Avatar

ReikoMori

ReikoMori

About

Username
ReikoMori
Joined
Visits
1,794
Last Active

Comments

  • I've asked for an Operation Health style chapter in the past, but the answer has been no. So you know, just gotta make due.

  • @BirdSpirit said:

    I mean there are killers that are very obviously stronger than others but there has not been a pattern that shows power creep. Nurse and blight for example were released a while back and are regarded as the strongest. Huntress is incredibly popular and the majority of other anti loopers are just worse huntresses.

    M1 killers being weak became a little more pronounced with CoH but that issue mostly affects the hit and run killers like wraith and legion.

    And as we know, Legion is disliked both by much of the player base and fairly unloved by the devs if we focus on the way they massacred our 2boys/2girls

    We never really recovered from the sustained nerf bats to the knees.

  • @Tubby_Squirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2806762#Comment_2806762

    Don't ever give up, even as they are in the gate attempt to down them!

    The game is NOT over at 1 gen left.

    The game is NOT over when the gates are open.

    The game is over when all five players are looking at the results screen!

    Hunt them until the clock hits 0. Be relentless! Be icy and calm.

    I'm not saying if there is a strong possible of racking someone for at least one kill don't take the chance, but if they've done all the gens and you're in a situation where you've only one hooked everyone or hooked no one, the game is over. Unless you've got an endgame build perkwise or a killer with near or on-demand instadowns there isn't much to do except get to the result screen so you can queue for another round.

    It's not as if I want people to give up mid game, but from personal experience it is just much less stressful to know when to just open the door and find a corner. So much of playing killer comes down to managing your stress level because this game does get very stressful for you as a player the longer you play. When I started this game we didn't have the option to just concede when it was very apparent the game was over so having the option to cut the crap and move on is a godsend.

    I could probably have said what I said earlier with less meme style writing, but yeah. Like Kenny Rogers said, "You gotta know when hold 'em. Know when to fold 'em, Know when to walk away and when to run."

  • @Newell said:

    I typically leave when I see people switch to 4 beamers last second because they don't even give me a chance to counter with a lightborn or franklins. It seems really survivor bias that they can switch after they've matchmake but killers are locked into the killer they've chosen. So I typically leave during the loading screen sending them all back to a 10 minute queue because I already know they're only intent is to bully the killer. Am I in the wrong here?

    First rule of Dodge Club: Don't talk about Dodge Club

    Secondly, if you don't want to play against that it is within your right to not put up with.

  • @Clerica said:

    As a survivor, the answer is: Yes.

    You can give up if you want, that's fine, but I'm gonna run in and out of your red stain for chase points, flashlight you, take hits, and heal my friends for blood points. Especially being red ranks where going up against a lower ranking killer means try harding just to safety pip. So yeah, I would, if I were you and decide to give up on a game, do a few things:

    • Don't open the gate. Survivors want those points.
    • Make sure your red stain is accessible.
    • Just stand there.

    That's it! We'll do the rest, granted, it'll take us some time. AFK, go to the bathroom, get a drink/snack, watch a YouTube video, come back in a few minutes, and I promise we'll be done. I usually give a thumbs up to killers who aren't spiteful little shits who open the gates and then stare at a wall to point deny the high ranks. Don't be that guy.

    That all being said; I 100% agree with those above. Don't give up! Every hit is points, every chase (even failed) is points, finding and closing the hatch between the second to last and the last survivor leaving through the gate is points. Going around and breaking pallets and breakable walls are points. There's even killer-specific stuff you can do while you wait: e.g. Trapper setting and resetting traps over and over, Twins unbinding Victor, Ghostface or Michael Myers stalking, etc. I've taken a lost game from a depip to a safety pip or even a pip just by doing these things. Go through and read all the emblems descriptions in your end-game screen. Hooking and killing survivors aren't the only ways to get bloodpoints and aren't the only way to up your emblem scores.

    Do none of this. They won the game already, Open the door and walk into a corner in the basement and go grab a snack. The point machine is closed

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805474#Comment_2805474

    Sometimes you have to sacrifice movie accuracy when you are dealing with them in a game. Some things just don't translate well, specifically in this game being a 4 v 1 online multiplayer game it doesn't work well, as it's not balanced around the unhooking aspect of the game

    It's as balanced around unhooking as much as it needs to be, but sometimes you're just going to be stuck on the hook. Bubba makes people play the game 1v1v1v1 instead of 4v1 and it requires a team that knows what to do in order to shift the game back to being a 4v1.

    That requires a level of coordination that isn't really a thing outside of SWF play with long time players. That is exactly why the best options for those who don't have a dedicated SWF or the luck to get a skilled lobby that you synergize with is to just rush the gens or if you're the one caught just attempt to kobe and see what happens.

    Making saves against a facecamping bubba basically requires BT and a willingness to take the hooked person's place in a trade. The best way to stop him is to simply make it next to impossible to hook anyone to begin with, but that takes tight coordination and varies in effectiveness from map to map. That basically means strategic flashlight blinds, bodyblocking hooks, and saboing hooks.

  • I think did a pretty good job so far.

    At least you hooked the highest scoring player.

  • @SimplyPixelated06 said:

    The only reason why this is a major problem is because of how bubba players tend to use him unfortunately, which is for camping. No one can unhook, even if they do, they will of gone down and they just farmed their teammate as even bt isn't enough to get away from bubba fast enough before being hit by his chainsaw again. And now we have 2 people downed, it shouldn't be impossible to get a save against a killer, this is the only killer with this problem and the only killer that can insta down healthy survivors in just one use of their power.

    Though obviously without the multiple down aspect to bubba's power he would be quite weak, so he would definitely need something else to be apart of his power, otherwise he's just a version of hillbilly who doesn't traverse quickly. I don't know what that new aspect to his power would be, that would be up to the devs to decide but this change would help survivors unable to go for saves against bubba, and the unfun experience of basement bubba.

    So please consider reworking bubba's power ๐Ÿ™

    His power is thematic to how he functions in his films and it differentiates him from his Walmart clone Hillbilly. They used to share most of the same addons save for the ones billy uses for turning. His power is fine, but the way people play with it is to be highly defensive. Sometimes if someone is being facecamped by a bubba you just have to leave them on the hook. You'll increase your chances of escaping if you just start popping gens.

    He will either have to leave the hook or get one kill.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805418#Comment_2805418

    changes from when exit gates are open to exit gates are powered is a buff, huge, massive buff

    decrease in movement speed bonus across all tiers, adding exposed to all tiers, removal of attack cooldown reduction from the perk entirely, and tier one movement speed bonus decreased to 2% - useless features like attack cd and movement speed got nerfed for exchange we got instadowns on all tiers which is huge

    Even if you want to say noed is most changed perk in the galaxy it is not weaker than it always ways. It become arguably even stronger.

    And we're talking about dead hard here. You can create your own topic to discuss noed

    You brought up noed to begin and i responded directly to you.

    How about you go make a thread.

    As of Dead Hard, I feel completely changing what it does is bad idea. I mean I don't like the perk personally because perks that only work while injured aren't my thing. Distance gain can be annoying, but power interactions that don't make much sense hurt gameplay more. A lot of the older killers are going to probably need their code redone anyway so might as well try and sort out how powers interact with the perk while they're at it.

    EDIT: Also, noed wasn't a good perk in 2016 and has never been a good perk.

  • @lonesomekill said:

    Yeah needs a radius fix. Maybe after 50 seconds too close killer gets blinded like a torch for 10 seconds, and im a killer !

    Phantom blinds are just as bad an idea as kobe chance increases. Doesn't really help the situation.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805391#Comment_2805391

    2 changes: infinite noed to 2 min noed and 2 min noed to a hex noed (which is definitely better than 2 min noed)

    That's all. Noed if definitely not one of the most changed perks

    You're forgetting these: changes from when exit gates are open to exit gates are powered, decrease in movement speed bonus across all tiers, adding exposed to all tiers, removal of attack cooldown reduction from the perk entirely, and tier one movement speed bonus decreased to 2%

    That's on top of becoming a hex totem. This perk has been changed a lot to get it to be where it is now which is fairly balanced between the needs of both killer and survivor. It always comes down to everyone's favorite phrase, "Just do bones" and you'll rarely see it while if you don't do the bones the killer will maybe get one or two last minute hooks/kills.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2805231#Comment_2805231

    Im pretty sure that's one of team leaders favourite perk and they don't want dh to be changed at all. That's the only explanation. Same with noed. I can imagine 2 guys just came to an agreement they don't touch dh if they don't touch noed or something like that

    Noed is one of the most changed perks in the game. It has literally been reworked before.

  • @JonahsTablet said:

    Because the second she is back, Midwich offerings and Star Struck are gonna be all there is for a few while.

    Blight still working just fine

  • @JamnJelly said:

    Maybe it's because I'm newer, but I've noticed it's really common to run into teams with at least 2 iris with a mix of gold and bronze. I've been having this consistently happen since I started really playing killer. There's nothing more that bothers me than getting into a possible swf, at best getting a 1k then the other three that did end up living turning out to be rank 1 or 2.

    Honestly not trying to whine, just thought if anyone would find it fair to see ranks before a match.

    We actually used to be able to see the ranks back when ranks were vaguely a better way of knowing who is liked to be skilled. The problem became that red rank queue times started to get insanely long because people would dodge lobbies with red rank players. Honestly, I miss being able to see that sort of stuff because quite frankly I don't enjoy playing people who are more likely to be expecting super sweaty gameplay and thus will play super sweaty themselves while I might be trying to just figure out how a new killer.

    Being able to just back out and try and find a softer lobby is a nice to have, but ultimately people got real tired of having hour+ wait times between games and it needed to be adjusted somehow.

  • @justrado22 said:

    My friend receive the shards in front of me, but i still dont receive them.

    Anyone ho still dont receive them?

    Have you actually ever played Leatherface? In order to qualify for the shards you need to have used him in actual trials not just bought stuff on his bloodweb. I used to play Leatherface a lot back in the day so I ended up getting shards, but I saw MandyTalk mention that people needed to have actually played games with him to get the shards.

  • @PrincessBubblegum said:

    I just want to make a fun post and ask you guys

    What's an opinion to trigger a lot of DbD Player?

    Self-Care is better then Borrowed Time

    Just the fact that people exist has left the community in a state of constant salt.

  • Or just don't prestige because it is a waste of time and bloodpoints for a cosmetic that looks crap when you can just get better bloody cosmetics with Iri shards

  • @FoggyJester said:

    What if the Mandela catalogue was in dbd? I think that would be pretty cool to have an alternate that can turn into different survivors. This could be challenging to implement because of how the survivors rely on teamwork and if you get an alternate in your match then you have to abondon your instincts and just think 'trust no one'.

    This idea was sort of what we were expecting when the Legion trailer first released back in the day, but no dice. I like Mandela catalogue, but I don't see how that even remotely begins to work in DBD. The most "defined" i.e. have a specific look to them characters are Intruder and Redacted. A lot of analogue horror isn't really designed in ways that make them viable for something outside of jumpscare games because so much of it builds fear through its atmosphere and world building rather than specific scary things

  • It's implemented in a way that I personally feel isn't really useful and especially so in a game where there simply isn't much in the way of true skill expression. The most skillful things aren't necessarily easily quantifiable actions and with the Asymmetric gameplay aspect it isn't the easiest thing to determine what is a win or loss.

    SBMM is a setup meant to be used in truly competitive games and dbd isn't that. It lacks definitive win conditions and isn't balanced for competitive play and with good reason DBD competitive play is basically everything the bulk of players already hate about the game.

  • @GeneralV said:

    1. EGC was a completely unnecessary addition to the game and should be removed as soon as possible.
    2. Doctor's rework is easily placed among the worst changes DBD has ever seen.

    @humanbeing1704 said:

    Endgame collapse made the game extremely boring

    infectious fright is unfair and should be reworked

    EGC exists purely to deal with the fact that people were doing things to draw games out well passed the point of being done in ways that were hurting the play experience. At that time it was not uncommon for survivors trying to turn their win into a painfully long game of hide and seek rather than just leaving the game or for a killer to bodyblock a survivor in a corner till they just had no choice but to DC.

    It is probably one of the few times the devs looked at a large scale issue and made a call that properly solved it. Now, if you found long protracted hatch standoffs fun I can see why you'd dislike it, but honestly it was barely a standoff as hatch grab was incredibly difficult so survivor would just get out anyway.

  • The gameplay is stale

    The worst part of playing the game is that there aren't many ways to express creative or chaotic play

    Playing killer doesn't feel particularly great currently

    Playing survivor feels either far too easy or fairly impossible depending on whether or not you're getting slugged/camped

    RPD Map should be disabled

  • Original because then they can be bought with iri shards which is a nice player bonus, the writing team and dev team can have more freedom to work, and I am genuinely waiting for the day we get a female killer who doesn't have some weird tragic backstory and skews more towards the Trickster side of the fence where she kills because SHE WANTS TO AND ENJOYS IT.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784370#Comment_2784370

    99ing happens because there's still something to gain. If all the survivors are safe and healthy at the gate there's no reason not to open them, you can still sit in there BMing for 2 minutes.

    99ing happens because there's usually someone who's still in danger, or hooked, and 99ing gives them the chance to rescue that person and bodyblock them all the way to the gate without ever being under the time pressure of the EGC.

    Walking away from the person who's in danger or hooked to go open a gate yourself isn't "calling their bluff," it's giving them all the time and space in the world to unhook and get to somewhere you won't find them, or simply leave out the other gate. It's surrendering, not actually going to a point where you may trigger Blood Warden.

    The complete unreliability (although, poor word, it isn't unreliable, I can definitely rely on it to suck.) of Blood Warden isn't something that makes me want to take multiple other endgame perks JUST to try to get one terrible one to work occasionally. I'd much rather just run a decent perk in that slot.

    It's really not that big of a deal just open the door if you think they've 99'd and see what happens. Blood Warden is literally designed for this scenario, but it requires other perks to really get the value of consistently. If you don't want to do that just open the door stand in a corner and go grab a snack while the survivors bag the tea and maybe one or two will be too busy strokin' their ego that they just end up dying anyway. It happens.

  • @Katzengott said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784362#Comment_2784362

    Question: Did you actually ever get hold hostage ingame by a cheater? Or anyone else in this thread? In my exp it happens "only" to bigger streamers (which is bad enough ofc). But i have the feeling, "normal" players use that as an excuse to get rid of DC penalties.

    Best solution would be that the server shuts down at any costs when the EGC timer ends. (and not 2h)

    I've have in the past, yes. It is more noticeable when involving major streamers, but they are far from the only ones who've experienced it. The saving grace is that the player base for this game is stupidly large which means it does get spread out enough that you can and hopefully will go without having it happen to you. Also, from what I've seen others say there tends to be a higher concentration of people doing it at in red rank/high mmr/high rank. I don't play as often these days so I don't really worry about it much cause I'm not gonna play enough to push up that high any time soon.

    Now, you're not wrong people are certainly going to claim hostage when they just dc'd to get around the penalty stack. Sadly, that means the dc penalty needs to stay in place with little room for exception imo. It sucks when you have to make a choice like dcing or playing a waiting game with someone else, Good news is like I said, it isn't a big deal if you normally don't dc to begin with. 5 mins is a youtube video worth of relaxation time.

  • @anarchy753 said:

    I love how people think Blood Warden is a perk. It's countered every match, including by survivors who don't even know it exists, because 99ing the gates is the best move in literally every case.

    Blood Warden is a 4/5/6k placeholder on the bloodweb.

    Call their bluff, open the gate yourself and then go for the blood warden play. What's the worst that could happen? Them leaving even faster should it not work out?

    Seems like a pretty solid yolo strat to me. If you're really hard up start running No Way Out or Remember Me that way they just take forever to open the gates to begin with and when they or you do open the gate you've probably got a better shot at pulling off the BW. It's a good perk meant to go into endgame builds primarily. If you're fine during the early and mid game stages build for the endgame.

  • @Katzengott said:

    "because there are just some matches you NEED to leave"

    Why?

    The off chance you run into some of the more brazen hackers who take the game hostage you can at times have to choose between eating the penalty or waiting for them to finally leave. That should be rare though considering if for some reason the game isn't ending like it should that is usually when people will start recording the screen to setup a report ticket.

  • It's pretty fun, but not overly challenging. Like I don't have to do math problems and pray to apophis so I know how to dodge a Huntress whale tail of a hatchet.

  • @bacon said:

    The ps4 on big updates 8-9 hours even small game updates can take hours ?This ps4 is i think from 2013 its so slow how long do consoles take normally on avarage on dead by daylight thanks

    It's gonna depend more on your ISP's download speed more than the console itself. The bigger the game the more time it takes, but 8-9hours sounds more like you're getting a really low or throttled download speed from your ISP. Another thing to keep in mind is if you're using wifi or ethernet cable. You will get substantially faster downloads and uploads with a hardline than you will wifi even if you're right next to the router.

    I can get a big game downloaded and installed in about an hour/hour and half if it is like 50+gigs, but I know I have mostly uncapped data spd from my ISP currently.

  • I have a dual monitor setup consisting of two tvs. Ultrawide just takes up too much space and still costs a bit more than a decent flat panel or two. I hear they're good for productivity stuff, but I can't imagine playing dbd on it.

  • @NathyP11 said:

    What are your go to solo Queue builds on current META?

    Bond, CoH, Shadowstep, Small game

    I like to do gens in peace while leaving little to no information about what I'm doing. Having an infinite medkit is just a bonus.

  • It's not a big deal.

  • @landromat said:

    Problem of COH is infinite self healing with cost of 1 perk for the team, not 100% healing speed bonus. 25% nerf achieves nothing

    Ability to self heal should be removed or very limited (like 1 heal per totem)

    A speed cut is exactly what needed to happen at the very least.

  • @anxorey_ said:

    I have played 40 matches doing something like a recount of which games where funny to play and I found that like 35 of that 40 matches every killer (I only play as a surv) is either tuneling or camping. Can we talk about how hard it is for us to be hooked the 70% of the game? Is so annoying and there is no kind of penalty for them I mean, they can just play noed and some stuff to tunnel and camp and we cant do nothing but be hooked all game because in individual skill surv are on a obvious disadvantage. In addition the just farm ranks braking our game experience and I really think that should (I'd rather say must) change.

    Here some options:

    1st Give a bloodpoint penalty to the killers when they chase, hit and hook the las surv hooked, give a bloodpoint penalty if they stay so much time close to a hooked surv

    2nd Remove borrowed time and give an permanent borrowed time to survs that have recently been unhooked to avoid tunnel. If killer camps, just give that borrowed time to everyone that tryes to recue him

    3rd Create a system of tunneling/camping and toxicity report and start banning people that does it intentionally just to farm some ranks, like if there is some reports for toxicity, let the comunity see the match and vote to ban or not reported guy(s)

    4th Dont make survs loose progress on ranking because it is so annoying to play 4 minutes on a match, 3 on a hook and loose progress, i think it is so unfair

    I also know that there are some toxic survs and they should be penalized too but, remember that surv mechanichs dont stop the killer from playing I mean, TeaBags, clicky clicky and other stuff like that still allowing killers to play the game.

    To be honest, I dont spect to be read but I needed to say something about the situation because at the end of a camper or tunneler match, the killers keep harrasing with coments like "ez" or "come cry know salty kids" when we are trying to have some fun and the just dont let us.

    Hope this get to the hole comunity, greetings everyone.

    Trying to make the game better, help us to erradicate toxicity developers, do something for your players :)

    Permanent Borrowed Time wouldn't help and is gamebreaking.

    Tunneling and Camping while not great to deal with isn't toxic and are not reportable as the game is progressing as normal.

    Killers already get a penalty for camping hooks, but it in the grand scheme of things isn't particularly noticeable to survivors and people who only facecamp don't care about the penalty to begin with.

    It sucks to not get to actually do much during the game, but it isn't something that is easily fixed. There is a limit to which you can penalize an activity born out of natural use of gameplay mechanics. To fully discourage it requires what would be a major change to how killers engage with the game. That is the actual solution, but on a smaller scale you can limit bp, but facecamping trolls don't care about bp or rank. Also if you're new to the game you're usually going to be going against people who are also new or generally just not pushing their MMR high enough to move out of showing up at your level. So usually they either don't know or don't care which isn't something you can police.

  • At that point just adjust repair speed as a universal constant as that would achieve the same effect.

  • @Shaped said:

    I know it could be broken into categories, but generally speaking.

    For some reason I feel similar playing dbd as I felt years ago. It scratches the itch other games don't and except for the mmr, I don't feel much different about it when I look back. Honestly.

    Also I think balance talks are not getting us anywhere in this game even when devs cater to some of our demands. I feel we are going in circles for some reason. Jumping from one perk/add on/whatever to another hot topic of the day/month/or even year. And every single thing is a "serious issue" that needs another fix.

    It just never ends does it? But, is it getting us anywhere?

    I still love it anyway.

    It depends on what part of the game you're looking at. Dedicated servers made the game better, but matchmaking can still be lackluster. Map reworks were a net positive, but the lean towards big maps is a negative. EGC was a great addition, but gens are still in this weird spot where they can be done too fast at higher level and not done at all at lower levels.

    Lots of little changes and medium sized changes for the betterment of the game. It all helps when its good, but then you look at the small scale things like killer balancing and feel...jaded.

    Though, a lot of the game is still pretty much exactly the same as it was 5 years ago and in some ways that isn't a bad thing, but in others it is.

  • @Sir069 said:

    Ok so im kinda bored now cuz I have to stay home due to something and I dont have what to play on my PC cuz all my friends are at school and I am just alone on my fav games but alone is just boring.I am something cool that will entertain me.

    So I am asking for anyone a cool,kinda medium-easy game,FUN to play alone singleplayer or multiplayer dont care but if singleplayer I will like a HORROR Game I like those and I want a good suggestion and as multiplayer I want a free shotter game(I know there are some good ones but I cannot just find them.

    So I will appreciate any suggestion Thank You!

    Control is good, FNAF Security Breach is also good

  • @SayianDlight said:

    I want to buy a killer that's good, not that frustrating to play against, fast-based, that doesn't get boring in 1 month of playing him (at least) and you have to play good to use him/her. Perks does matter too. And if ya'll can recommend who should I buy after so I get a good set of perks.

    By buying, I mean buying for inredescent shards.

    If you're looking for speed then Legion, Blight, and Oni are your go to. Oni's ok, Blight's one of the best in the game, but takes some practice, and Legion is...fun. They can get the job done, but they can have a harder than normal time depending on the situation.

  • She's one of the more balanced killers in the game with a counterplay mechanic built in. People just don't use it.

  • @[Deleted User] said:

    I think DBD is satisfied with the ghost face they have.

    Whilst people want Sidney or Kirby, people wanted Kirsty from Hellraiser and we didn't get her for some reason. Instead... DBD wants characters like Quentin Smith or likely one of the two survivors from the Ring movie (i forget the names)

    They're not getting those character as their license is for the Japanese light novel which is apparently very different from the American film adaptation.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/305656/500-solo-match-results

    Those are some really great stats please keep tracking and posting stuff like this I love reading numbers about sbmm

    Also everyone that says solo survivor is so miserable should reference his 60% escape rate

    If I had to guess your a pretty good survivor though I would imagine

    Everyone's mileage may vary based on a number of factors. The data set is a good one, but don't put too much weight one way or the other by making blanket statements.

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755815#Comment_2755815

    The undetectable is the current effect. The aura reading addon was what the Hellshire Iron used to do.

    That's even worse then. Oof.

  • @Aven_Fallen said:

    Yeah. Maybe not do any Q&As at all since the DBD-Community is ######### and does not appreciate it anyway.

    I wouldn't consider this forum the entirety or even a particularly large section of the community. I like the Q&A's cause sometimes you actually get decent news as opposed to things that make you actively distressed.

  • @White_Owl said:

    The original effect was very neat, I don't know why everyone shitted on it. The new effect really sucks...

    Well you can't really get value out of the old effect. You spear someone, gain undetectable while you reel them in and then have it for a measly ten seconds after the chain breaks or you hit them. Either way you have to go through a cooldown state that eats 2-3 seconds of your timer. If you downed the survivor, you're not gonna just leave them and if you didn't down then you're in for a chase with the survivor having a headstart that will ensure that undetectable's 7 or less seconds will do less than nothing for you.

    It was just bad. The new one isn't much better either.

    Behavior seem to not want the first person sniping character to do first person sniping things like, planning and proper stealth in addition to taking the quickscope away.

    Deathslinger just seems to get no fun toys anymore.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755511#Comment_2755511

    There are other perks that do that, and they're not gift-wrapped in one perk.

    Those perks that do those things basically have no other conditions. They just work. Here you're using survivors as a resource. THIS has to acount for something.

    All countered because 2 Survivors died

    And you're making it seem like 2 survivor dying is not a big deal?

    What is the point of this new perk? If you remove the scratch marks part; you're still getting 75% quieter grunts (a T2 Iron Will), which counters Spirit, and negating blood tracking, which hard counters Bloodhound, Wraith, and every indoor map. Then it's blocking aura reading, which counters BBQ, Nurses Calling, I'm All Ears, and a plethora of Killer add-ons.

    Imma side track this a little bit, why isn't current Sole Survivor used? Do you think, if the 1st surv dying gave you 32 meters instead of 24 it would be used more often?

    Do you think Iron Will 2 after 2 deaths with added Aura Blockage is better than Iron Will 3 from the start?

    Sole Survivor isn't used much because designing perks around what is basically the failure state of the game is going to be functionally less useful than making perks that actually make a different during any other point in the game. Making perks that not only focus on the failure state, but scale up in usefulness by your teammates dying means optimally, you want to get zero value out of it or you want to get full value out of it meaning you're banking on everyone else dying first.

    It's just a weird way to design and generally isn't going to be as useful as say All of Yun-Jin's perks which produce better effects while still playing selfishly.

    That said, your idea is trending towards the broken side. No scratchmarks, no blood, no aura reading, and sound vastly reduced which if you will remember is reduced in multiplicative value not additive value means the you're effectively an info void for most killers. Also 32 meters is actually quite big, its something like half of most of the larger maps and all of some of the smallest maps.

    Rather than front loading a bad perk with strong effects in an attempt to make it good, why not make a unique effect that makes sense for the context it is being used in. Though like I said, perks like this usually aren't good due to the weird use case so it would be better to suggest a rework that places it in a more useful spot. Also, keep in mind that Sole Survivor got power crept like a mfer by the rework of Left Behind which makes more sense as it does the one thing you actual want in a last man standing scenario which is to locate the hatch as soon as possible.

  • @scachich said:

    yes, its me again, the guy that complains about everything, anyway i have been wondering... with 4500+ hours at the game, mostly with killer, i have not been able to perform consistenly good in my matches, well, mostly because i suck, and because of my playstyle and because i only enjoy certain killers, i tend to go on long chases untill i down that person, hook then and go for someone else, i usually dont slug and pick up right away, i tend to not tunnel, you know because ds and bt, and most importantly i tend to give up very easily (by that i mean when the 5 gens are done i just open the gate), yes i understand survivors feed on killer's pain and negative emotions, but it still get's to me.

    how do i change this condition?, for example if someone dead hards for distance, camps a pallet or anything that would anger me i HAVE to go after then, even when its clearly not the right choise, my problem is that i dont "know" when to let go of a chase, my anger and desire to catch that person consumes me and im unable to make the right choise.

    how can i tell when i have to let go of a chase, do i have to set a timer or something? do i have to hard tunnel people even despite ds and bt?, do i slug every time i can? do i have to give up on chases constantly untill i can catch someone easily..? which is not likely to happen at all since most of the enemies i play with tend to already have 1k hours, which is enough to outskill me.

    sorry for this wall of text, i tend to come here to vent sometimes.

    Knowing when to drop a chase is an art more than a concrete skill, imo. It depends a lot on what the current state of the game is, but a rule of thumb I personally go by is never invest more than 60s in one chase if the survivor isn't injured. If I can't get the first hit within a minute's worth of chase time, I just go patrol gens and try to push other survivors off of them. It's not going to feel great, but letting a single survivor hold your attention for any longer with nothing to show for it gives them more control over the outcome.

    You will always have another chance to get that person you gave up on later. Sometimes you may need to slug someone to draw particularly evasive survivors into your strike range. It is a helpful tool to use when you want to force survivors' hands when used that way and can lead to considerable pressure. If your goal is to be highly efficient then you could hard tunnel out someone from game start and drop the survivor side down to three players, but if you aren't able to quickly get that first person down and out of the game then you risk throwing the game entirely.

    That said, playing the most competitively efficient ways available to killer will get you a lot more hate so do the tunnel/camp thing at your own risk.

    In regards to BT if the situation isn't one that would result in an escape I would just swing on the person with BT effect. At the very least it means they have to go mend rather than hopping back on a gen or getting healed right away. With DS i usually let folks go if I think they have it or I down them then go chase someone else. I don't usually want to put someone who just got off the hook back on unless its close to endgame so slugging them means I can tie up three people doing something other than gens. One down, One being chased, One healing the downed person.

    Most of this should help for any killer, but your results will vary based on which killer you use and you may do better with more specialized tips for the killers you play as it could be an issue of not getting enough mileage out of your powers.

  • @MsRowlands123 said:

    My friend is playing on her Nintendo switch and I play on my Xbox. When she is downed by the killer and recovering she cannot crawl for some reason but I can? I assumed it was because she was on a different console however my sister in law plays on the switch too and doesn't have this issue. Does anyone know how to solve this?

    Unless you use the perk Tenacity you can not crawl and do the recovery action at the same time. You have to either crawl or stay still and do the recovery action.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750802#Comment_2750802

    But they track that data...

    Pick rates, kill rates, perks etc.

    Well, from a development stand point you want to keep track of that data for balancing purposes.

    That said, it just seems like they wanted people to focus on the experience of dbd rather than stats. It's a weird decision considering they've made a pvp game and those usually have client side stat disclosure. It's just always been this way in dbd so that can bee my only ration reasoning for why it doesn't exist.

  • @Danielgdp3 said:

    It only just really occured to me that this game has no stat tracking for players to see which baffles me.

    Is this the only game that doesn't offer any form of stats, i mean even just a simple how many kills you have for each killer would be nice, and obviously this is all possible considering achievements track all these stats.

    It just completely baffles me that there is nothing for this.

    The devs didn't design the game with competitive stat tracking in mind I would guess.

  • @Nos37 said:

    My first match and I'm immediately tunneled out of the game by Cannibal and get a 5 minute ban.

    Please disable The Cannibal and Saboteur during events. Thanks! ๐Ÿ˜

    You gave that ban to yourself, you had to quit the game which means you didn't get tunneled out of anything.

1 โ€ฆ 23 24 25 26 27 โ€ฆ 57