a few things to make it more interesting/challenging:
-I did not tunnel or camp, I tried to be as fair as I could without throwing the game.
-I did not slug for the 4k but I did during the game when it was beneficial.
-I puposely used different builds and addons. I don't see the point of playing just one build since that just proves one build is better than other builds.
-My goal was just to stay at rank one for as many games as possible. On the 11th game I got my ass handed to me by a team with 3 freaking flashlights. Some games I guess you just can't win...
So these are my results:
https://us.v-cdn.net/6030815/uploads/226/W10.jpg
https://us.v-cdn.net/6030815/uploads/033/W8.jpg
https://us.v-cdn.net/6030815/uploads/889/W9.jpg
https://us.v-cdn.net/6030815/uploads/447/W7.jpg
https://us.v-cdn.net/6030815/uploads/467/W6.jpg
https://us.v-cdn.net/6030815/uploads/443/W5.jpg
https://us.v-cdn.net/6030815/uploads/432/W4.jpg
https://us.v-cdn.net/6030815/uploads/598/W3.jpg
https://us.v-cdn.net/6030815/uploads/218/W2.jpg
https://us.v-cdn.net/6030815/uploads/988/W1.jpg
There you have it guys. My take on this experiment is that the whole "I get a toxic swf group every game" argument is blown waaaay out of proportion in this forum. Yes matchmaking is a joke at the moment. Yes killer is hard and a few mistakes can cost you the game, but if a mediocre player like me can win consistently with the Wraith I can't imagine how it must be for other, "better" killers. Anyway sorry for the wall of text I just thought it would be interesting to open up a discussion as to why you think the Wraith is good or bad compared to other killers. Thank you for coming to my ted talk.
Without questioning your skills, opponents or the wraith in itself, you are paired with very low ranks for a rank 1 killer.
Im playing on xbox and as soon as i get near to the reds (currently im rank 2 as a killer) so id say ranging from rank 2-6 i only got red rank survivors. So like 1/10 games there is one purple or maybe a green one. That being said, i got swfs of purples in the past that clearly worked better than some red ranks, but most of the time it is toxic and not much fun. Especially when learning a new killer and getting the "git gud" and "ggez" when not even playing with 4 perks and no add ons.
In reverse, as a rank 1 survivor i only get purple / green even golden ranks! Also the queue times are though, alone its ok (3-5 minutes), but when searching as a group it always takes 5-15 minutes.
Think there are not enough killer, so survs search very long and killers are paired with much higher ranked survs.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1270109#Comment_1270109
That's how teams work i dont see you complaining when you get a good team you have to take the good with the bad so if your teammates suck that to bad
Are you drunk?