RainehDaze
RainehDaze
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286906#Comment_3286906
I have empathy for schizophrenics. I have empathy for cancer victims. I have empathy for poor people living on the streets who can't find a warm place to live during the winter.
I DO NOT - NOR WILL I EVER - have empathy for someone who is afraid of "missing out" because the entire collection of seasonal digital skins aren't made available to them year-round.
People need to get their f*cking priorities in order. JFC
So you don't have empathy for people being specifically targeted by marketing tactics that, regardless of the importance or lack thereof of what is being sold, are proven to be highly effective for the business and very bad for those susceptible to it?
The only entitled ones here are you "I don't think this matters so I'm going to demean everyone else" lot.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3286716#Comment_3286716
Hmm, interesting, there are definitely some valid points in what you write. I guess most people who complain have some partial FOMO mental issue. Still it seems to me like some random problem that for some reason is put under spotlight. E.g. why isn't anyone complaining that there is no time limitation on how much DBD you can play... There definitely are people who spend too much time on it, because they have some gaming addiction and no built-in time limit is not helping with that.
Limits on how much you can play actually further addictive behaviour, it's why mobile games have stamina bars and the like. You want people to clock in regularly, play, and be enticed to spend money to skip the wait if at all possible, or to maximise the value of the time spent in game.
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@Superbeasto1974 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286593#Comment_3286593
I have ADHD. I have poor impulse control.
I take medication. I went to therapy. I learned to manage my poor impulse control.
BHVR is NOT responsible for the mental health of the consumer. That is the consumer's responsibility.
The entitlement and complete lack of self-accountability surrounding this discussion is positively STAGGERING.
And is the customer responsible for BHVR deciding that exploiting their weak points is the best thing to do with skins? Are those who haven't had the same opportunities you have to address their difficulties deserving of this targeting?
The only staggering thing here is how many people read this thread and go "all these people criticising the business choice are just complaining because of entitlement" when so many have said they aren't buying the cosmetics or thinking about doing so anyway. It is, apparently, completely impossible for so many posters to wrap their heads around "someone can take issue with a decision without being personally affected by it, because empathy and ethical standards exist."
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3285907#Comment_3285907
What his parents have done and instilled in him, in recognition of his impulse control issues, is a great coping strategy. They recognised that these sorts of marketing tactics are common in online games, so they (and he) make the conscious decision to avoid them. I would urge anyone who has such strong issues to employ the same sort of strategy and start cutting back on this game, and others, if they are finding it is affecting them negatively.
I have severe GAD and panic disorder, was first diagnosed with the former at age 11 after a traumatic childhood, and years of therapy have taught me that the only one who can manage my issues is me. The world will never change for me. It doesn't care when people fall through the cracks, sadly. I also do as your friend's son does though, and things that are triggering for my anxiety are treated with avoidance. For example, I find the news triggering, so I don't watch or follow any sort of news station, and I block them when they show up in my newsfeed. My hubby will listen to the news in the car on the way to work, because he can't watch it in our home. It's my coping strategy.
Doesn't mean BHVR shouldn't get all the flak for changing its strategy and sales to exploit vulnerabilities like this. Not on top of the criticism for the backtracking and deception.
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honestly, I'd rather I could actually see it myself. Did this Survivor read the mindgame correctly, or did I move wrong or misjudge something? Impossible to say, no visual feedback on my end. :T
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3286727#Comment_3286727
If you are so weak that you are willing to starve and/or fail to pay rent then you have problems deeper than trying to fault a video game company over.
Aside from deciding that everyone with any mental illness impairing their impulse control is weak, that is completely missing the point that's made.
BHVR is changing its sales tactics not to target the widest possible customer base, it's going the same limited-time-only-exclusive-deal-real-money-now tactic that mobile games use to push content. It doesn't work on most people, and you lose out on sales from a lot of people because of the exclusivity. But, the people it's targeting towards make up for it in volume.
It's a model that exists to squeeze as much money from a small group as possible, a group that is disproportionately weighted towards mental illness that is susceptible to this.
And what really makes it a scummy business practice is that this hasn't been DbD's model for the past 6 years. So, people who weren't being targeted by this game like they are by so many others are now being preyed on by BHVR. That's why it's dodgy. That's why people are complaining.
it's not that far off saying that pensioners starting to show signs of dementia who get scammed of all their savings by high-pressure sales and con artists are at fault. You're blaming the targets for being picked.
(Also, I don't even buy cosmetics; it doesn't directly affect me. I just hate the tactic for these reasons.)
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3286608#Comment_3286608
I stopped reading at "late stage capitalism". The rest of that paragraph just turned into socialist drivel.
https://forum.deadbydaylight.com/en/discussion/comment/3286617#Comment_3286617
Yes, they can medically advise you eat food. Which would solve the hunger issue.
https://forum.deadbydaylight.com/en/discussion/comment/3286629#Comment_3286629
It really is that simple. If you think it is more complicated than that, it's sad.
https://forum.deadbydaylight.com/en/discussion/comment/3286644#Comment_3286644
Empathy is for colorblind mode, and people that were suffering serious eye strain from flashlight clicking macros, and the Light in the Fog event.
Not "Awwww, my digital clothes are going away!"
The reason that you're wrong about it just being 'that simple' is because you are, like way too many people, fixated on the what is being sold. Doesn't matter if it's digital pictures, random seasonal food items, clothes on sale, or limited edition whatevers; it's preying on a particular type of person. Digital sales are actually worse, because it's 100% artificial scarcity: once the item is created, there's never a cost to having it available indefinitely.
And the counterargument of 'but it doesn't work on me' is kind of sad, because it means you're just dismissing both the experiences of anyone else and any knowledge of marketing.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3286441#Comment_3286441
Well don't complain if you not gonna kick them out, you have the power
I don't think my confusion at why people are hanging around in the exit gate for long enough I can go make a drink and come sit back down again counts as complaining
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285937#Comment_3285937
Well go kick them out
I could, if I hadn't gone to do something else when they opened the gates and I was nowhere near them, then come back to find they inexplicably haven't left.
It's not like I'm inconvenienced in these situations, because I wasn't going to have queued up for another game at that point anyway.
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But we don't have Smellovision yet.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3285968#Comment_3285968
actually, it's up to 6 survivors now (everyone up to David King, not including bill because he was always for shards)
https://us.v-cdn.net/6030815/uploads/3VWO9DATNYN8/image.png
And 7 killers (up to Doctor)
https://us.v-cdn.net/6030815/uploads/IAZS4CR7ETCP/image.png
They just haven't been announcing it
those are some neat pictures
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@DashMonsta008XV said:
I don't understand why people don't want this game to succeed or the artist get paid for their work,who cares if they get paid or rich. doesn't that mean a better future for Dead by Daylight
Does it look like any of the money that comes from skins is directly going to improving the game? If they sell a thousand extra skins every release, are they going to use that to hire some more developers just for this?
That is a terrible argument.
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I really do not get the people that wait around in the exit gate until the timer's nearly up. Like, I've tabbed out to talk to someone in another window, or gone to make a drink, and they're still there. No, I'm not coming over, I'm doing something else now you've won...? You're all full health, it won't give me anything to go over there.
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I genuinely do not see what part of this you're having trouble understanding:
FOMO isn't the mental health issue.
FOMO exploits existing mental health issues to make sales.
The complaints are that it's a change to a sales tactic that targets these people who have legitimate mental health issues! FFS, people with mental health issues play games too.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3285907#Comment_3285907
You understand there’s a rare exception, right? This example is a big reach on your part
You think the number of mental illnesses that sabotage this one thing is rare? Really?
Or, in fact, that this matters? FOMO is why gacha games rely on making most of their money from a small fraction of players. The entire concept is to milk the hell out of the most vulnerable part of the playerbase to maximise income, well above what you get from the majority of players. It's a deliberate predation.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3285539#Comment_3285539
But if you give killers more time and dont punish tunneling/camping, they are going to use this added time to tunnel even more.
Just like what happened in 6.1.0, where most killers said they were forced to camp and tunnel because of the 80sec gens but when they got 90sec gens, they started tunneling more than ever even through the basekit BT and OTR.
Because less than a minute total more time in the game was going to significantly swing the equation when the meta shifted because now second chance perks made less sense and there's been new generator stuff...?
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@GrimoireWeiss said:
I honestly don't understand this "FOMO" mentality. Skins don't have any kind of impact on gameplay. If this was about, for example, a killer stronger than Nurse that would only be available for purchase during a month I would understand it, but skins have literally no impact on how the game is played. Are you guys also buying every new trendy clothes that come out IRL because you think you're "missing out" as well?
Yes, that is how things like FOMO work. If you have any investment in something, even things like cosmetic skins in a video game, then that's an opportunity for marketers to exploit with the idea that this thing is only available for a limited time, so you'd better get it now.
The amount of "I don't personally get it so I can't accept that it's bad" in this thread is amazing. This isn't rocket science or top secret! It's not a fringe theory! It's well-studied, which is why so many companies use it.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3285795#Comment_3285795
Eh I guess my brain isn't wired like that.
I think that's part of the problem that leads to so many people not getting why it's a shady tactic. They aren't susceptible to FOMO tactics in general, so to them it's just a matter of "oh, well you could wait anyway, so why does it matter?" Without direct experience of it or a good working knowledge of psychology and marketing (and the psychology involved in marketing in particular), it doesn't seem like anything noteworthy. Sales just seem like something that attracts more customers because things are cheaper--but it's not just about elastic demand like that.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3285480#Comment_3285480
But it's not FOMO....they have specifically said they will be back next year though.
It's not like other games that do limited time cosmetics that once they are gone they are gone forever. But Heroes does that all the time with their monthly purchase bonus that is only available for that month and once it's gone it's gone forever.
The only time BHVR has had cosmetics that were out and now gone forever was the Stranger Things cosmetics but that's not on them but Netflix.
Nah, it's still FOMO. A lot of mobile games actually work like this--whatever it is that is currently on sale has a very high chance of coming back later (up to being certain in some cases), but they still run the limited sale tactics. Because it's not "will it be back ever!", it's "If you don't get it, you're missing out for longer than the human brain is good at handling". A year is a very long unit of time for our primitive, panicky, greedy brains to wrap their head around.
Plus, bad impulse control and a lack of patience tend to go hand in hand. The people who'd be worst at waiting another year for a chance are therefore the ones who're most susceptible to FOMO in the first place.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3285705#Comment_3285705
This is ofcourse speaking purely from my own experience but i know somebody who had impulsive spending issues
He spend close to 1000 bucks on mobile games a month, often skipping meals to be able to pay for it
He took a class and completely recovered from it and is doing totaly fine now
I ofcourse can't tell if he's the exception or the rule but i do know it's possible
Problem is most people don't know classes like this exist and/or don't bother with it
Not to mention that it's something they have to pay for with their own money instead of being provided from support like it should
More the exception than the rule. With a lot of things, the poor impulse control is never going to go away--it's just a matter of teaching strategies and mechanisms to try and put a brake in, but that's not perfect. And even if you can learn that, constant 'look at our time-limited offer!' notifications and events do not help.
BHVR has not yet, I think, graduated quite to "Look at our time-limited cosmetics we're selling!" and putting a big glitzy visual add every time you log in, but this isn't much better (because then it's attacking the same point every time someone tries to play, and really hammering in 'look how close this is to going!')
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3285473#Comment_3285473
Why is it shady? Buy it or don’t.
FOMO is a you issue.
FOMO as a marketing tactic is morally questionable and specifically targeted at the vulnerable. Which, I should point out, does not just mean 'completely normal but with poor impulse control'; I mean that bad impulse control is part of a lot of mental illnesses (and, of course, can wind up in a lot of coping mechanisms for more!)
And if you think that it doesn't concern you when companies start doing things like this and it only matters to the people who're affected, then you're both being far more selfish than the people actually complaining, and really hope your mental health never takes any sort of downturn.
I really don't know how else to explain 'you should care about other people', though. It's not hard. This is a tactic that will hurt people. Maybe only a few people, who knows what DBD's player base is like. But it's going to hurt some people, and that's... fine to you, because it's a business tactic? ok.
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@daniel_owenz said:
https://forum.deadbydaylight.com/en/discussion/comment/3285101#Comment_3285101
Exactly, it's dumb that the only way you can learn about it is to get ######### by it first. Those kind of abilities need to GO GO GO. I don't support wesker or pinhead having such abilities at all if it blocks the gate when the survivors already won basically.
Pinhead stops you from leaving if you're chained. Wesker will automatically pick up an injured survivor if he collides with a solid obstacle in his bound--to him and all Killers, the exit is solid.
These do not need to go, the former is very rarely useful, and the second is literally part of how his power works in general. It's not surprising.
And if you lose to them, sucks to be you. Either you need to not dawdle in the exit gate like a moron and just leave so the game is over, or you only got to it with the Killer behind you--in which case, game wasn't over. It's over when you're out, not when you're dancing around on the other side of the gate. Very simple logic, that.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3285539#Comment_3285539
- Get more BP
- Not putting self into high MMR that you're not supposed to be
- Everyone have fun
There is 1 thing you have to understand, losing to a good team doesnt mean the game is on survivors' side, its your skill is not matched to that team.
Im pretty sure 4x me will not able to win over you as killer. You can tunnel me out the game with 4-5 Gens still up, and easily 4K later. But then you vs 4x Ayrun and you're struggle to secure a kill. Do you think your skill as killer matched to such a team?
Your "reward" for trying 4K every match is to play against out skilled survivor team, or equal try hard as you. Remember the kill rate you should get is 12 survivors per 5 matches, not 20 survivors
Funny part, you kill 4 me and 1 Ayrun in two match, the kill rate is 62%
Hope you get the concept.
You say "supposed", but that's the weird thing. You're not 'supposed' to be there if you subscribe to the idea that the Killer should avoid eliminating any Survivor in particular as long as possible. But that's not a requirement to play Killer, nor is it sound tactics in general. It doesn't even lead to more BP in most cases--if you eliminate one person faster, obviously, then that's going to be less gens done, an easier time interrupting, and an easier time getting more hooks. If you don't facecamp for the one kill, it's still more BP efficient.
(On the topic of chases: the fact that hold W to nearest pallet, run round unmindgameable obstacle with no thought until catch up, drop pallet, repeat can be so efficient against multiple killers doesn't seem like it should be fun for anyone. We all know how it's going to play out the instant it starts, it just matters how many people are on gens when it happens.)
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@VaporLion said:
https://forum.deadbydaylight.com/en/discussion/comment/3284363#Comment_3284363
what you are explaining is very generalized though. i think dbd is coded in a way where it just looks on the killers client to directly check if they hit a survivor or not. So its purely about whether the killer has a good ping or not and the survivors ping doesnt really matter for hit validations specifically. On dead hard it might. And the reason i think that is because i faced cheating bubbas that insta down you when they are not even visible on your screen.
That's because generally only one side is trying to do the hitting at a time. If only one person swings, then the other client doesn't have anything to say--it just waits to be told it's hit.
Though DbD is pretty lenient with letting both events go through when it does find something both sides have input in. Pallets are like that.
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/3284318#Comment_3284318
Just because you didn't like it, doesn't mean others didn't.
I liked it at first, but once everyone got their cosmetics, I remember very little playing around, and an awful lot more these-are-just-health-state plays. Which, you know, is the big concern bringing it back again. It's not fun if the event lasts so long that it just becomes a bonus gameplay mechanic to help one side.
You'll have a minority goofing off, and then a whole bunch just using their advantage for several weeks.
And as someone that didn't play Survivor, it was not the most engaging event choice. Hit Survivor, or don't hit Survivor? Hm, much engagement to be had.
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@Ayodam said:
Ping is certainly an issue. Personally, I don’t understand why bad ping is ‘rewarded’ while good ping suffers.
There's basically two ways to handle network latency. The first way, you go by "who gets to the server first wins"--first one to say something has happened gets it to happen. In slower games, or with really good network infrastructure everywhere you're playing, this works pretty well; it's immediate as far as anyone is concerned and it's great. It is exploitable (if someone's client can report hits or whatever, and the server can't properly check, then suddenly...)
The second is basically "what time did you send your message?" This is what leads to favouring bad ping--everyone reacts to what's on their game at the time, and the server basically goes "oh, this person did it first on their side, they win".
Although then you can have middle grounds etc.
And neither is perfect--another downside of the first one is that if there's any sort of latency at all, time-critical reactions basically get disabled.
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@legacycolt said:
God, already complaining 🙄 give survivors some time to breath and enjoy an event.
they had last year
the novelty of it wore off
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3284226#Comment_3284226
Good Onryos play Iri Video tape and Bloody fingernails. Ring drawing is for noobs and easy to counter with coh, ub and overcome. Also good survivors will pre leave the gens and won’t take any hit.
1) which strategy is this thread about, again? Oh, right, the slugging-for-condemned.
2) UB and Exponential (which I assume you mean, not my-speedboost-on-hit-is-longer) barely show up any more, if exponential ever did. Yes, CoH allowing for unlimited free self-healing does negate the ring drawing, but that just encourages the slugging.
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@Murgleïs said:
You guys complain about everything.
- Killer downing too fast (nurse, blight, spirit) ? Not fun, please nerf.
- Killer defending hooks (trapper, hag) ? Not fun, please nerf.
- Killer having slowdown to defend gens (pinhead) ? Not fun, please nerf.
- Killer having antiloop (artist, pyramid head) ? Not fun, please nerf.
Sadako is actually the perfect killer in your survivor rulebook. She doesn’t tunnel or camp. You don’t like her because :
- she doesn’t commit to a chase for 5 gens like a dog
- she punishes genrush
Also, she does slug but not to spread condemn (it’s not her strongest addon). She does it only because it takes too much time to hook a survivor. To counter this strategy, all you have to do is tapes or use UB, overcome or bastmine (I know that’s hard to not be a metaslave). That’s it. Respect her power. Now leave this killer in peace and go post another nurse nerf thread.
"The strategy that heavily involves healing actions spreading condemned doesn't slug to spread condemned" is a funny take on it. I've played it, you don't avoid hooking because hooking is slow, you avoid hooking because being slugged is two chances to spread condemned and progress to the mori, while being unhooked is only one.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3284212#Comment_3284212
The killer can’t stack regression on it already because it’s regressing.
You cannot kick a regressing gen.
True, but someone else can tap the damn thing and then boom another kick. I also think Jolt can get a regressing gen, but I might be remembering the interactions wrong.
(Blocking it also means that the time where it can't be worked on doesn't have regression, which at least alleviates the extra ~6s of work needed from an incapacitated survivor not being able to stop regression)
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Eruption should just entity block the relevant gen. Affects everyone equally then, doesn't regress, Killer can't go back and stack extra regression on it.
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been a bit since I saw a noed complaint
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284181#Comment_3284181
Using Iridescent Videotape and Ring Drawing and almost never hooking anyone so when survivors pick each other up and heal after you slug them it just slowly spreads condemned through Ring Drawing along with teleporting constantly. Makes Condemned actually viable and it’s miserable to play against.
The depressing thing is that these addons are also the only way her ability is ever going to come into play unless it's against some really, really derpy and misplaced survivors. Cooldown time for a TV is otherwise, what, 100s? And you'd need to teleport near someone 7 times? Add the 30s initial cooldown, and unless you keep finding the same survivor running from TV to TV, that's up to twelve minutes. Even without their getting rid of Condemned.
The iri one is the only way the teleport remains even halfway functional and not strangled by how it can be disabled, and the ring drawing is the only other thing that spreads it. It's ridiculous.
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As always, it's nice to see someone complain about proxy camping (or the Killer just not immediately vacating the entire area--never mind that some Killers can get back to a hook if they see a rescue coming really damn fast and intervene) and then the dozen or so posts that go off about facecamping Bubba and the like.
"Running off to randomly start a new chase" is neither inherently better nor more skilled. The difference between the two types is A) the state of the match, and B) whether you have any idea where Survivors are going to be. No aura reading, no gens being done, and no sign of Survivors? It'd be an idiot who just ran totally away from the hook on the chance of getting someone.
Completely abandoning a hooked survivor with no reason to do so is a really dumb choice. Decision making matters.
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@Rootlo said:
Ive noticed that a lot as well as both Killer and Survivor. Sometimes as killer i take 3 steps and see a survivor, others they are on the opposite side of the map.
Likewise 3 seconds after spawn ill be in terror radius, or wont see a killer for like a minute.
I also notice often that survivors are spawning right on hex totems nearly everygame. Its nice when i spawn next to one as a survivor, but infuriating when survivors do it and im a killer lol.
Killer Terror Radius can cover like 1/3 of a map before you run into weird stuff like Wesker running Distressing. Remember, 100m a side is pretty big for DbD, if the Killer spawns like 20m from one of the other edges (pretty common, there's usually at least one generator behind them), then their terror radius is already reaching over the halfway mark.
(also, 5s away from the Killer = 23m, so even if they don't have a mobility power, with lethal pursuer that's not an unsurprising distance at all)
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@NerfedFreddy said:
Killer players want to take away last and the only viable survivor item
Did the ability of toolboxes to cut half the time off a generator disappear since I did the maths earlier this week?
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I think everyone else would also like it if she had some viable strategy except a very, very weak mindgame around loops. When she's so short as to already be handicapped there.
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283815#Comment_3283815
Only if the other side took the game way too seriously.
Yes, the snowmen weren't balanced well. But who cares? It's just a silly limited time event, it's not a big deal.
"For a month, one side gets a nice thing to play with that's also a direct gameplay buff. The other side gets diddly squat."
I mean, it's a big deal when so much of the year is lopsided and it's only a fun thing for one team.
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The part where killer adepts need chases and gen defence and sacrifices (with multiple hooks) and random other stuff to fill up the 'I am pressuring you and being malicious' one is just weird. Sure, it gets tied to the monthly reset, which is something, but...? It doesn't challenge you to do your main goal as a Killer with only their perks, it's a random checklist.
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@Zephinism said:
Let me say it this way: Killing should be an exception, something special, something to be proud about and NOT common - even if it's just the endgame collapse. So yes, escape rates should be always higher than killrates. And i think they're fine in SBMM since the latest, big balance update.
The problem with the internet is I can't tell if you're being sarcastic or not.
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Wesker, honestly. Yeah, he's strong, but even losing means you probably got plenty of chases, and that chase theme and all the trash talk makes up for it.
I just wish lightborn darkened the screen for him. I'm wearing sunglasses damn it! xD
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@HectorBrando said:
Yeah, sometimes you just happen to tunnel someone because the person sucks at not being spotted and the other three dont.
For me tunneling is when a Killer targets the same Survivor over and over AND has intent on doing it, if it happens by chance or because the Survivor is very bad I wouldnt call it tunneling.
I feel like that's the biggest cause of not-Tunnelling: you head back towards the hook, the unhooker has gone to ground, and then see the recently hooked Survivor booking it across the map. Like, unless things are going really well, I'm not going to sit around and let everyone reset when there's a chase to do.
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The thing about Killers reaching the Hatch faster is that the last Survivor usually has a head start on maybe finding the hatch (and could theoretically have items to find it, even if nobody brought an offering to spawn it somewhere), so it balances out pretty well.
As for kill rates... generally, we're always fighting against the problem where a 4E for the Killer feels super bad (because it usually means getting looped or just fed through pallets for a few minutes and maybe getting one or two downs), but any kills are bad for the Survivor in question if they're considering only their own outcome. But this is DBD, so the snowballing is pretty real. Which also means that it feels like all gens completing and everyone getting out is the most common way Gates factor into it--3E and 2E seem way less common.
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@Aven_Fallen said:
You are 100% not forced to run either of those. In fact, I almost never see Survivors with Hyperfocus, I think it is incredibly overhyped and since you are not going against Wesker on RPD basically any Match anymore (which was the case when Hyperfocus was new), you dont get Stake Out-Stacks on a regular basis, meaning it is harder to keep the Hyperfocus-Stacks.
I see Prove Thyself a lot, but this Perk is mostly used for the BPs. If you would remove the Bonus, the pickrate would drop a lot. And even if it is used a lot - two Survivors on one Gen with PTS is still better than two Survivors on two Gens without PTS for the Killer...
When it comes to Killer-Meta, yes, this is stacked Slowdown. And this is mainly because the Perks do synergize very well with each other. It is not only Eruption, it is at least Call of Brine on top of it. There is a really strong Synergy in the current Meta and the benefit is mostly gained by things the Killer does anyway - downing a Survivor for Eruption, hooking a Survivor for Pain Resonance, etc... Sure, you have to kick Gens, but this is not even that bad anymore if you pair it with Call of Brine and/or Overcharge and the initial kick also shaves of more progress than before.
And well, stacking Slowdowns is the easiest way to play Killer, so I guess this is why it is used so much.
But from my own experience, you dont need to stack Slowdowns. I mainly run Corrupt Intervention on some Killers and I am doing fine. If I play Wesker with Lethal Pursuer, Floods of Rage, Brutal Strength and Dissolution, I will probably win less games compared to using Eruption, Call of Brine, Overcharge and Pain Resonance, but at least I have more fun this way...
One of the first games after I started playing again was against someone with the full built to last/stakeout/hyperfocus/overzealous combo. And a toolbox naturally. And since I hadn't unlocked the currently-meta gen stuff, I made the mistake of bringing Ruin.
Oh and we got put on The Game (Or someone brought an offering).
So it definitely happens. And it was a rather disappointing experience.
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@DoctorMadness said:
https://forum.deadbydaylight.com/en/discussion/comment/3281926#Comment_3281926
hit and run WAS NEVER GOOD against good survivors so who cares? Its literally called hit and run YOU Aren't gonna win noting by hit and run especially on a killer who has no map pressure
There's a difference between 'not good' and 'totally dead'. CoH in play requires committing to chases.
Also, everyone being able to free self-heal off one perk is part of why some killers have so much less map pressure.
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@Xendritch said:
I don't think CoH is a big deal for most of the roster as they either have good mobility or end chases quickly. But if you play clown for example are you probably gonna get destroyed if they have CoH? Probably but you're clown you were probably going to get destroyed anyway unless your using pinky finger in which case who cares if they heal?
Its existence denies hit and run, denies injuring people as pressure, and in general has caused the same problem since it released: if one person brings it, now everyone else can get away without medkits or spending a perk on healing. There's no additional cost to healing beyond the injured person--otherwise, they'd either need their own perk, or a medkit, or for someone else to invest their time.
Free teamwide healing that can be placed in a safe area is bad.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3280596#Comment_3280596
What specific builds are necessary to achieve completing three gens in 30 seconds? I don’t want some kind of long winded dissertation where you double back and try to explain what you really mean, I don’t want to see you mention map/Gen RNG, I don’t want to see something about the competency of teammates. I just want the build (with perks, specific items, and add-one).
30s for chase (as responding to) + 20s just to get into a chase with 4th survivor.
25% repair from BNP (5s). Commodious toolbox is another 30s of 50% faster progress, so 45 charges total (50%). 40% chance to trigger a skill check per second (for 1% extra progress), so say another 10%. If we add hyperfocus to the mix, those are both more likely with great successes and more rewarding. So, instead of 10% progress, it'll be (1+1.3+1.6+1.9+2.2+2.5*5) ~= 20%. So, in 35 of our 50s, it's at potentially 95% progress and only needs another 4.5s. Gen in 40s total.
But we can go further and have the engineer's toolbox with the 12 extra charges. So in the 28s said toolbox is usable, it's 56 charges (62%), for a total of 87% gen completion before adding in skill checks. In fact, the great skill checks aren't even needed--33s have been spent of the 50s before the Killer is free to come interrupt the repairs, and the gen will complete in another 12s, finishing at 45s. Of course, if you do trigger enough skill checks during those 28s, you could finish the gen within the toolbox window--or, in other words, you can finish the gen in 33s and have 17s of the 50s at the start of the match to get on a gen.
note, obviously, that this wasn't a build requirement at all, it was just bringing an expensive item.
(And if you can't hit the great checks for BNP and get no great checks, the toolbox alone+BNP is 77%, needing another 22s or so to finish the gen--about 55s. So, if the killer takes more than 5s to hook and get over to you, it's still easily possible for 3 gens to have gone)
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3280510#Comment_3280510
The perks might be amazing but people already started complaining about eruption. Which will eventually get nerfed and/or replaced with something else.
Gen slowdown perks should be optional not a must. But lets face it, the killer playerbase feels forced to use full slowdown builds and/or camp/tunnel to slow the game down to a not so stressful version.
I just accept that if I dump all slowdown perks and do well, either I'm playing way under my practical skill level (we're talking stand at pallets for me to decide level)... or I got a flashy obsessed team that is about as concerned with the outcome as I am. okay, blinding is fine, but can it visually chill out? It's overriding everything else, calm down a bit. xD
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@TWiXT said:
They're also broken as far as I know, and no longer work as intended. 2 examples:
Just 2 days ago I started a killer game with the good ol' "Shroud of Separation" and had Lethal Pursuer equipped, we started the match in Azarov's Resting Place (the one shaped kinda like a bone), and while I started on 1 side, all 4 survivors started in pairs on the other. Sure each pair was far away from the other one, but just because they started on opposite sides of the other side of the map, doesn't mean it was any benefit to me at all. Naturally, the match ended with 3 DC'ing the moment they were attacked or saw that I was playing Wesker, and most likely because they thought that "secret" Offering I brought in was a Mori, but who can blame them for thinking that?
Another Time on the same day while playing Squeaker (feng min), I decided to try Vigo's Shroud because I was testing an Aura Reading build with the new Fogwise perk and Object of obsession, and wanted to be as far away from the killer when OoO kicked off in the event that they brought Lethal Pursuer. Sure enough, my guess was correct, the killer totally brought in LP and I saw them immediately... 2 tiles away from me, on the Shack side of Eyrie of Crows! No teammates spawned near me either, and I had traded out Distortion for OoO since they counter eachother, so naturally, I was the first downed, hooked, and out of the match before we had 3 gens done. Thank you SO MUCH Vigo's Shroud! you rat bastard...
In other words, I don't have any trust in the shrouds currently, and they definitely seem broken, but hey, that was only 2 games of trying them, maybe I'll record the start of a dozen or so games with these builds to see if these were just random 1 off flukes, or prove that they need fixing and post a compiled video for the devs... or I could just ignore them and let that be up to someone else, idk, sounds tiring.
a record of what they do in the current patch would be handy.
Saves anyone else using the blasted things. :T
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3280534#Comment_3280534
If OP claims that their Chases were 30 seconds and this twice, they got two Downs in one Minute. This is faster than one Gen needs to complete, let alone that one one Survivor is hooked, it is very unlikely that 3 Survivors are still doing Gens. Ideally you end up with 1 Survivor doing Gens, because you have one person hooked, one going for the rescue and one who is being chased.
Claiming that the chases only took 30 seconds is just wrong. If the chases were that fast, 3 Gens would not pop. Unless OP is going against like 6 Survivors.
it's not INHERENTLY absurd.
You have the time taken to walk over from your spawn to the first chase (even with Lethal Pursuer that can be 20s or something). Say 2 survivors spawn on other gens you're not pressuring. Add toolboxes. Boom, 20s uninterrupted gen time, however long you spend on the first chase. BNP can make that first gen go immediately.