Raulillo
Raulillo
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As with other perks, if it makes you experience better, use it.
I have been using DS a lot lately and it's great. It doesn't prevent you from being tunneled but it solves a lot of situations in which you are downed two times too quickly. Some games the perk runs out while in chase because I looped the killer good enough, I'm ok with that because I'had fun. Other times I get farmed and downed after the unhook, then I get an extra life to have another chase.
It gives me fair chases and that's why I pick it for.
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its a fact that unskilled killers can catch skilled survivors there
No, it's not. You can't even make it a fact before defining what a "skilled" killer/survivor means. Skilled in what? How do you measure that?
I agree with OP that unsafe pallets in deadzones would be cool. The result is almost the same, if a survivor gets there, he would take a hit. At least he could waste some extra seconds in chase playing some mindgames.
I think experienced players doesn't care about deadzones that much tho, windows are infinite resources for chases.
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I returned to this game this year. I have left the game in 2016 and 2018 both times because the experience was pretty bad and also I didn't get the looping thing right.
From my perspective this game strength is based on the chases, but when you pick the game ... hiding simulator. I would add some kind of chasing tutorial, like basic pallet and window usage.
Also the grind problem was solved. Now you have the tomes and a cheap blood web, It took me ages to max claudette first time, and now i have everyone max even I'm starting to prestige some characters and have some at P3. This was a massive improvement in the progression system, kudos for the dev team for solving that.
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I do it as killer and enjoy it as a survivor.
End game rescues are the best rescues. End game fights are intense.
If you are wondering why it happens, as Akhaten already said, it's because there is nothing more to do. You can go check gates only to see 3 red bulbs glowing if you want to give survivors more chances. But the killer will enjoy the game more if a rescue happens when he is nearby. Leaving end game hooks feels like a waste of time, it's a free escape for the survivor and you don't play all that time, it usually end with survivors waiting on the exit gate so you are going to wait around a minute without doing nothing if you leave the hook.
There is no point in leaving that hook because it's less fun, less entertaining and less competitive. If you don't enjoy these last moment saves, just leave because you won.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1246471#Comment_1246471
Have you not seen otzs game where he was on like rank 1 doing this strat its insane. Camp because by the time the 5th gens done 2 survivors have died to camping and noed the 3rd guy. Gg. Its literally that easy. And if you say its not feel free to watch otzs 2 hours which he did it to like 40-50 survivors.
I don't need to watch streamers doing it because I already play in red ranks. Not all killers can camp efficiently. To kill more than 1 person camping you have to end the chase pretty quickly (and if you are able to do that, you would already be better aiming to 4k since you can destroy the survivor team).
I have win with only 1K against campers, a lot. My personal experience contradicts the experience others could have, that's why the classic "look at this player doing it" is not something to take into account.
Also it's pretty obvious that a lot of the people camping are not good at chasing people down, so you can waste a lot of their time just looping them around. I'm sure I have play against campers that couldn't even camp because you need to down someone before camp.
Average camper killer strat works because average survivors strategy is too altruistic, that's what the game encourage to do.
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NOED Punishes Solo Queue Survivors
No. SWF have more info but is not taken into the design by devs, so all comparison with soloQ and SWF is worthless. You can deal with totems without even doing them. Mental note on spawns and revisit when last gen pops.
NOED Rewards Camping
It does not. Camping is the worst way to make pressure because you are pressuring a survivor who is already hooked. The rest can find the totem while you sit on the hook. NOED punish altruism on late game if survivors don't want to cleanse totems.
Why This Needs a Change
You sustain all your argument on the premise that this change would stop camping... which it won't.
I agree that games are funnier when there are interactions, and this game has a lot of non-interactive mechanics (doing gens as the king of non-interactive mechanics). But all this post walks around the point that you don't like camp and NOED.
Camping is already an awful strategy that will grant a depip, it's like spamming projectiles on fighting games. It's easy to play against. Same with NOED. I have no problems escaping from killers that camp or use NOED because you need basic game knowledge to deal with that strats. Also using NOED or camping against high ranks players that know what they are doing (not SWF just good enough survs) it's useless.
People will stop using NOED when most of the player base learn how to counter it (which is not difficult at all and multiple ways to counter it exist nowadays).
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@FireHazard said:
If you didn't get every perk on Huntress before you unlocked Legions teachables than yes, it's entirely random for what you'll get still. Unless you weed out all the other perks before you get more perks unlocked, than there's no telling when will show up in the blood-web.
If you did this, and should have every unlockable perk at the moment on Huntress, then it's probably bugged.
Is it a known bug or i should contact support? I can't unlock more perks but I don't have all the teachables I could have.
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@Pubskrub said:
I play huntress a lot but I also play survivor. Why are iridescents still in the game? I tried playing them a few times and every time I find they may be one of the most broken things in the game. It's not that fun for killer either because its like playing on easy mode. Wouldn't it be better to replace the add on or change it?
My thought for a change would be to make it so your first hatchet is instadown. This would make it consistent, more fair, and also make it so survivors would still have to respect at least your first throw. Thoughts?
It's not that broken. The thing is you can combo with a belt and that's what breaks the balance imo. Most of the time you can easily avoid hatchets.
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I would prefer that survivors goal would be only 4 gens but the killer would start the game with a survivor in front of him to start with a chase. It would be the same but less time walking around without interacting with the other team.
It would be broken because that first chase is instant with some killers... but think about it.
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Everytime any friend of mine wants to try the game I take them with me to a KYF lobby after they do both tutorials. Then I teach them survivors mechanics from killer perspective and survivor perspective.
After some chases and lectures, we qeue together. Pretty effective. Is not like they become gods at the game but at least they know what they are doing, what are the goals and how to reach them.
I love to share a good game experience with my friends but it's true that this game is not newbie friendly. It's uncommon to read advice in lobby or postmatch even at higher ranks (even when asking).
One of my friends ask me the other day "why I can't see what that red thing means?" I couldn't answer more than "it's red so it's something bad". It was a freddy addon. This happens a lot with other addons/perks, my friends tend to ask about tanatophobia too because it's common to see them in killer builds. I think is not that hard to have an option to unlock the mouse, hover over and show a description. Take Smite as example, you can hold [alt] key while playing to unlock your mouse and hover over the UI to show some extra info.
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@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1234658#Comment_1234658
Honestly I could see the Huntress trying to adopt Min or Dwight in the right circumstances, or maybe Quentin assuming he looks like how he looked in the movies and not his in-game character model. Benedict Baker makes it clear that she's still looking for children to adopt while in the entity's realm. Maybe that's the real reason the Entity doesn't introduce children as survivors.
I agree with that. Plus, she is so tall that may see survivors as kids.
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@Stitch7833 said:
i honestly dont know why they keep adding this in, like is nice knowing youre wanting to improve it but its not on the devs its on the players... there are really nice friendly people out there but they arent as likely to reply and some days i have sent a message to everyone just saying GG and complimenting something they did or having a laugh and you do get nice responses back, however. as sad as it is there are alot of people that go into games just to be toxic and try to ruin peoples day and are likely to send hate if they die and sometimes if they escape, its how competitive games go sadly
I think there are multiple things you can do as a game designer to encourage positive interactions and discourage negative interactions. Other teams have done it and have seen results. It's true that you can't remove all toxicity from the game there will be some people that want to be as annoying as possible but you can avoid that the rest of the player base commit to fall in a toxic loop where you are toxic because other was toxic to you.
Developers work with loops, they know what kind of mess an infinite loop do to anything in contact with it.
It's a hard task but not that hard to be honest.
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I think killer is harder but depending which killer the skill ceiling varies.
I think that both sides are "the same coin". You play survivor to improve as killer and you play killer to improve as survivor.
Also killer is more about predictions, strategy and mindgames, on the other hand as a survivor the gameplay goes around reactions, resources management and team play.
If you are new to the game killer is easier but there is a point in the learning curve as a survivor when you discover looping and chase mechanics. From there on is easier to play as a survivor. It's common for killer mains to have more rank as survivor compared to their killer rank because most survivor goals are PvE, you can be altruistic or bold without interacting with the killer. Killers on the other side need the survivors to play.
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@AsePlayer said:
Have you tried eating the corn?
I use the pan and the fired barrel to make some popcorn
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This is the kind of bait people have been asking for
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I think leaving that dropdown blank means to chose myers, think about it. Who is the best at hiding? e.e
Hiding even in a survey what a lovely being
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I'm impressed that no one has pointed out that if you find someone looking for an item in a chest it's almost a free hook for the killer because the closing chest animation. It's uncommon to patrol a chest tho.
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I've returned to playing nurse after a discussion in other thread and after multiple games my feelings about nurse are not good.
First of all she is a hard killer to master but she has only one thing to master, the timing of her blinks related to the distance you will travel. That's it.
She is a potential killing machine, you can teleport yourself to the survivor location that's almost 0 chance for the survivor.
All Ok until here. Now it's the "BUT" time:
There are certain structures you can't go through and some weird collision interactions with certain props that make her feel clunky when near certain elements of the map.
You are stunned half of the time, even when you are doing well. It's annoying. Her killing sprees feel less rewarding as other top killers like Billy or Huntress, with them you go on a downing chain nonstop making the survivors feel what fear and tension is. With her is like seeing an action movie with bad internet. Teleport, hit, stuuuuuuuunnned. That's how it feels. Slow and interrupted.
When you do well doesn't feel as a "ggwp" moment. You did your thing, it's almost uncounterable, the survivor goes down. Sometimes when you get bugged because some of the weird interactions she has with map props, survivors calculate right the teleport but then you hit them because "hehe that little hill can't be traversed even with a fully charged blink :)".
She is not even High Risk, High Reward, i would say is medium risk medium reward. You get a little stun if failing and a health state if you hit, nothing impressive. Look at huntress, if she misses her power she has to break chase entirely or give up her power until she does, but if she hits she has less cooldown and less speed reduction than a normal hit, so hit that power usually ends in a down. Risk your power to get a down against risk a stun to get a normal hit.
Her learning curve is hard and not as worth as others because playing her at any level is not that rewarding. As pointed out early, her learning curve is based on a time-space relation, that's the only important thing you have to know. There are other things you can learn but there are not that hard to even be considered a "multiple repetition needed" kind of improvement, like knowing that you can fake a far away blink looking at your feet. That's all you have to learn, so that learning process doesn't feel as rewarding because you achieve less things mastered in the same time of training compared with other killers. All killers has some looping techniques, she doesn't need those. Others have mindgames, she doesn't need those. She just teleport and hit that's all. Maybe locating survivors if it's the first killer you pick up. All the learning becomes annoying because all the bugs and weird things she does, also you get punish every time you use her power so you have to work against a punishment to learn her.
Just doing some math can give you the answer to why people don't play her. Let's say you are a nurse god and you end chases with 2 perfect 1shot blink. You have 3 seconds stun for each blink&hit. So 6 seconds per chase. You need if all goes normal 3 chases per survivor so 18 seconds per survivor. 4 survivors, 72 seconds. Sounds good for an excellent executed gameplay? Keep the math train going, iirc a match is about 5 minutes, lets say it's 6 because I'm not that sure. 72/360 = 0.2 That's 20% of the match stunned. 20% probably higher because if you are a god nurse you will end the match sooner compared to the mean time.
Now think about a killer that is learning nurse, imagine how many times he is going to look at the ground shaking the head, even if he just miss a blink per try it would mean that almost half of the match is stunned.
I don't think people could enjoy that kind of experience for extended periods of time. I'm sure playing other killer feels better and can be played during longer gameplay sessions.
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@gatsby said:
The meta perks are drastically better than anything else on Killer and no matter who you are running them will instantly improve your gameplay. Pop, Corrupt and BBQ. Good on every Killer everywhere. All DLC Killers.
For Survivors, some of the strongest perks in the game are all on free characters. Sprint Burst, Dead Hard, Adrenaline, Bond, Iron Will, Self-Care, Unbreakable, Borrowed Time, Spine Chill, Resilience, Prove Thyself. The only really strong perk that isn't on a free Survivor is Decisive, but it's been in the game so long that the majority of people will have it for free since Laurie has been here since 2016.
Idk just feels a little strange to me. If Killers don't have the exact meta they get gen rushed to shreds, but Survivors have more freedom in builds and super open access to the best perks from the start
You can obtain a lot of killers for free, including pop and other meta perks. Also you don't need all of them to do well as killer.
A bit of a grind, yes.
But far away from pay 2 win.
You can also get licensed killers perks by 2K iri fragments.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1228343#Comment_1228343
If only other Killers could do that though, except Hag and Demogorgon sometimes.
There are a lot of killers that can get BP like billy running around, legion doing frenzy, plague spitting on objects. The sad thing is not all killers have something to do while survivors just stay in the gates.
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I use survivors as perk build presets. Pretty convenient.
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It could be interesting but without building another mechanic around I think it would be too much for survivors I think totems are pretty weak and this change would make them even weaker so even fewer people would use Hex perks.
I wouldn't use it tho, it's completely unnecesary. I can already clean all totems by myself, have a chase and repair 2 gens with no effort, imagine doing it with an item xD
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Pig traps should work as hatch keys if you have one on the head, free escape for you if you get to the hatch in time.
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I switch sides to avoid burnt out. Too much killer or too much survivor can be a hell for anyone. Also to combine this game with another one is an effective way to avoid it.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1227031#Comment_1227031
Still you describe it yourself as:
"not because im terrible but because i feel like i have to sweat to be decent. I just dont have fun whenever i pick her up."
You have to sweat to be decent, you have to work hard for that, how can you ever describe that as monotonous or not interesting, dont we play games for the challenge? would those words not better be suited to a killer that requires nothing of you?
You have to sweat to be decent, you have to work hard for that, how can you ever describe that as monotonous or not interesting, dont we play games for the challenge?
Are you saying that something if it is hard to achieve has to be interesting?
Challenges can be pretty boring depending on who is playing and the type of challenge facing. You can have fun and don't get bored without playing something competitive. There are a lot of people that play meme games because are fun and break the monotone that a long dbd session have.
I think both of you have the same definition of boring, just different opinions in what could be boring for you in particular.
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I think OP is mad because he couldn't abuse another killer.
You can pip out of an afk game, you can get free BP and a item really quick.
I haven't on that match and I know for sure that was a gen rush until 1-2 gens were made then all survivors stop doing gens thinking "oh the game is gonna end with my chase points f**k" and the everyone started looking for the killer. When found everyone started a ritual in which each one did something like pressing [pointing command], [come command] and [crouch] from far enough to check if the killer start a chase. Then all went to his feet to try to get some audacity. No one found a flashlight and all totems were cleansed. Half of the survivors pipped and the high rank one depiped.
Classic it happens even in meme games.
Do you know the best part? Killers can pip without playing the game in a way OP considers funny.
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I would say nurse too. The most fun thing about a killer is his power, I love to use the power of killers as much as possible... but nurse is like a cooldown simulator, all the time looking at the ground. When you try to pass through specific structures and you can't because a random reason that is not explained anywhere. It just feels slow besides being a high mobility killer.
I think there is a point in the learning curve when she becomes super fun, but at least when you aren't good enough with her is just meh
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This thread have made me remember the feeling of satisfaction after the first escape I achieved. I agree that is more fun when you know the most common result of a match is to die.
A lot of people would enjoy Alive by Deadlight tho
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This makes absolutely no sense?
I would appreciate an explanation, it could be obvious to you but not for me.
I'm assuming you mean that killer being read as survivor aura is that doesn't make sense. My point is that as an intruder you could have the same aura to don't completely break balance. There could be other ways to detect an intruder, like spine chill or premonition but the goal is to don't have a 100% certain way to detect a intruder.
Then the killers would just place them all in the basement and run Territorial Imperative, or even worse they could place it in a very center location between a 3-gen and never even get the game to end.
As I've exposed, being punished by using the totems too close to each other could balance that. Having all totems in the same spot could have a similar effect that having only one totem placed. I think is not a big deal. It all depends on what you encourages by design. With it being distance dependent i think using the totems in completed gens corners would be a more popular decision but i think that one totem would be placed in the basement and would make some use of Territorial Imperative (which is not that good perk but has an interesting synergy with this).
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Society is not prepared to that. The "protect the kids" team would come to BHVR like "ey, bud fiction kids are kids too... WhAt aRe YoU dOiNg?".
It's not good for the company, not good for the game and not worth for the players. So I think (besides it's fiction and shouldn't matter) It won't happen, also Pennywise has more in common with the entity itself than with any killer, I suspect the entity is inspired in IT a lot.
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Would straight up just be countered with bond and relies heavily on having dumbass survivors.
That's assuming killer aura doesn't count as survivor aura while transformed. There could be counters as all things have but could be interesting and that's the idea, to spice it up a bit the game with a bit of distrust in this altruistic meta. With bond if you are seeing 4 survivors at the start of the game it could be 4 survivors or 3 and the intruder. Also bond has a range so killer can transform outside of it without being noticed.
Too OP, would stop a minimum of 2 survivors from playing the objective while at the same time you can just transfer mid-chase and kill both of them.
The transfer thing I though it as an uncontrolled thing that both killer and survivor teams have to keep in mind while playing.
Survivors know it's a shaman through loading screen or just seeing him, survivors cleanse heavily.
This could be solved by starting with all totems on you as the game starts so you can prevent them an spawn near a totem on survivor side. The idea of this would be to give more importance to totems as a side objectives. Also as I said this could be a perk if it's balanced enough by devs.
All of these ideas are quick thoughts. There are not a balanced thing like I have exposed them. It would be great to add similar ideas to the thread or add some ideas to balance the already exposed ones.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1225127#Comment_1225127
Peanits, do you think perks should have storage points?
If both killers and survivors can have a maximum of 10 storage points, you can balance perks more easily.
A strong perk would have around 8 storage points because it has the ability to change the tide of the game. Weak perks would have around 2 storage points because they aren't as effective as strong perks.
Players can't use a lot of strong perks, while weak perks can be used freely. This could be expanded to allow players to use as many perks as possible as long as they don't go above the storage point limit.
Just spitballing ideas here! :D
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1225144#Comment_1225144
You mean you still need perks to be a good survivor what a scrub? JK I agree, but it would prevent stuff like 4 second chance perks being slotted or the same builds day in and day out. It would open up a lot more builds and ideas into DBD.
Have you never played a game where they have capacity on weapon mods or armor mods to prevent stuff like this?
That kind of balance would be almost impossible right now. The game is balanced around a lot of perk combinations more than a couple thousands that devs would have to take into account and weight each perk with a value and the calculate which is the total weight a build needs to be "balanced".
Also we have this kind of restrictions already, you are limited if you use multiple exhaustion perks because of a shared cooldown for example.
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I would like to see a new type in mechanic sense. I mean, we have some archetypes:
- Stalkers
- Runners (high mobility)
- Ranged
- Lethal (one hit down)
- Spread damage (Legion and plague have a lot of this but you can consider others here too)
- Trappers
I think killers archetypes focus a lot on location and chase. It could be interesting a killer focused on the hooking phase, like a spider that could use his power as a mobile hook and hook survivors on difficult spots.
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The reason is simple. It is a nice option, it gives results and it gives you free BP against too altruistic teams. 3 survs leaving gens to rescue the same person, great!
Also other regression perks are not that good:
Dying light, you make one survivor a healing machine and you get 2% for hooks to others that are not your obsession... too bad that survivors can't change who is the obsession mid chase, oh wait...
Hex: huntress lullaby, it's a hex, you need to make it grow and even when you have all totems survivors can make it useless just by doing what they spend most of the time doing, skill checks.
Overcharge, 5% regression if the survivor fails a special skill check you still have to kick the generator, can you feel the fear of that dwight right?
Pop goes the weasel, 25% regression (nice!) after kicking a gen (nice!) after hooking a survivor (ouch!). You have 60 seconds to locate a gen and kick it, pretty fair it seems right? But usually the survivor you are chasing was on a gen with less than 25% so you would waste the kick there, if you move to another one with more than 25% you will lose distance with the survivor while kicking it if you are lucky enough that you can make there on time before the gen gets completed. The problem with pop is that works randomly, it depends on a lot of things besides not being a Hex. When you need it, it won't work and when you don't need it, it won't work neither because this perk doesn't stack with each hook.
Surge, if you hit someone near a gen it will regress 8% and gives you a free kick. Thanks god that all hits I do are M1's near a gen, oh wait...
Thanatophobia, 4% less repair speed per non-healthy survivor what lucky we are we are not in a game with instaheals *cough* *cough* . Also this is pretty similar to the effect of Mindbreaking even a bit worse imho.
Now let's look at ruin:
- Gives you a free kick everytime you find a survivor working on a gen so you don't lose distance for the chase.
- Punish survivors if they play too altruistic, if they leave a gen is going to give you a critical advantage but if only one leaves you can chase him denying the unhook, forcing another survivor to leave a gen and with a bit of luck another hook for you and the first hook will be near 2nd stage so it counts as another free hook.
- Regression is 200% faster than normal, that's huge. You can stall 3-gen scenarios pretty well with this.
The bad thing is, it's a Hex and you have to take care a bit that doesn't get destroyed too early, but if you manage to protect it only 1 minute. You will create a huge amount of pressure for survivors.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1223122#Comment_1223122
2/6 isn't 25%. I like your idea that survivors have shorter matches than killers, which could definitely be a big factor. As usual, I highly doubt there are more than 4x as many survivors queuing up as killers. Being able to play as a horror icon is a major draw for this game.
25% increased. If you have 4 players ready and you need another one 1/4= 0.25 That's what I mean. It was bad explanation. It's more visual with 1/5 increased. My bad.
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@SpookyStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1223666#Comment_1223666
I have found that playing bar tender in the new map is hilarious and fun.
I have to try out this one as soon as possible haha. I think plague will be a perfect bar tender.
@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1223759#Comment_1223759
If you get in a bad mood because of a game, you should probably stop playing. Doesn't matter if you had a stressful day or not. If you had one, why bothering with even more stress in a game which is supposed to be fun.
If I get in a bad mood of dbd or any game I go outside, get some fresh air or sit on my balcony with a beer and enjoy myself, forgetting about a video game at that point, and not taking "revenge" on other people because you lost.
If you feel stress because of a video game, you're better off leaving or do somethig else. You can always do somethig productive, and who says otherwise can't be serious, or maybe video games are everything in those people's eyes.
You can call me selfish if you want, maybe I am. It would be pretty unwise to not look after yourself at first.
The point is you don't get into that mood because of the game, it's because of the players and how they behave. You have to stop playing because of other people.
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@MrDardon said:
I mean, if people get extremely mad at this or any game, instead of ruining others experience they could instead just quit the game and smash something by their own. Nobody will care and at that point you have aggression or emotional problems anyways and should get help tbh.
I've already explained this but I will do it again. A lot of people play videogames as an escape from their daily stressful rutine. Do they have to stop playing because some group ruined their experience but they can't do the same?
People doesn't care about them but they have to care about others?
Why anyone would follow that logic? Even someone that is not affected by emotions can see that the root cause to a person being toxic is in most cases because the interaction with other that's being toxic. Correct me if I'm wrong but you are indirectly saying that one can be toxic but the other has to "get help". A person emotionaly involved would never follow logic, but that's not even logic it seems like a selfish statement on the line of "I don't care about your problems so don't splash them out at me". Also telling people in a bad mood that you don't care don't help, it probably makes it worse as all the players that don't care will be the target because in a defensive stance, everyone that's not friendly will tend to be seen as an enemy.
And being annoyed by a social interaction doesn't mean you have psychological problems. Having emotions is a problem? Do you think venting some steam out in a videogame is that bad? I mean ... there are limits of course but raging after being teased is not a psychological problem in most cases.
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@Cheers said:
This would be horrible against certain builds or on certain maps. Imagine someone using this with distressing on The Game, and with maps getting smaller, this perk would become much stronger than it seems on paper.
I don't see the problem, just the closest will be applied with the effect. The game has two floors so it could have interesting interactions. preventing gens pop could be even in killer disadvantage as having one gen completed but that doesn't show you that it is in de UI.
I can see the problems with perks like ruin but that combo would require camp the generator.
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It is a good combo. When i returned to the game I played a few games with that old meta build, classic claudette. And.... It still works as expected against any killer, spine chill warns you and premonition help you figuring out the exact position of the killer.
I think people forgot the potential of triangulation premonition has.
Besides all of that I understand that I can waste more killer time by let him chasing me with some exhaustion perks than trying to hide in a bush.
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It's a psychological effect I guess. I'm not a psychologist but as a person that had passed through that I can try to elaborate:
As a killer you get treated badly a couple times in a row and in order to adapt you counter toxicity with toxicity. Yes, I know, it's stupid because in the next game there will be new players (in this game in particular is very common to find at least one toxic survivor in every match tho). But, and this is a big BUT, this is an emotional response not a logical response. The part of your brain you use for math is not involved in all of this, so trying to get a logical reason to the emotional response and expect that it makes sense is not the best idea. It won't make sense if you don't start from the correct first fact, emotions are the root cause. If we were robots without emotions we will not have problems with toxicity.
The thing is you will build up some bad emotions while playing killer:
You will be bullied, undermined, disrespected and annoyed pretty easy if you are not prepared. Also you are alone in all that emotions, you can't blame others of your lost match, you are the entire killer team. You are forced to run through the entire game too, if it could exist a surrender button to quickly move on from in-game toxicity this will not happen as much, because you can deny something from the people that is hurting you. But here, you can't.
All of this builds up one game after another and if you don't stop, eventually it will explode. The overflow of all of that will explode on you and other 4 unlucky players that will suffer from a game that has no win condition for the killer besides ruining your experience. The killer won't be alone suffering because now other 4 will understand how toxicity feels.
It's simple, you get bad emotions and you explode with some group sooner or later. This can happen mid game or in the lobby, but it usually happen in game. You encounter someone, you read some survivor behaviour as a hint of toxicity and at that moment something in your mind says "sorry bud but we up here have no more stress to let you endure through this another time, we will tag with your other brain..." and all the rest is rage and blind revenge.
Somethings to have into account that I have seen "reasoned" and don't make any sense:
It's just a character spamming crouching
To anyone with a bit of knowledge about videogames crouching have been the main tool to disrespect your oponent, very popular in fighting games where some players want to have a psychological fight too. It's an offense because has the purpose of offend and everyone know the meaning. Even if people wouldn't know the meaning the first time, they would learn what it means as babies do, with context.
If you try to offend someone, expect at some point a defensive response. The emotional intelligence require to hold emotions back and learn to ignore people opinions is not a given. You have to improve on that. Is not part of any free educational program I have heard.
You don't get anything out of playing like that
Yes you do get something. You get multiple things, first you vent like a steam engine. All out, like vomit (it could take multiple times). You also get support from others, either by supporting the idea that toxicity is awful or by directly empathizing with your situation because there are people out there that understand what a lot of killers have to pass through.
Just ignore [X] by [Y]
This is just useless. To ignore something on purpose first you have to don't ignore it to recognise what you have to ignore. Also isolate from post game chat besides I can understand to close it, I think it hides people out there that will dedicate some kind words after match. Social support is important.
Take a break
This one phrase is funny. A lot of people use videogames as their "take a break" method. When your "take a break" method needs a "take a break" it's not that easy. Your mind will think that it's just a game and you need a "take a break" match. So you will enter qeue for another round. Sometimes this strategy works and that makes an skinner box effect that encourages you to always qeue after a bad match because you could get a good one.
Now some tips if anyone out there suffers from this:
- I present you MEME GAMES.
The idea is broke all the imposed game rules and use a match as a sandbox you will have near zero toxicity because anyone wanting to say "gg ez" can't even remotely believe you were even trying. You can do a lot of fun stuff without stressing out about objectives. Try it out.
The limit is your imagination, you can pick any killer and do funny things with them: dance, arcade games, role playing... whatever you want.
The best part is everyone will enjoy the game because no one lose and that will reflect in post game chat where you will find some kind words, people laughing at the joke you did in form of meme game and if you explain what you have passed, they will support you. Because Dbd players are good people when they are not try harding. This will remember your emotional side that not every one in this player base want to start personal attack wars every second.
- I recommend switching sides too. You will find a tilted killer, guaranteed. Play the game normal and tell him something kind, you will feel good about this and maybe you will get some kind words back.
- Come to read the forums, there are a lot of people complaining. You are not alone, this game makes people crazy if played alone (even with friends can be dangerous to your mood).
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@Lexilogo said:
https://forum.deadbydaylight.com/en/discussion/comment/1223336#Comment_1223336
This isn't really true. Many players would probably tout Hillbilly as the overall most balanced Killer in the game.
Trapper IS better than many players give him credit for but he has numerous problems that have existed for ages (Sack addons are essentially mandatory, escaping beartraps involves too much RNG, beartrap placement at the start of the match involves too much RNG are the 3 issues most Trapper mains will list).
Anyway, I'm totally fine with Trapper triggering his own traps, it makes sense as a downside. Hag isn't a fair comparison as she's SUPPOSED to use her traps in chase for functions like that thanks to her 110 speed, the Hag needs to actively participate with a trap for it to damage Survivors, and her traps are more quickly disabled by Survivors. Hag doesn't totally lock down an area like Trapper can.
I would like an addon (something like a Rare/Very Rare) for Trapper that allows him to walk through his own traps but it should not be inherent.
Well as all RNG based mechanics It doesn't need to be an optimal start every time for it being balanced. I agree that carrying 1 trap is not useful if you are going to play a "defend the territory" trapper, that doesn't mean he has only that playstyle neither, you can fake or commit to nullify a lot of loops by using your power mid chase. His potential is pretty decent and I consider that is usually fair when a trapper wins. Also the only problem I have seen when playing as him is when survivors know where all my traps are. Even in that situation it's still pretty good.
2 traps stock would be the only thing i would add him for balance. RNG is part of how he has to be played and gives him an interesting feeling because every match you have to improvise new trap spots and reinvent yourself to win.
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Trapper is one of the best balanced killers tbh.
Don'r expect this to happen in the near future.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1223260#Comment_1223260
https://forum.deadbydaylight.com/en/discussion/comment/1223265#Comment_1223265
It only performs if the killer allows it to.
Don't blame the survivors for the actions of the killer.
It's the killers choice to go for the unhooker survivor.
It's the killers choice to open that locker.
It only makes its effect if the killern allows it, yes.
It forces some boring situations for both sides, yes.
As a killer I don't really care about waiting a minute when the survivor can't do anything, I have had multiple games when the last survivor in chase could have DS and I had them down more than 60 secs just to "don't allow it". You consider that playing? I don't. It is just waiting.
I have blamed survivors for their actions. If you run into the killer and you go down, too bad. A lot of the game works around survivors, killer actions are not that relevant because they can only punish survivors mistakes. Even if you were right and all of the weight of being down were from just the killer doing actions right, survivors have to wait an extra 60 seconds to even have the chance to do something relevant, that's unfun for the survivor, the killer has things going while you play to a slug walking simulator. It's annoying for both sides, that's why people complain so much about it.
It's a killer choice between down 1 or multiple survivors, on the examples above there are no other useful things the killer could do. Picking the DS player is the lowest priority task BUT that doesn't mean there are multiple options to choose everytime this kind of situations happen. And again, waiting is not a fun decision to choose even if it's the right one, even more if that causes another player to wait too (and that player can't choose to wait).
Lockers are not a problem, if DS surv enters into a locker after a chase, he did well. But that's not the situation above described, if you are in a bad position to give the killer a reason to chase you quickly, you are not going to a locker in time. Again a similar situation can happen with lockers if there is nothing more to do than chase the DS survivor. You will have to wait until the timer expires to catch the survivor, super fun for both.
All of this "waiting is unfun" problem it's worse for survivors. Most I've faced choose to get out the locker (choosing not to wait) to only being hit and slugged (waiting even they didn't want to). You don't even have to use the perk to be affected by this.
I avoid this situation as much as possible because I have enough waiting while in qeue as survivor to even have to wait more in game.
When I play killer I just wait, maybe breaking a pallet or something while the perk runs out. Not fun but not a big deal.
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Anyone that have played killer well enough can relate to this. It's not that hard down multiple survivors under a minute. With Billy, nurse, huntress... as I am writing this I have realised that pretty much any decent killer can (maybe clown, hag, trapper and legion can't). It's not that uncommon to be undocumented, there are video compilations of survivor mains escaping with this kind of DS uses.
As huntress I have downed 3 people after a hook chasing one healthy survivor, downing another in the process and finding the unhooked at some point. If i remember who was unhooked i just wait 30 extra seconds to pick him up just to be sure. How long takes to down a healthy survivor when the killer do an outplay? 10 seconds, maybe 20 depending of the killer. When you pick and hook a survivor you waste about 15 seconds assuming you had bad luck with hooks. 20+15=35 You still have half a minute to kill an injured survivor.
The scenario usually happens due to bad positioning of the DS survivor. You are chasing a healthy one, down him and find the injured at some point so when you end a chase immediatly start another chase against him. With huntress I can end this in 5 seconds if the survivor can't avoid the hatchets or if he is in an open area.
All of this is assuming every one is healthy except the one unhooked. But reality is not like that, you usually chase one injured and then find the unhooked. I would not believe that anyone trying to kill every survivor they see had not run into this kind of situations.
I would delete DS and make it a core mechanic in which the entity gives some kind of advantage to any survivor that is unhooked (no window block until another survivor is hooked or all/some gens are completed for example).
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@DelsKibara said:
Every now and then, sometimes I just want to get to the next game immediately.
I feel the same some times, but when you think about it, it's only a click more. That's why it makes me curious about it.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1223092#Comment_1223092
The Wiki is not run by the Devs, it's run by Community Members just like you. We couldn't update the values for the Gatekeeper Emblem because we weren't able to get its values from the game files.
If you feel like something's wrong, feel free to go there and fix it yourself. I am completely open to suggestions, so are my fellow Admins, this link contains my wiki profile with some platforms you can contact me on: https://deadbydaylight.gamepedia.com/UserProfile:FichteHiro0202. I'm a nice guy, feel free to contact me if something's up with the Wiki.
https://forum.deadbydaylight.com/en/discussion/comment/1223121#Comment_1223121
We try our best to make the information displayed on the wiki as up-to-date and as accurate as possible. The primary function of the wiki is to provide normally unaccessible information to the average Community Member. However, we are human after all, and commit errors. It's a Community project, everyone can step in and help. Dead by Daylight has some spaghetti code lines sometimes, which makes some values particularly difficult to gather. We are trying to get the updated values for the Gatekeeper emblem at the moment.
I have contributed to other game wikis so I don't know how this one works but there are games where besides devs don't update the wiki, they give some info to contributors when it's hidden (server side code values for example).
I'm curious if that kind of interaction between devs and wiki contributors is common here too.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1223133#Comment_1223133
Well, i am a survivor main, for the first year i played survivor only, then i started slowly playing killer (mainly to learn about their weaknesses).
I have no main killer, i play them all, so i mastered none, and i suck at chases, because i play the game as survivor as hide and seek, not catch.
I can juke killers, but i cant loop them. As a killer, thats a bad thing, because you cant win chases against good loopers. (thats why i prefer killers you dont see coming, or better dont hear coming).
I play killer for a change, and i am really content not to be a red rank killer of high skill, as long as i would get matches in my skillrange, instead of red rank survivors. And swf only makes it worse, because all the surprise you have from using a stealth killer are gone the instant you meet the first survivor.
You should be quick to find survivors then, all sneaky players know the best/common spots to hide. You should also know all the maps pretty well, all tiles and combinations.
Just as some tips if you want them because chases are a chore game mechanic (even for stealthy killers):
If you are good at locating survivors but struggles in loops, huntress could be good in your hands (with some aim training). Running loops as killer is pretty straight forward, run if you can't mindgame, mindgame when possible. Pallet down? Fake break. L wall? Fake follow. When the survivor realises that you are always mindgaming, start faking the fake(play normal) and at that point you have won half of the chase every time you chase because the survivor will start to gamble with you and that's when they will start making mistakes. It's as simple as that, killers play a gamble with chase time, survivors play a reaction game until they realise you are gambling.
The above mentioned is why a lot of survivors hate Spirit. They are weaker when forced to guess instead of react.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1223131#Comment_1223131
I Love using Blood Amber and Prayer Beads. It's a free Object of Obsession without the drawback but I literally ran out of both.
=/
I had about 30-50 each.
I literally have about 2 or 3 after the addon patch.
Well that combo cost 10K, the cost is not a problem, you can get 20K easily every game even without escaping. The problem is Blood Amber being very rare so it spawns far from the center so you have to focus it first or you will lose it.
My point is about green/yellow combos that can be consistent enough. Purple and red thingies are meant to be a time to time thing (although I have never run out of iridiscent hatchets or mori offerings xD) so it's a good thing that you can run out of them. You should have a stock pile of prayer beads tho.
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@sulaiman said:
Actually, it is, because most matches i get as killer look like that.
One of my highlights i played as a killer
I can post some more if you want.
https://us.v-cdn.net/6030815/uploads/004/JDHOS4126MHF.jpg
Sure, its not from today, but matchmaking didnt get better since then.
Looking at your prestige i think your matchmaking could be fair tho
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1223067#Comment_1223067
Let them abuse them, you lose addons regardless. So survivors don't have an infinite amount of addons anymore.
They have, at least I have never run out of addons/items (if you play in some certain ways you can run out of tho). The limit could be how often do you get them in the blood web. But in theory with the luck on your side, you could have top combinations endlessly. Maybe I am wrong tho, I don't know how the bloodweb is generated and the wiki don't show any useful data besides a "cost rule" that doesn't seem to be what I see in-game. Another example of lack of information in the wiki that is not a big of a deal.