PlaysByShady
PlaysByShady
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"Killer propaganda"... love it, it's something survivors never get accused of.
Same with bad game practices... killers camp, tunnel, blah blah blah. All bad. But survivors will never point the fingers at themselves for bad/unsporting gameplay, because survivors can do no wrong (which includes being unable to cry in unison for killers to be nerfed... leading to the situation we have now)
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2711583#Comment_2711583
Main purpose of flashlight is to blind the killer when they're locked in animation. You can't blind a killer outside of that, unless they're a moth or you and a friend double blinding at the same time, to which the killer can still react by looking up/down.
My gosh, how very wrong you are.
Firstly, the "main purpose" of a flashlight isn't to blind the killer "when they're locked in animation", that's just a common purpose. The main purpose is killer blinds in general, with secondary purpose being disabling Hag's traps, etc. You're literally making up stuff now when you're saying it's "main purpose".
Secondly, it's perfectly possible to blind a killer outside of locked animations. I've witnessed it done multiple times on both ends. So you're wrong there too.
And back to the point, the "main purpose" for a killer is to be able to kill the survivors... that's literally the name of their role, it's their singular purpose (and before you try to say it's to protect the gens, it's not because protecting the gens doesn't bring the game to a conclusion - only killing survivors, or survivors escaping does that).
So, now we're talking about "main purpose", if the flashlight is capable of negating a killer to achieve their "main purpose" and has no counter, by YOUR logic, they should be out of the game. And if you can't understand that very simple point, or even your own logic, then the cognitive dissonance is very real and I feel sorry for you.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2709868#Comment_2709868
your point is null since everything that you stated is counterable lol. borrowed time? either go for the unhooker or dont camp. you were camping and got body blocked by the unhooked person? tough luck, you should've been faster.
styptic agent? wait 8 seconds. got DS'd? well maybe dont go for the unhooked guy or just slug.
your complaint on self-care, medkits, CoH... those don't stop you from downing them if you commit.
lightborn? well ######### nothing that the survivor can do other than hoping teammate is on a pallet.
Ohh.... my point is null because you said so. Oh I get it. You think things should be allowed if they're counterable.
Then I give you the Tru3 video doing the rounds of getting flashlight blinded picking people out of lockers that's completely uncounterable without Lightborn! Flashlights cannot be countered when the killer is locked in animation, so using your own logic, they should not be allowed then... because there is no counter (except Lightborn, but who runs that anyway).
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I think the biggest problem is devs listening to the survivor mains crying for killer nerfs, and when survivors are granted buff after buff after buff to the point that no-one wants to play killer any more (at least not in an orthodox manner, now camping/tunnelling is the preferred strategy), they still want more nerfs. And will also then complain about queue times because there's not enough people playing killer now (understandable).
The cognitive dissonance in not recognising there needs to be balance and fun for both sides just straight up boggles my mind.
I would blame the survivors mainly for this, except it's the devs who are listening and not applying or considering any counter-balance to the other side of the player-base. It's almost like they've taken the viewpoint of 4-survivors is more important than the 1-killer, except without that 1-killer, those 4-survivors aren't going to be in a game. That 1-killer's perspective should count as equally as the 4-survivors, being as they're carrying the one side of the game themselves.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/300965/lightborn-is-a-valid-perk
A perk that removes a game mechanic such as flashlight saves shouldn't be a thing. No idea why they would buff lightborn after hard nerfing flashlights, 5 seconds to blind a lightborn user was already bad enough, now they're immune to it.
It'd be better if lightborn is immune to blinds, but can still be flashlight saved with the regular timing.
Wait... what?? Flashlight saves are a game mechanic, and thus should be immune to perk choices???
Well, to that I say a killer hitting a survivor and downing them is more of a game mechanic (being as it's central and required for the killer to achieve their objective). Therefore, can we please remove borrowed time, and bt-in-a-bottle, etc.
Also, since killers have to pick up survivors to hook them, let's eliminate DS too.
Whilst we're at it, get rid of self-care, medkits, CoH, etc, because the killers have to injure survivors to next be able to down them.
You get the point?
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2708068#Comment_2708068
Except over time theyll have no one playing killer
Believe it or not, that is the objective...
https://www.youtube.com/watch?v=tvRMd7aQ5v4Killer is fine... apparently :(
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I can hear Jane from the next realm over...
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Shadow Step kills Nurse... she can blink to a survivor, but during her fatigue they literally disappear and she's got no way to track them. I've lost many a player like this... literally no clue where they go, especially when they're running Iron Will now too (which has no counter, so you can't use Stridor any more).
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BHVR Logic: "4 players had a good game, 1 player had a bad experience... overall net win. The game is fine!"
Seriously though, I do have to agree with the point of "there is no counter-play"... where are those survivors now to call out this BS on their end?
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Here's the way I see the situation... in most cases the killer will have lost a gen or two by the time they get the first hook - heck, I usually lose a gen before I've even found the first survivor because they hide when I patrol and the maps are large enough that by the time I come back, the gen is done with prove
So, now there's someone on a hook, and three healthy survivors... that negates the necessity to run away and put up a boon. It forces the survivors to either let their guy die, or pool together all their second chance perks (BT, dead-hard, boons, body blocking, blah blah blah) to attempt a rescue.
If they pull it off... nice, the game goes on.
If they decide to chicken out and stay away... well, GG's I guess.
What I don't understand is why literally everything is always the killer's fault. The killer camped, the killer tunnelled, the killer did X, the killer did Y, when literally the entire progression of the game is down to the survivors (they are the ones that have to do the gens, they need to present themselves in some way to be caught - there have been games where they hide in lockers for long periods). The mindset of this community is so twisted that literally survivors can do no wrong... there is literally nothing that survivors can do that other survivors would collectively agree and say "that's bad play"... but they've somehow convinced killers that tunnelling/camping are bad and indicative of poor play.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2678946#Comment_2678946
To clarify.
1 i play both sides
2 i play as solo
Yes you would face underpowered killers, even as a solo survivor.
But you would also face strong killers as well as swf.
The thing i was trying to say is, they implemented sbmm (which was a bad idea in the first place) without making sure the killers could compete.
So you get no variety in killers the higher you get, and as killer you will almost always get sweat survivors whether it be solo or swf.
They just keep nerfing killers for the lower skilled survivors which will always be a mistake to do.
Cause when they get a better understanding of the game they will have no issues with them anymore.
As killer you won't get games where you can actually test a new killer if you have never played them as you will get survivors close to what you will get against your highest mmr killer.
It has been prover that say you are nurse and your mmr is 1900, and you buy for example trickster.
You should get easier game to test the killer and get an understanding of his powers.
Yet your MMR score will be around 1700-1800 range, which is just plain stupid.
And yes it has been proven through datamining that this is the case right now.
Winning with 1 killer does raise your overall MMR on the killer roster.
So my point is that they should've never implemented sbmm in the first place while most of the killer roster isn't viable at all in higher MMR.
I get all of that... but I think you're not understanding what I'm saying.
The problem isn't SBMM. SBMM doesn't dictate the killers you get. There's nothing in the SBMM that says "wow, your score is 1900, let's find you a nurse!" It doesn't work like that. It just finds you a killer that's (supposedly) going to give you an even game (in theory).
The problem is that the only killers that can rise to the higher ranks are those that can beat the SWF depip-squad players. The weaker killers will lose games, and thus cannot get that high. Nurses, etc, can win those games, and thus their ranks rise. And that's why at a higher rank you'll see less variety.
So back to my point; the issue is not SBMM, because SBMM is not picking the nature of the killer for you. The problem is the way the game is balanced that only those killers can even compete, which is why only they get to be a similar rank.
Hence my original question... why is this being made an SBMM issue? It's a balancing issue. In the best case scenario, any killer should be able to win any match, and if that were the case, you'd see more variety being played and more variety at the "top". The reason you don't is because they can't compete and that's not as a result of SBMM. All SBMM is doing is - if anything - exposing the imbalance. So by asking for SBMM to be "fixed" in this way is just masking the true problem.
Understand now?
Also, I also play both sides, and as solo
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2672534#Comment_2672534
Because that is the issue at hand now.
Whit the old ranking system you had a variety of killers, no matter if they were viable or not.
Before the boons you already saw only the strongest killers in the higher MMR, so i wouldn't say boons are an issue.
The rest were already in the game before sbmm was implemented but not every game, yes i know build to last is buffed.
But even if there wasn't sbmm i dare to bet my life on it, that there would be more variety then you have now.
Translation: "before MMR, we faced killers that were underpowered and had little chance dealing with a depip-squad SWF because match-making wasn't based upon the killer's performance... we want to go back to those days because now we're almost exclusively facing killers that can just about match us, and we don't like it"
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The way that BHVR approach "balance" at every instance.
Take the hit validation now (dead hard or pallets) - the survivor is in complete control of when they trigger this (i.e. press 'e' or drop the pallet), yet they choose to wait until the last moment to do so. Enter server-mediation which then decides who pressed first... but it's a clunky system because a killer with great internet will often lose to a survivor with poor internet.
But this is considered "fair"
The problem is, that one validation miss for the killer can literally change the tide of the match... the survivor now prolongs the chase (a killer can only chase one person at a time), meaning the others get more time to do gens, and especially with boons, etc, they can completely reset in less time than it takes for the killer to get one hit off in the first instance.
For the survivor, it's just the loss of one hit state (or a hook) of which they get 12 throughout the course of the match, as well as a ridiculous amount of second chances, etc too.
Even the approach with boon totems, it's completely fair for one survivor to light a totem that not only gives healing ability to everyone (as opposed to just themselves), but also at double speed too!
At the same time, its was decided 60s is too long for the killer to have PGTW available (after chasing, downing, carrying and hooking a survivor), so that was nerfed to 45s... which isn't even enough time to patrol the map and see where you want to apply it.
I've no idea what BHVR's idea of balance is, but I do believe it's not shared by many.
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Why is this being made an SBMM issue, rather than the state of the game being such that only these killers can compete with boon totems, insanely fast gens with toolboxes + built-to-last, SWF on comms, hex totems out in the open that get cleansed within seconds, etc?
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Not fixed in 5.4.0 either, and still not acknowledged.
Weirdly, it seems fine in the tutorial - no problem, tried with both survivor and killer (only the initial bit, didn't do a full playthrough).
But it tanks immediately in an actual game
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There's no auto-aim. There's aim-dressing which does something slightly different (it applies after the hit is 'confirmed'... and then stupidly can also subsequently deny the hit), though unfortunately the end result is the same.
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@coolmacc said:
Just like how survivors have to to bones for noed killers have to do bones for boons.
And dont comment killers have to worry about patrolling, loops, kicking gens, keeping pressure, hooking etc etc we don’t have time to do bones.
Cause I’ll comment survivors don’t have time to worry about 5 totems getting done we have to loop, do gens, unhook, heal, open gates etc etc
Riiight... killers doing totems is exactly like survivors doing totems...?
Except there's 4 survivors, who can spread out and literally break/destroy the totems (i.e. disabling the benefits) whilst progressing the game. Whereas the killer has to choose between either maintaining chase, snuffing a boon (which can be relit), damaging a gen or searching for the other survivors, etc...
How is that the same exactly? Because if the killer spent the match looking for totems (which one survivor could easily do, particularly if they're carrying a map, or detectives hunch or any other perk to let them see where they are), they'd quickly lose the game. And it wouldn't benefit them because, like I said, they can be relit... by multiple survivors!
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"I'm happy to die so long as it's on my terms"
Yeah, that's not how the game works. Good luck with that.
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/2642832#Comment_2642832
Launching into a game with the sole purpose to ruin other players gaming experience, and finding that amusing? Yes, I stand by my opinion.
You can't hide in a locker for long without crows swarming over your head. There is nothing a survivor can do to hinder the Killer to play or do whatever he/she likes. But, a killer can do that to a survivor. Either by a body block in a corner, or facecamping.
"This is the problem with survivor mains", lol. I play both sides and never do I feel that I have to facecamp. If you can't beat them take the L and move on, you will face teammates more of your skill the next game.
"with the sole purpose to ruin other players gaming experience" - you're projecting now! You don't know the intentions, you only know the outcome. And it's a PvP... one side has to lose by design. If you're calling that "ruining other players gaming experience", then I think we've found the problem.
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/2641417#Comment_2641417
That is exactly what I was saying. What kind of people likes to do this? They think it's fun to do this? They are psychopaths.
And no, the survivors are not dictating the flow of the game, not solos. SWF's do. You need to separate the two. The fact that you (general you, not you specifically) can't wrap your head around how different it is to play SWF and Solo is mind boggling.
Solos are the ones receiving the worst in this, because they have no way to inform the others they are being camped or anything. Killers get stomped, BMed and harrased by sweaty SWF's. Then they take it out on the solo q survivors the next game when they are totally in domanance of the game.
The fact that you call people psychopaths for playing a killer within the mechanics of how they're meant to be played nullifies your credibility entirely for me. You can't project your own limited subjective perspective onto others who you don't know the first thing about, nor can you claim complete domain knowledge when you don't have it.
And when I said survivors dictate the flow of the game, and you said "no, SWF do"... guess what! SWF are survivors!!!
And survivors dictate the flow because until they start doing gens, or making themselves visible to the killer (they could spend the game hiding in lockers), the game literally doesn't progress. There is nothing the killer can do to progress the game that doesn't involve the survivor first... whereas the survivors can progress the game by just doing gens, etc, without the killer being involved in any way.
Ergo... survivors dictate the flow of the game!
This is the problem with survivor mains :(
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Nurse or Jump-Scare Myers... :)
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/2641098#Comment_2641098
Facecampers are the worst of the worst. They ruin the game more than anything else. There are no reason to do it, other than your goal being to make the game miserable for 1 person and the game boring for the rest. The lack of sympathy these people show is insane. They WANT TO RUIN THE EXPERIENCE.
I'm not talking about camping to secure a kill at the endgame, which is totally fair. I'm talking about 5 gens left facecamping. There is NOTHING justifying it. I'm shocked that so many people try to justify this kind of behavior.
I'm a solo q player, I die probably about 7/10 games. I dont care, as long as the game was somewhat fun. What makes me continue is the time invested in this game. Time I'm seriously starting to regret. Trying to chill for 5-6 games is now just a nightmare, at least one or more of these games will end up being a a total waste of time.
HOPING FOR A FIX FOR THIS. It is for the best, Killers and Survivors.
Here's the problem with your argument... the Facecamping Bubba's want/like to play like that. They enjoy it. Regardless of what it means for the other players, that's how they want/like to play.
So who are you now to decide they cannot play how they like, when literally in every other capacity it's the survivors who predominantly dictate how the games go and they're nowhere near as considerate as killers generally are (e.g. survivors often tea-bag and BM at the exit gates, etc, particularly if they've juiced the killer royally... yet we see examples of killers giving survivor hatch, etc, all the time).
You can't have it both ways. You (general you, not you specifically) can't argue for survivors to exhibit any and every playstyle, and yet complain when killers do the same within the valid mechanics of the game. It's not up to you to determine what's fun for the other person!
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I've said this before... survivor mains who keep crying about how killers play, and asking for more 2nd chances (DS, BT, boons that allow everyone to hide scratch marks, heal themselves, pick themselves up, etc, etc), as well as mechanics to prolong chases and do gens faster, are literally forcing the killers to play in the only way they can where these multitude of effects can be negated... of which tunnelling and camping is one.
You cannot expect killers to play by the imaginary survivor rules, that's plain stupid. But unfortunately that's where the game is going (or at least making the survivor rules something enshrined in gameplay with all the counters they get to killer abilities). Killers are obviously going to react accordingly. You can't blame them... they weren't the ones who brought the imbalance!
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Because survivors will never be happy...
Oh, the killer can injure you from across the map, that's nuts!
But at the same time they'll completely forget that she has to aim and hit you, which is exceptionally difficult, particularly at longer distances.
Now juxtapose that with one survivor carrying in a boon totem... now all survivors can not only heal themselves, but at a stupidly fast rate. And it's up to the killer to not only chase survivors, damage gens, but find this boon totem too.
Survivor's who don't play killer refuse to see the killer POV, and will cry about anything/everything they can.
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@Hermit said:
https://forum.deadbydaylight.com/en/discussion/comment/2639122#Comment_2639122
Yes.
You need to have a video recorded, report them ingame, open a support ticket, get the steamID and other stuff from the hackers account and finally upload the video somewhere, should only take you about 30-60 minutes 😎
In the meantime, the hacker, after eventually getting banned, can get a new key and be back in game in two minutes max 🤣
Yup, sounds about right... that in itself should demonstrate the dodgy and futile nature of how reports are expected to be collated.
The worst thing is (speaking as a s/w dev of 20+ years experience), they absolutely can tell who's cheating... in real time. It's not that hard for the server to flag someone instahealing when they have no ability to do so, or moving at a speed that is impossible with ingame mechanics, etc...
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I had a game yesterday, 3 gateaux and 2 survivor cakes. One survivor decides to DC just before their third hook... for what? To BM me?? I already got my BBQ stack, and with the gateaux in play, that's hardly gonna make a dent.
I seriously don't get it
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@Mandy said:
First of all, nobody is banned on reports alone, evidence is always required. If you were not actively taking part in the cheating in the game - you have nothing to worry about. Video evidence is required in cases like this and that would show the actual situation. Our team of ACM's knows exactly what to look out for, and are used to dealing with things like this.
Our Easy Anti Cheat is also constantly being updated to remove cheats like this and people are banned (contrary to popular belief), it's unfortunately a never ending circle however, because people constantly update their cheats and bypass the system, then the EAC is updated again for that, and then over and over.
Are you suggesting there's no point reporting a cheater unless we've got video evidence to back it up?
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A huge problem with the "Spireh hAs nO cOunt3r!!" is that they don't realise there are literally 3 other survivors doing gens and progressing the state of the game whilst the killer is still trying to chase your ass through windows and a ton of pallets!! And even when they eventually hook you, you'll be rescued and healed up to continue to progress the game whilst someone else entertains the killer.
It's a 4v1, not a 1v1 + 1v1 + 1v1 + 1v1
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Kicking a gen needs to regress it by some amount (5%?)... think about it, you've just kicked the gen and the survivors can literally carry on repairing it like nothing happened. The kick itself needs to deliver some damage!
And then it should regress at at least the rate of a survivor repairing it. The current rate of regression is ridiculously slow.
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Not fixed in 5.3.2... still not even acknowledged
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It's a survivor buff, it will not get nerfed because, you know, too many cry-babies will cry about it
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Nope, my mistake. It's fine in the tutorial, but in game it tanks hard as per usual :(
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Looks like it's been fixed in 5.3.1?
Nothing in the patch notes, but definitely seems to be working better on my machine?
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Sad to report this is still an issue in 5.3.0
Also disappointed to see that this doesn't even appear on the list of acknowledged issues, like BHVR's position is that it's been fixed when clearly it hasn't been.
In case it's relevant, I noticed the FPS dropped more when I used my gaming mouse (higher refresh rate) as opposed to my 'work' mouse
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"If a survivor has to search HEX totems, then killers should have to do the same. It is not fair a killer can instantly snuff out totems, which means they have no penalty."
Err... no dude!
1) When a survivor snuffs out the hex totem, that killer perk is lost. It's gone. It's not coming back. That's 1/4 of the killer's load-out eliminated. Of course it's valuation, and should be hard(er) to find.
2) Survivor boons don't get destroyed, they can rebless. The survivor loses nothing except a little time in having to rebless the totem again. The killer can't break the totems so this is literally 100% in the survivor's control. The killer has literally no counter-play to this other than to keep turning it off.
3) The killer has enough of a job to hunt for four different independent survivors, who could be on multiple gens, without also having to look for totems as well given the current balance of the game. There's no way a reasonable player can expect this to be "fair" for one killer to juggle and manage everything the survivors (who may very well be coordinating on comms) are up to.
Personally I think boons are ridiculous... they just add benefit to the survivor with no ability for the killer to negate it to any real degree.
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You're not alone, I've noticed this with Nurse too. I forget the add-on names, but the green recharge is like super rare for me, and I almost get two of the green 'blink past survivor for 200pts' almost every web. I've spent a few million on her, and I've got almost equal amount of both, even though I've been hard prioritising the green recharge.
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Same thing that happened to the key nerf that was supposed to coincide with the mori nerf
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I think it's a terrible change, and there's a clear inference in the description, ala:
"This lack of feedback forces you to make a guess and hope it pays off, which can be great when it works out in your favour, but can also feel awful when it doesn’t."
What they're neglecting here is that a 50/50 is 50/50 for both sides! The Spirit has to make a guess too as to which way you'll go (because her phasing only starts a short time after she's lost visibility of the survivor), and it has a long cooldown, and she's 110m/s outside of that too so if she gets it wrong, it'll take a lot of effort to catch up.
They're also neglecting that the killer is supposed to overpower a survivor in a 1v1... they've got to chase, hit, down, and hook 4 survivors up to 12 times (which means winning approx 24 chases). To give the survivors more help here directly negates her objective as a killer.
Survivors aren't meant to win every chase, etc. They're meant to juggle their hook states and distract the killer from active gens to 'win' collectively.
This is a heavy-handed approach where the survivors are now given the advantage, but with the killer getting nothing in return (not forgetting she's already been nerfed recently too).
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@JustWhimsical said:
Honestly, the Blink Bug is appearing much much more often for me and it is getting very frustrating that a bug that's been in the game for so long is still just being ignored. Like the bug takes away Nurse's ability and it honestly feels like the devs never take Nurse's bugs seriously. Like how much proof do they need with how much people send bug reports on it, if they are fixing it at least mention that they know about it and are trying to fix it that's the frustrating part for me. Like I know I am ranting about it a lot, but it's kind of like having a bug that takes away the ability completely is kind of serious especially if it's nearly every match at this point...
How dare you suggest they don't take Nurse's bugs seriously?? :P
When the fatigue-cancel bug was popularised, they fixed it within a few weeks.
When the 'looking up in fatigue' bug was popularised, again they fixed that within a couple of months.
Which might make you think they're pro-active, except when you consider these bugs had been in the game for years, the only thing was not a lot of people knew about it. But as soon as word began to spread (thanks in part to a Nurse-main youtuber making videos on it), they fixed it.
And then you realise they only focused on and fixed the bugs that benefited/buffed the Nurse (lest the survivors start crying even harder than they do already).
Any bugs that nerfed the Nurse - like this blink-bug which literally removes her ability and reduces here to the slowest possible M1 killer - are suitably overlooked because, who cares... just a handful of Nurse players.
BHVR absolutely know about the issues. But the priority is the survivor experience...
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Still an issue in the latest update
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2472165#Comment_2472165
And Like I said, in order to be able to see over the jungle gym when you normally wouldn't be able to, an incredibly specific positioning from both you and the killer is required.
The only spot where he could see the killer and couldn't see on native, he had to be standing at the T wall while the killer had to be a neighboring tile. Were the killer in the same tile, this means you can see the killer when you otherwise wouldn't in such a specific scenario that it MIGHT be able to help you in a situation that you are lucky enough for a generator to be at one of these very specific angles.If the killer was any closer to the gym, you know like the momment at which its important to actually see the killer, the gym will either completely block the killer or the killer will be visible in both FOVs, it can only ever increase vision of the horizon under specific conditions.
Err, no. This isn't even subjective. You can literally see from the video that it's possible to see the killer from a distance away with stretch that you can't without. Stop trying to straw-man the issue by narrowing the point down to something nonsensical because that's the only part you can defeat.
You get an increase in vertical FOV - fact. And that allows you to see over obstacles that you couldn't see over normally - fact. And that gives you an unintended advantage that the game/maps were not designed around/for - fact!
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@SkeletalElite said:
https://www.youtube.com/watch?v=zK0d8yx3RmA
He literally even showed this in the OP.
All you have to do is tilt your camera, the fact that he left his overlay there when doing it was extremly bad faith, it's really not that hard to see if you don't have a literal overlay with a darkened background and a bunch of words/pop ups hovering over it. The only stuff you could see that you couldn't see in native required such an incredibly specific angle/distance from the loop, it's such a massive over reaction to how much of an advantage it really provides.
Classic straw man... "all you have to do is do more actions to get something the stretch res can see for free which demonstrates they see MORE"
When hackers enable 360-vision, these guys will come up with "guys, you can do the same... just turn your camera!!"
The point is that you can literally see over obstacles that are supposed to break lines-of-sight in ordinary aspect ratio, which removes the ability for killers to approach undetected, or mind-game some loops. That is not something that can be replicated by "just move the camera a little" as demonstrated in the video where Tru showed that by standing at a gym, normally you couldn't see over the wall except with extreme difficulty in some spots, but with stretch you absolutely can pretty much everywhere!
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I agree with the sentiments of not using plaid flannel. I've got a few hundred hours in nurse myself, and I put flannel on just to see if it'd help... it was completely distracting because I focused more on where to put the blinker than just letting muscle memory take over and taking me to where I wanted to go.
Don't use it.
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It doesn't need the server to record the match. Every client (i.e. player) gets all the updates over the course of the game (i.e. where survivors are, etc, even though you can't see it), which means you just need to record this locally and then be able to "play" it back.
Once you've got it playing, there should be nothing stopping you using a virtual camera and flying around, or at the very least switch between views like you can already do as spectator in KYF
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Left 4 Dead - I think the introduction of EGC has made this nigh on impossible.
It requires you to:
a) Have 4 gens completed at the point where the 3rd survivor dies
b) Complete the 5th survivor after the 3rd survivor dies, but before the killer closes the hatch (since that blocks the gens). Now the killer knows where you are
c) Escape the killer with enough time, etc, to make it to a gate (which you hope are spaced far apart that the killer cannot patrol easily), open it and leave
It would require extraordinary luck in normal gameplay... even with an SWF where everyone 99's the last 3 gens and your three team-mates give up (dc?), I think it's unlikely to happen.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2438765#Comment_2438765
This is where the irony comes in.
I get what you're saying, but you also posted this thread essentially doing the same thing.
People playing killer tend to gripe as much as survivors do, just not as frequently in the post-game chat. Every complaint you've seen against killers are made against survivors as well. The moment you take on the us vs. them mentality, you welcome in the victim complex.
Not saying you're playing the victim here since you have a pretty well-rounded opinion of things overall. Just avoid thinking in terms of "survivors/killers always do [x]" if you can.
This made no sense to me, and I think you're projecting onto me assuming I'm a killer main (I'm 50/50).
I'm not griping _as a killer_, I'm raising the wider rhetorical question of the mindset that survivors generally have which is everything bad is always the killer's fault. That's a very specific observation that cannot be reworded or re-envisaged as a problem on both sides. And it's demonstrable by the simple fact that survivors don't bind themselves to any behaviour that they'd agree is collectively wrong/bad, unlike this mantra they've made some killers believe that tunnelling/camping is bad.
It's a notion I've held for a while and yes, I did make the post because I saw it manifest several times when I was playing killer, but that's also because I hardly see it as survivor as I usually play SWF and we're not idiots to believe in such a dichotomy.
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Wait, let me try to understand?
You bought something at a price you were happy with. You used/benefitted from that purchase.
And now further down the line, there's an offer on for those who held out and didn't yet buy the content, etc, and you want that deal too so you want a refund on your original purchase like it never happened?
For real??
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2438765#Comment_2438765
Because you’re the big, fast, supernaturally powered monster that keeps trying to kill them? By playing the match you are actively trying to remove them from it, why are you surprised that they blame you and your actions when they die? Ideally survivors would keep their salt to themselves, but that’s never gonna happen. If you don’t want people to get mad at you for killing them in the game, either turn off chat or play something else. You can guarantee that you’ll get salt from other players if you play a PvP game, especially one with a small lobby.
What do you expect them to do, really? Thank you for killing them quickly? I’ve never had a killer compliment me for a 4 minute chase and an easy escape either, and I wouldn’t expect them to.
Did you even read what I wrote?
What I'd expect is for them to realise when they or their team-mates misplayed, and the killer simply took advantage and played as you'd expect for them to complete their objective. Simples.
It simply cannot always be the killer's fault, but reading survivor complaints, you'd think that was the case.
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Nurse had a bug where she could cancel her fatigue with a well timed swing... requires skill/practice to execute properly, but gave her a minor benefit.
BHVR fixed it within weeks of it being publicised
Nurse had a bug where she could look up in fatigue, and gave her a minor benefit.
BHVR fixed it within weeks of it being publicised, despite it having been in the game for years
None of the other bugs benefit Nurse. They're pretty harmful... blink-bug and swing-cancel can cause the loss of a game if you're not able to get that down at a critical moment. But they benefit survivors, so no priority to fix. Killer's just have to deal with it because we mustn't upset the survivor base.
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@xenotimebong said:
She was upset because she had a frustrating match. You’re her opponent and the person who hooked her three times in a row so of course she’d blame you.
Why even let it bother you? If you feel good about how you played and that you didn’t tunnel then it’s irrelevant what she says. If you feel that tunnelling is fine and you like doing it then, again, what she says is irrelevant. You won’t convince a person who’s salty after a bad match that you’re not responsible for their bad feelings, so just ignore it and move on.
It doesn't bother me. I'm a firm believer of each player playing how they like. If the killer wants to tunnel/camp, let them do so because there are ways to punish that. I don't believe for a second that I tunnelled, I just capitalised on survivor misplays.
My point was more why everything is always the killers fault whenever survivors don't enjoy their match. There's a list of excuses that survivors have ready to throw at the killer, yet as far as I'm aware, there's not a single trait that survivors would agree that killers can accuse survivors of.
"Gen rush" - nope, that's just survivors doing the objective
"BM with flash-lights" - that's just distracting killer away from gens so others can complete them
"Abusing DS" - same as above, wasting killer's time so rest of the team completes objectives
My point was more about the dichotomy here, where the killer is expected to "play fair"... according to the survivor, yet the survivors will never give the killer any reprieve if they're having a difficult game. I've played 1000's of matches as killer, and I've never once experienced a scenario where the survivors looped me the whole game, and then at the end let me get a couple of hooks for free for the sake of BBQ points or whatever. It's mostly been t-bagging and insulted in chat after.
But if the survivors misplay and die for avoidable reasons, then it's the killer's fault for taking advantage, and somehow they're a newb for taking the easy option instead of tying up their hands further and going for the more difficult option, and ensuring the survivors have a fun game. Like, why do they put that on the killer to give the survivors a fun game when it's never the reverse?
It's double-standards, and I would love for survivors to start recognising this BS and changing their mindset accordingly. But then I think I've got better chance of BHVR fixing bugs than for that to happen.