RainehDaze
RainehDaze
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Honestly, the more I play, the less I like chases, because it inevitably devolves into looping, and annoying micro mindgaming. "Remember the ideal pathing and start doing absurd things like walking backwards and staring at the wrong place because of your invisible red face light and pray to god map RNG was favourable".
I'm not making any strategic decisions, my ability to influence the rest of the overall game as a killer is kneecapped beyond "abandon chase", and there's a good chance of my power not being appropriate for the situation. Anti-loop killer? 30s holding W across the map before maybe a loop; excepting if there's multi-level buildings with vaulting. Other killer? Round and round the loop we go with a power that can't do anything.
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@ChurchofPig said:
Yeah the diameter is 48 meters, you're not saying anything different than a 24 meter radius. They mean the exact same thing since the diameter is double the radius.
True.
I just wonder if thinking about it in terms of radius is unhelpful here. Normally, radius is useful, since things about hooks, generators, the killer--X Metres from that or less, the proximity matters because you're going to want to interact with the item in question (or avoid it). In this case, the radius specifies the point of origin, but once the totem is in place, the exact totem position doesn't matter.
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Also, "we need a counter to literally the one thing this killer can do aside from M1 and that has a drawback in how much time it takes" is excessive. Myers is already the weakest killer in the game, how is another nerf reasonable?
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Or, another way (and the problem with saying it's "only" 24m) is that 24m is a small-medium sized distance, but when you're dealing with "amount of map covered by this effect" then it's substantially less small.
Doubly so given that killers can only hear from ~12m away. Half the distance, right? But that means killers can wander around 3/4 of the boon area and not get a single audible clue.
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@kaeru said:
When you start the game you only have 5 killers and 7 survivors at level 1. You have to play without bbq and bp offerings. You have to figure that there is some tutorial, daily rituals and archives to get some boost for bloodpoints. Then you need to discover teachable perks and slowly grind the way to unlock good ones. Buy or unlock characters and grind their bloodwebs to unlock teachables. And then grind this teachables on characters you like.
As new player you need to play hundreds of hours to start the game on equal conditions with veterans. Those who stand this grind will stay. But imagine how much players find this grind is unbearable at start. They probably never come back to this game.
I kind of understand the point of grind. Devs probably want you to play the characters and not ignore them while you level them up. For example new character with interesting perks released and only way to test his perks is play him. Later you can unlock this perks on your main character. If you could level up faster you would not try out this character.
I only managed to start by having two years of Halloween BP saved, so I could at least get some perks and add-ons on someone (thanks, generic Demogorgon stuff, for giving me access to one gen regression ability). Can't imagine it's super fun to begin with absolutely nothing; you're not going to be matched against that much if at all.
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Is the boon totem radius spherical? I got the impression that it was cylindrical, but I haven't been paying much attention.
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@KSzerker said:
Grind's fine, stop prestiging and unlocking all the garbage unlockables if you hate grinding.
All the relatively good perks for Killers are spread across different trees. Like, assuming you want to just pick up super-meta stuff like Ruin, Pop, Corrupt, and Tinkerer, that's already four killers. Plus levelling any killer you want to play if it's not one of those four. And then doing it again for every killer, and every extra perk you want to use.
Which is a bit excessively grindy (and creates a weird disincentive to try new killers on top of the pegged MMR). At least Survivors are compensated for the lower BP gain a bit by only needing to pick one person to unlock the perks on for gameplay reasons.
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I think people are getting thrown for a loop because most distances are expressed in point-to-point terms, or are being talked about because of the distance from two points--terror radius might be a radius, but it's still mostly relevant in "how far am I from the Killer"; fully 3/4 of the radius is the Killer not looking or moving away (and mostly relevant for perk interactions). With Boon totems, this isn't the case and the entire radius and area is significant, so the usual point-to-point logic isn't applicable.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2641494#Comment_2641494
Well what do you think people that the DLC is meant for would prefer? You can't adjust it much to fit it in DBD. It'd have to basically not be the RPD at all. This is the best that can be done. Trust me, it could be way more accurate than it is. Imagine if the map had many many less paths. Entire hallways only having 1 way down with halls blocked everywhere. It's this or that. They did the best they could. Not many other things you can do with it.
Okay, who gives a damn what the people the DLC is meant for prefer? The map isn't part of the DLC. Everyone has to put up with it at all times.
Keeping the minority of people who like RE and can appreciate seeing an accurate RE map every time it shows up happy isn't a fair trade for giving the rest of the players a map that's badly designed for the game.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2643270#Comment_2643270
A safe pallet is a pallet with either large obstacles surrounding it on both sides, or walls. It means that the killer can't just walk around the edges and bop you one. An unsafe pallet, on the other hand, only really works if you predrop it - it has a small obstacle on one/both sides that the killer can just walk around.
.TTV is usually someone who streams their games on Twitch.
These tend to smurf a lot (sandbagging their MMR when they aren't streaming to face easier opponents in order to look better on stream) or at least tend to be really sweaty or BM.
Only met one so far, they accused me of being a cheater who's hacking afterwards because they thought Hex: Plaything applied only to the first survivor hooked.
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If I don't even have time to get away from the hook before someone's rushing in, I see no reason to go anywhere.
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I haven't played survivor and have zero intention of playing survivor. It's built of all the parts of a multiplayer experience I don't enjoy.
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I think he does build suggestions, too? Posts a lot of games to YT.
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2640996#Comment_2640996
Unfortunately where I live keyboards are about 150T$-200T$ I don't have that kind of money to throw around (I think that's about £50-£65 which is a lot here)
That sounds like an awful lot for a cheap membrane keyboard. You start getting actual mechanical keyboards here for that price.
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Well, it took me over a year to buy and play the game because the one experience I had on a free weekend was huge queue followed by being teabagged and clicked at from the exit gate when I had no idea what I was doing.
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@ImBlissful said:
https://forum.deadbydaylight.com/en/discussion/comment/2641645#Comment_2641645
So then, are contradictions fun?
That's going to depend on the person.
I like the large view of things. Applying pressure, working out where survivors are, putting them in situations where they can't draw me into a chase/loop or shut it down. If I commit to a chase, I abandon all of that for a few mindgames that I don't enjoy much or have perk synergy for and throw away my overall position. So no, I don't enjoy the contradiction.
I'm sure there's some killers who'd rather have a good chase than think about overall game state. Good for them. But the idea that "chasing is the only gameplay" is definitely a survivor-biased view.
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Nothing is fun for everyone.
On a macro level, the fact that "fun" chases are deleterious to a killer's overall objective is a contradiction.
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@CANxOFxCORN said:
people who like rpd, also probably are the same type who like black licorice.
But I like that and don't like RCPD.
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Maybe she doesn't?
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If they're Christmas sweaters, is the worst one the one that's the most horrible to look at, or the one that's the most bearable to look at?
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@[Deleted User] said:
Yes, map offerings should exist. But there's zero excuse for maps to be this unbalanced one way or the other in a 5 year old game. Especially considering most maps already got a pass. They just don't have a feel for map balance, don't care to address it, or the balance target is very low MMR solo queue. Most M1 killers should be 3 gen chase minimums on many maps
So, is that a "not with these maps"?
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2641419#Comment_2641419
It's from 2019. Not PS1. But it fits perfectly with in DBD's story and it's mainly for those people who like RE. Some have made the excuse that no other maps besides Midwich and RPD are accurate and that is because those are movie licenses. We can't see the full map. Some make the excuse that it doesn't fit in it's gameplay. Well some seem to flip flop and say "Well it fits with DBD lore" but when it's something they don't like then it doesn't apparently. A lot of excuses but we all know why it's accurate but it isn't a big deal. It's 1 map tnat you will barely see much, it fits with DBD's story, is actually really cool, and is the best fitting RE map you could've chosen. Many other RE maps would be RPD on steroids or some would be the opposite. So small that survivors would loose every game.
Did they overhaul the map layout between the original release and the 2019 remake? I'm not familiar with it because the abysmal tank controls in early RE games always turned me off.
And honestly, I don't know why its story fitting has any bearing on the gameplay? Like, these aren't things that are in question about it? It's huge, the connections are obtuse, the map hasn't been adjusted well for the game it's now in (and the M1/ranged killers have a bad time, half the mobility killers don't have it because it's so enclosed, etc.) Incorporating it as-is for an RE homage doesn't change its gameplay role, it's just a novelty.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2619089#Comment_2619089
The maps aren't maps from Dead by Daylight. It's obvious why they are this big. Now I can understand why people don't !like that and I have come up with simple fixes by making 2 versions where one side is locked off and the main hall is always present.
Isn't that the entire problem? They took a map from another game, dropped it in as-is, and added a few more DBD doodads.
Which gives you a map made for an entirely different game, with entirely different objectives and goals (and design considerations because it's PS1 era!), incorporated as one monolithic chunk that gives it more floorspace than possibly any other map in the game, worse sightlines, and frustrating and counterintuitive navigation. It's not been divvied up, it's not had a few more holes punched into it for everyone's sanity. It's just been... left?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2641287#Comment_2641287
Well it's interesting as well to compare the match results of playing normally and playing super campy/tunneling. I've been doing some sample runs going for full camp/tunnel to compare the results. Oddly enough you will end up with way more wins playing full camp/tunnel than you will playing normally. You will occasionally get the good group that just does the gens and leaves the guy on hook, but that's the rarity.
Ideally we'd like a balanced system where playing the more fun way for both sides (not camping/tunneling) was the most effective.
To dissuade tunnelling, you'd need the rewards for hooking different people in sequence to be worth more than the 25%/33%/50% (25%/50%/75% cumulative) reduction in survivor actions for eliminating one person. Obviously, getting multiple people hooked simultaneously is best, but how would you give incentive to just spread it around? The best thing so far seems to be stuff like DH, where you can get abilities that can close out a match despite the survivors not being severely impeded... but then that's strong enough it's put on a Hex and can just be kicked down, which negates the point.
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@EntitySpawn said:
Why the hell are children still arguing over keyboards.
In what world does that have anything to do with my post you want to argue about it go elsewhere, jeez.
They're keybored.
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Probably? But I only started a few weeks ago. On the other hand, it took me over a year to get around to it (since I tried the Halloween 2020 free weekend and got one terrible game) since I started paying the game some attention, and the past month watching lots of videos, so it would definitely take some time.
And I'm not sure if any of the character powers would entice me as much as Pinhead's did.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2641183#Comment_2641183
Tunneling someone out would be the smartest play to win. We typically just try not to because we want everyone to have a fun match. Ironically this mentality is typically not reciprocated by many survivors.
There's a survivor rule book killers are expected to follow but there isn't one for survivors. It's a double standard.
If the killer being looped for a few minutes whilst all gens are gone is supposed to be fun because of chases, then the actual act of being tunnelled should be fun on the other side, no? And once you're dead, either your team isn't amazing (and the game is likely to end soon because of reduced gen ability and increased killer pressure) or they are (and it's likely to end soon because they do the gens), but it's not going to be an eternity.
And it seems bizarre to ask anyone on either side to specifically sabotage their gameplay for a notional even amount of fun. If you play a game where you can die, you're going to spend time dead and not doing anything. FPS's have respawn timers and endless running back to where you died etc.
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@Blueberry said:
9/10 times I see people call the killer a camper/tunneling he wasn't. It's usually the survivors making a bad play and killer punishes them for it. People like to make excuses by nature.
I'm still trying to work out why tunnelling is called bad. The most effective thing a killer can do to increase their chance of winning is decrease the number of survivors working on gens. The best way to do that is to kill people off sequentially. Only a few ramping/snowball builds benefit from spreading the focus across multiple survivors.
Why wouldn't you, all other things being equal (not going to extreme lengths to do it etc.), hook one person three times rather than three people once?
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@ManOMaker said:
https://forum.deadbydaylight.com/en/discussion/295008/why-do-killers-never-play-anyone-different
I’m going to assume you are in either Low or Low-Mid MMR. The solution is go to High-Mid MMR. There is where all the fun is and where I stay with the cool kids.
High-Mid MMR is where all the good players go to chill and just have a fun game so its the best place to be. You will see a high character diversity (except no Pinheads for some reason) and no one par a few are swf sweat teabaggers.
I can try and get up there for you. :P
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@GeneralV said:
Yes, they should exist. Period.
But why should they exist?
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@Anara said:
Maps offering are fine. There are perks you want to use on some maps.
People just need to adapt.
Maybe if offerings were used before you selected your character and perks? There's only so much you can do if your perk and character choices are just horribly maladapted, and the other side has a loadout geared for a certain map.
@GuyFawx said:
who cares using a map offering doesnt guarentee you the the same variant everytime really only map that didnt change was the labs and that map is gone now
Window, pallet, and breakable door locations don't change the overall structure of most maps. RCPD and Game are still going to be multi-level indoor mazes no matter what you do (and RCPD won't stop being huge). Large maps are going to keep being large. Haddonfield is Haddonfield.
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@NoOneKnowsNova said:
Not sure if this is a good idea or not, but could they be changed to decrease the chances of going to a certain realm instead of increasing the chances...?
Add-ons being a map ban would be nice(r).
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@Shaped said:
In kyf only.
I mean, you should just straight up have a selection/vote in that case, not need to faff around with map offerings...
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@Adjatha said:
Pyramid Head has the worst AddOns in the game. Even if you buy into the wild overhype for his super limited shockwave, his hilariously over-restricted torment trails, or embarrassingly over-nerfed cages; even then, you can't deny that his addons are completely useless. Even the "good" ones that extend the range of your shockwave are, in fact, bad because they train you to think his power goes further than it does, so you end up botching your shots any time you're not running a full compliment.
Or just wondering where the shots actually ended in the first place because "line of death on the ground" is a tricky one from his perspective. Plus walls.
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Myers? His add-ons have variety, but for someone who needs some sort of fundamental rework, you'd then need the add-ons redone anyway.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/294924/gaming-etiquette
Sure. And welcome to the game!
A few things (from a killer perspective):
As a survivor:
- Don't teabag or flick your flashlight on and off at the killer. This is usually taken to be a taunt/BM, and is usually frowned on. A lot of the time, this will also cause the killer to fixate on you and probably tunnel/camp you out.
- Sometimes, a quick teabag means 'thank you' when another survivor heals you.
- Get out of the exit gates once you've won the game. A lot of survivors like to stay and gloat, but not only is this just a really lame thing to do, it can occasionally backfire. Just leave please so we can both get to our next game.
- A 'gg' in postgame never hurt anyone.
- Don't DC. A lot of survivors will pull their cable the second they get picked up, to deny the killer BP/Adepts etc. It's extremely BM and also puts your team at a disadvantage. If you really want out of the game, run to the killer and point at a hook.
- Sometimes the killer will ease up if you are getting hammered or have a DC. This is usually a sign to farm some BP, do some gens, heal etc. If you don't want to farm and just end, see above.
- Finally, if the killer picks you up and instead of hooking you, hits the air over the hatch/a generator/the exit gates, it usually means that they are giving you an out. If you run away instead, they will take it that you want them to kill you.
As a killer:
- Facecamping (standing by the hook waiting for a survivor to die) is usually considered BM, and is only acceptable if you care more about making someone die than getting BP (you take a hefty penalty from staying close to a hooked survivor). That said, proxy camping (patrolling in sight of a hook while pressuring gens) is entirely fine.
- Hitting someone already on hook is considered BM. Don't do it.
- 'Slugging' - knocking multiple survivors down and not hooking them is controversial. It can be a legitimate tactic (ie. you know someone else is nearby and want to try and down them too, to snowball into a win) but it can also be BM (not hooking any of the survivors on the ground and instead just standing there and letting them bleed out/downing them again if they use Unbreakable). Use it sparingly, and only when it makes sense tactically.
https://forum.deadbydaylight.com/en/discussion/comment/2640338#Comment_2640338
Hey! I rather like this cave!
I hope the one about slugging includes the caveat "If you bleed out because you crawled off to god knows where whilst I was trying to finish hooking everyone, that's on you". 😄
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A bit. Not because of anything the survivors are doing or the actions themselves, but the mentality behind it. I know I'm losing, and that's fine; it's miserable if it's a game where I'm matched up against people way outside of my skill bracket (I haven't even gotten halfway through getting meta teachables, let alone unlocking them on who I want to play) but at least that's over quickly.
It's the people who can't just take their win and leave, they have to rub it in and drag it out as long as possible. Who aren't just satisfied that I get a short, dull match; they have to make sure that I actively don't have fun or get to move onto the next round.
Clicky-clicky and teabagging and waiting at the exit gates aren't just bad manners, they're people actively out to stop the other side from possibly enjoying it. And that turns something that would be dull but quick into frustrating.