Rhoska
Rhoska
About
- Username
- Rhoska
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553492#Comment_2553492
Ok now you are just being purposefully cluelees as a desperate attempt to make my arguments look bad, or something like that.
I understand what you are saying, I wrote the same thing your wrote in my post.
I understand that the survivors priority is doing gens when not getting chased. And yes, I know what the objectives are in this game. What do the definitons of these objectives have to do with the balance of the game? Why would I dispute that doing gens is the ojective of survivors? And why would I have to in order to argue that the game isn't so unbalanced? Hello?
Never did I say you shouldn't prioritize gens as survivor.
I understand that a killer in a chase means in optimum three other survivors are working on gens, so every second a killer spends in that chase, 3 seconds worth off gen progression is done by the other three survivors.
But I then argued that this is not how the match plays out the entire time. A killer doesn't always just chase the first survivor they find and that's it. And when a killer starts hooking survivors, other survivors have to go rescue them, meaning during that time they are not working on gens. Which means the optimum of three survivors working on gens isn't always given during a match. Which are arguments of mine for the claim that this game isn't as unbalanced, despite gens not taking that long to repair.
How do you not understand this?
Then I dont see why you took argument against my post.
I see nothing there in yours that refutes what I have already said.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2553513#Comment_2553513
I stated that:
1) Being able to play with your friends helps keep the game alive.
2) Crossplay adds to the player pool and keeps the game alive.
3) Licenses with cool characters help keep the game alive.
-----------------------------------------------------------------------------------------------------------------------------------------
You replied with:
"Crossplay restricts DBD design, because consoles cannot do that which PCs can. Lowest common denominator.
SWF is a cancer. Voice comms directly circumvent the design of this game and render entire swathes of Killer abilities and perks moot.
Licenses are paid for by us."
Pretty hard to give you a reply when your answers aren't even related to whether or not said things help keep the game alive.
None of those three sections I posted are false, nor have you refuted them.
They are facts.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2553463#Comment_2553463
I'd much prefer that you explain why you think that:
Being able to play with your friends does not entice people to play/bolster the player base (keep the game alive)
Being able to do so regardless of platform, along with access to these players when playing solo, does not entice people to play/bolster the player base (keep the game alive)
Having access to licensed content with horror icons does not entice people to play/bolster the player base (keep the game alive).
It'd be a much more interesting read than some pseudo-conspiracy nonsense about me having a vested interest or making money off the game.
This account is currently 1258 days old - That's not a lot of activity at all.
I also have A LOT of posts stating my displeasure with the game and its handling of various things.
--------------------------------------------------------------------------------------------------------------------------------------------------
Strawman aside, the only reason I'm keeping the conversations going in this topic is to see how all of this broken logic is defended and to observe the replies.
Not once have you answered any of my questions.
At 4710 posts over 1258 days, that puts you at 3.7 posts per day, for 3.4yrs.
Not one thing I have said in this thread has been false, and not one of them have you refuted on point, even when I answered you (which you have not reciprocated to answer me).
Why cant you respond/reciprocate normally to the facts I stated?
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553044#Comment_2553044
Ok, again, you argued that looping is designed as a survivor advantage, and that 3 survivors are working on gens while the killer is chasing the forth survivor. Meaning for every second the killer spends in a chase, optimally, 3 seconds of the survivor objective is completed. That was your argument.
Hell, your post doesn't even mention gen times that determine if these 3 second in gen completion while the killer chases a survivor for one second are a problem or not.
And then you accused me of not playing killer and being biased, because I don't "understand" the imbalance.
And then I argued why I don't think this game is as unbalanced, with focus on your argument that it is. Especially arguing that the optimal situation for survivors, where one survivor is being chased and 3 are repairing gens, isn't the norm throughout the entire match if the killer can create pressure and keep their pressure up.
So I have no idea what you are on about. Your claims are nowhere more fatcual than mine.
######### nonsense did I just read.
Do you dispute that the optimum, and thus baseline in this concern, is that if you arent being chased by Killer, you should in priority be doing gens?
I specifically underlined earlier, that Killer objective to win is to eliminate Survivors, and Survivor objective to win is finish gens.
If Killer cant eliminate Survivors, Killer loses.
If Survivors cant finish gens, exits are not opened, and they all will lose (caveat: Hatch).
All else is situational and arbitrary.
Ofc healing others if necessary, unhooking, blocking, running Killer around, totem smashing etc age involved, but those dont "win" the match nor open exits. No gen completion is inevitable game-over/loss for Survivors.
Do you dispute that?
--------
Thus what I said, that every second the Killer is chasing 1 Survivor (and Killer can only chase 1 at a time) in optimum is 1 seconds by 3 other Survivors on 3 gens.
How do you not understand this?
######### are you doing in your matches as Survivor, if not prioritizing getting gens done? Thats literally your primary job.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2553416#Comment_2553416
Cognitive Dissonance
Its clear you have a lot of time invested into this game, and this board with your 4710 posts here.
But that puts you in the position of vested interest.
Perhaps you should listen more, and step outside your "comfort zone" to understand that you arent the deciding factor, and that even if you are perhaps making money off streaming DBD, you dont actually matter in this anymore than anyone else that buys the game or dlc, and there are valid concerns beyond your personal purview.
-
@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553375#Comment_2553375
Increasing killer speed is literally all this thread is about? Nobody at all is talking about changing Survivors speed apart from apparently you. And that would also be a terrible idea for the same reason as op's idea. It will mainly affect those at low rank where Killers dominate every game.
Yes, its me here that said Injured Survivor movement and/or action rate is the missing link.
Maybe if you actually played Killer, you would understand that, and also inversely that it could facilitate the removal of Bloodlust speed in the interest of Survivors.
As to rank, your position is irrational.
The problem is that Injured Survivors are not movement and/or action impaired.
Low rank Killers and Survivors should be matched together, and there its irrevelant what the speed of Injured Survivors is changed to as it would be the same in all rank brackets.
-
@BobDylan67 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553372#Comment_2553372
When you want 'balanced' 'fair' matchmaking with similar 'skill levels' it kinda does
This, and its particularly prevalent on Killer side.
Though nominally the game relies on Survivors as clients to populate matches Killers are what people buy cos they have unique abilities that are not transferable, whereas all Survivor characters are interchangeable with the same perk pool (and Survivor cosmetics).
Inversely, the smaller the pool of Killer players due to various issues, the longer the wait of Survivor players of which there are 4v1 in each. The longer that wait, the more likely 1-4 of them just go play something else instead.
Killers however dont care, as they are in minority, in demand, and will have a 4player pool for quite awhile to draw from, and even better when its not populated by SWF on voice comms.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2553384#Comment_2553384
What do you think the game owes its success to?
What did I say that was false?
-
@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553156#Comment_2553156
https://us.v-cdn.net/6030815/uploads/8TYOFAL4U4SI/16338085027876361993250369285809.jpg
Also please tell me more about how I haven't played killer? Must have magic magicked all the killer achievements in the game huh?
######### do you think that means to me?
Are you confusing me with some other poster?
I specifically explained why to reduce the movement/action speed of INJURED Survivors.
Nowhere did I say anything about increasing anyones speed.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2553368#Comment_2553368
Regardless of your biases, objective facts are objective facts.
I stated raw facts.
There was no bias in what I wrote.
Deal with reality.
-
@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553156#Comment_2553156
You completely misunderstood my point. All killers (even low tier ones) are viable for beginners because survivors at those ranks are clueless. Buffing movement speed would severely negatively impact survivors at those ranks and many would simply stop playing.
At higher ranks however survivors dominate and will run rings around many killers without breaking a sweat. Making those killers faster wouldn't change that very much because those survivors are already capable of outplayed most killers. Ghostface moving faster would still have all of his current problems. Same goes for clown Legion Trickster Trapper and so on.
Now, a third time, you misread, misunderstood and misrepresented.
I said reduce the movement and action speed of Injured Survivors.
Nowhere have I said anything about increasing anyones (Killer or Survivor) movement speed.
I specifically also said that Bloodlust, which is a mechanic that artificially increases Killer speed, could thus be finally removed, if/when Injured Survivors as already having been hit and not healed, have reduced movement/action speed.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2553347#Comment_2553347
Crossplay, SWF, and major Licences are the things that keep DBD alive.
Crossplay restricts DBD design, because consoles cannot do that which PCs can. Lowest common denominator.
Voice comms directly circumvent the design of this game and render entire swathes of Killer abilities and perks moot.
Licenses are paid for by us.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553116#Comment_2553116
Yes thats what I meant, it is important against these killers that the survivor keeps the same movementspeed xD
How did you manage to misread a second time, when I was even more specific?
Injured Survivor movement and action rate as the same to Uninjured Survivor is the problem.
Bloodlust is a false bandaid.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2553312#Comment_2553312
The PC community is this game's smallest.
Information you should already know when you're talking about the state of its population.
Thats hardly an accoalde for this game.
Crossporting was arguably a mistake for most games, yet DBD perhaps has "best" configured it, but that has also made this game in many ways "simpler" so as to accomodate console based native restrictions.
-
@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/2553326#Comment_2553326
I don't like the movement and camera view of killers to be honest. It bothers my eyesight. It's not the same when playing cod or re. >∆> I also told my bf to leave ttv out because that's why he gets tunneled. Lmao I never put ttv on mine.
Whether you like Killer angle view or not is not my problem, or anyone elses.
Nor does that change that I will flat out walk out of a lobby if I have even the smallest notion that you are in a SWF team on voice, or broadcasting to Twitch of your shenanigans.
I get to choose who I play with as 1v4, and I can walk out whenever I want, and will do so.
If you dont play Killer, you dont understand what its like and what it requires/involves.
-
@Nyxis_Fier said:
With the DC penalty and how broken the game is; it's literally dying. People in fb groups don't seem as enthusiastic or excited about the game. My friends and family members won't even play it and went to other games. It's hard to find matches even with cross play on. It's sad how fast the game went down hill.
Play as Killer.
No problem with ques.
BTW: Killers screen who they match with. If you have a TTV name its an automatic leave lobby for me. And if there are 3+ of either console or PC, I leave lobby. I also check Steam profiled if you are a SWF on voice comms, and if 2 are linked, I leave lobby.
I also look at your items. If you are all packing certain gear, I will leave lobby.
-
@Mandy said:
This is like everything else in the game, it's monitored to see if it's an actual issue or not. As of right now I am not aware of any plans to change the way this works - the perk is working as it's designed to.
There's always going to be perks that are stronger on some characters than on others, it doesn't necessarily make something an issue.
My complaint, is that the Box is omnisciently visible to all Survivors.
They should have to look for it, same as Pinhead.
Rational would be that it had an audio radius, perhaps similar to Hatch, so that you have to seek it to find it, both Survivors and Pinhead.
Survivors thus to seek it by audio que and visually on the ground to prevent Chain Hunt, and inversely Pinhead seek it by audio que and visually on the ground, to instigate Chain Hunt.
And as there 4 Survivors and only 1 Pinhead, and only one box (unlike multiple fountains for Plague, or Puzzles for Pig) odds are already reconciled, and doesnt need the Box to be omnisciently as an aura effect for all Survivors to always see.
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2552923#Comment_2552923
I find pinheads regular power is best at loops. Using at someone far away isn't very rewarding. By the time you launch the portal and chain them. They are already broken long before you get there. At loops it's great for holding someone up just before a pallet or a vault. I treat it like a nurse blink. Try to land it right on top of the survivor and fire right away. If I take a sec to aim they end up 360ing me and I miss the chain. It's pretty punishing when you miss a chain. Hence why I only use it at close range.
The popular method for playing pinhead seems to be range add ons with hoarder, franklins, ruin, undying. When someone picks up the box you will get a notification. If they aren't far away and they try to solve the box. Use your chains to interrupt them. Then chase them down. Knock the box out of their hands to initiate a chain hunt and ruin helps regress the gens. I find Pinhead's 1v1 isn't that good but his 4v1 is actually amazing. If you can start a chain hunt it is a lot of pressure.
Thank you for your very accurate description and sound advise.
But nonetheless, and exactly as you explained, Pinhead is a sub-par Killer.
Landing a Chain is player skill based, but so is Survivor avoidance of it, and as the meta pans through, Survivors especially towards the top will learn how to see it coming, when. Its expected, and dodge it, and you will remain many meters away, static, wasted time, and fail.
The Chain Hunt mechanic itself via the Box is also entirely in the Survivors control, not Pinheads. Somewhat that is reconciled in that Pinhead can teleport somewhere near the Box solver, but this also means Survivors especially in SWF and voice comms can pressure the Killer to disengage from a situation/chase.
I dont understand why the Box is omnisciently visible to Survivors. They should have to search for it also, preferably with an audio sound in periphery similar to the Hatch, and that sound also audible to Pinhead to find it himself.
As to the effects of Chain Hunt that some complain about interrupting their actions, or revealing them via the Chain portals, thats complicated.
As I said in my proposal, just find the Box via audio (the ominiscient visual presence is not ok) to stop Chain Hunt, and regarding Pinhead seeing where Survivors are during it, most maps are indoors so walls block seeing and even on open maps from a ground perspective you wont see them and Killer perspective by angle is restricted and even with Shadowborn slotted does not increase vertical perspective from first person.
-
@James4125 said:
Yes. It would be a horrible decision that would be the equivalent of using duct tape to fix the survivor bias at the highest level but would remove any chance for survivors at the lowest.
You are confusing issues.
There is a majority of Killer characters that are nigh obsolete, whereas it doesnt matter what Survivor you play, just the perks you slot.
I play many Killers, many of which Ive bought, cos each is different in abilities, but for Survivor games I have bought none, and only need one.
Some Survivor perks that I want I just flat out bought with Shards from the Shrine Shop.
I played some Survivor characters to get their perks, then just pool those into the only Survivor character I play, and never touch them again.
Do you see the difference?
Survivor chars are interchangeble.
Killer chars, are not.
The commitment to a Killer char, and how they operate, is profoundly different. I can do the same with any Survivor, but I cant do the same with any Killer.
This is also how I know that, for whatever reason, you have not invested into or experienced what its like on Killer side.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2553036#Comment_2553036
On nurse and blight having the same movement speed is essential, yes you dont loop these killers but you have to keep reposition yourself at a good angle or behind walls or obstacles to not get hit by these abilites. Also the main counterplay against nurse is actually to build distance so movementspeed would buff her in that sense.
You misread/misunderstood what I said.
I didnt propose movement speed change of Killers, ONLY of Injured Survivors, and also regarding leaps/pallets in proportion.
The problem is that an Injured Survivor performs all actions at the same rate as an Uninjured Survivor.
That is the elephant in the room, and central to these issues.
---------
TLDR: An Injured Survivor can move, loop and act exactly the same as an Uninjured one, and that is a problem.
Imo, nevermind the move speed, but I would recommend that Injured Survivors can only leap/pallet at a reduced rate.
Its one thing to chase an uninjured looper, but it should not be perpetual vs an injured one that the Killer has already invested time/effort to hit and injure.
And as I said, the Bloodlust mechanic can be removed, if Injured Survivors instead have to slow leap/pallet.
-
@Huge_Bush said:
I'd rather they implement a secondary objective for weaker killers, something like the chain hunt that Pinhead has.
What do you mean by secondary objective?
Atm:
-Killers primary objective is to kill Survivors. Secondary is to slow their gen progression.
-Survivors primary objective is to complete gens. Secondary is to avoid being killed.
---
I main Doc for the reason that Madness directly impairs Survivors checks on gens and healing, and requires self-heal on 3 Madness, so it systemically slows them down.
But this plateus, as experienced Survivors hit the checks, regardless.
Pinhead's Box is interesting in this regard, but like Plagues mechanic, its also in the Survivors control, which as is the case in all of DBD becomes problematic when the Survivors coordinate in voice comms.
Ive said this long ago, and still do, that the 1v4 quotient regarding SWF can only be resolved by Killer based mechanics that are either not in Survivor control, or atleast partially in Killer control.
The higher the rank/matchmaking, and vs voice comms, the more prevalent that becomes.
Survivors as characters are interchangeable, but Killers are not.
This was perhaps a rendered design flaw in DBD. I play many Killers all which are different, but when I play Survivor, its only my specced Claudette.
This because all the Survivors can slot the perks of all the others, but Killers are hardwired in abilities to only that, no matter the perks selected.
-
@Impose said:
Nurse main here. I don't care about yours or anyones movespeed except to say that its a terrible way to balance. The issue with the game balance isn't perks, its not gen speed or ruin or pop or any survivor perk. The issue is 100% map design. The other issues just exacerbate the main problem. Ruin doesn't work properly on maps like red forest yet it works amazingly on suffocation pit with a decent totem spawn
This is a casual game with massive RNG elements, until you tone down the RNG you cannot fix the issues.
What is your success rate with Nurse?
If you main Nurse, map design or size doesnt much matter, as you can pass through it all to wherever you want, across huge distances, with just a few seconds delay.
-
@psionic said:
If you think you can counter a swf that wants to win you're banging your head against a brick wall. And honestly if there's any counter I'm pretty sure it's not worth the effort.
Quite seriously, best way to counter a SWF on voice team, is just to find the nearest gate, face the handle, tab out and watch netflix/youtube or do some homework.
They can then run around the Trial doing whatever they do, get nothing from you, and ask themselves afterwards "Is this what I want"
Having said that, its often worth it to try anyways as Killer, and not giveup too soon. Results can be surprising, especially if you have perks that are end-game oriented, and if you slot them, also mean its the last minutes of the game that can make the difference, especially against arrogant and bullying SWF voice comm abusers.
And perhaps nothing is more rewarding for a Killer, than to in end-game annihilate a SWF voice comm team despite their massive advantage, or atleast kill one to put a small dent in their hubris and inflated egos.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2552933#Comment_2552933
What are you talking about? You said when a killer is in a chase, 3 other survivors are working on gens. So every second a killer spends in a chase, survivors objective is advanced by 3 seconds. Ok you did say at optimum, so admittediely I overread that.
Nevertheless, this is what you based your claim on that this game is survivor sided, claiming that I don't play killer because I don't have the same opinion than you have.
But I do play killer, and I don't agree that this game is so unbalanced anymore. And I argued why this is the case in my opinion, killers spreading damage, applying map pressure, and giving survivors more objectives by hooking survivors.
I have no idea why you are saying that I am contriving it for an ulterior motive. I am giving you arguments to explain my viewpoints, because people like you always seem to believe people like me don't play killer just because they don't have opinions as favored to killers as people like you have.
You really ought to re-read what I have said. I was very clear, succinct and factual in my posts.
You however, are operating off some "opinion" of your own, and in doing so, not answering nor refuting what I said.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2552977#Comment_2552977
This is a interesting idea but the problem would be that you would buff therefore the already strong killers even further. Killers like Nurse or Blight have an very easy time to injure survivors, that would also break the game in a other way.
Nurse is a "slow" Killer anyways, so the least affected, and has to land the teleport meticulously.
Blight is a "fast" Killer, whoms entire mechanic is based on rushes to linearly impact near a target, to hit them.
Im not concerned with either compared to the core issue here, which is that Injured Survivors move at the same rate as Uninjured, which means looping is irreverant to either condition.
As a continuity of that irrationality, jumping though a window/over a ledge or a pallet, are also unaffected by injured status.
The problem thus is that when Killer injures a Survivor gets no benefit regarding actually closing with the target, as the Injured Survivor moves at the same rate as an Uninjured one, and also loops/leaps at the same rate.
-
Imo Survivor movement speed is too fast when injured.
And that is a simpler quotient to resolve, as all Survivors have the same speed, and speed reduction would only affect the injured.
This has been a longstanding issue regarding looping, and why artificially Killers get a speed boost in increments from the Bloodlust mechanic.
This was always, and still is, stupid.
Rational is that an injured Survivor moves slower, thus removing the need for Bloodlust mechanic.
This would bilaterally buff Killers in pursuing an injured Survivor, but also buff uninjured Survivors in looping a Killer, as Bloodlust would no longer activate.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2552835#Comment_2552835
God you people are so narrow minded if you think everyone who plays killer has to have the same, killer biased opinions.
I am a killer main, and that won't stop. Although I do try to play both sides pretty equally, but I do play killer just a bit more than survivor.
3 other survivors are doing gens at the start of the match, and only if you go for the first survivor you find. Not to mention that survivors don't always have the option to loop where no other survivors is working on a gen, especially if the survivors split up on 3 seperate gens.
And if a survivor is just holding w, the chances are even higher thart you will come along a gen that another survivor is wokring on.
And then, once you hook a survivor, you gain pressure, and if you are able to find a survivor until the other survivor is unhooked, and in many cases healed, only one other survivor is working on gens while you are chasing the third survivor.
Not to mention that killer gameplay isn't find a survivor, chase them, down them, find the next survivor, and repeat the same process. There is more to killer gameplay.
Again, I understand that DBD is still survivor sided at the highest level or play, but I don't think it's that bad anymore. You can definitely do faifrly well with the stronger killers.
Nothing you said there refutes or contests what I said above.
Why then do you present it as somehow "different".
"Pressure" as I specifically stated, is all that which forces Survivors to do something else than Gens (which is their objective to win), whilst the Killers objective to win is to eliminate all the Survivors.
As I also said, the game is systemically skewed against the Killer, via many mechanics and the sheer fact of 1v4.
Either you misread what I said, or are contriving it for some ulterior motive.
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2552796#Comment_2552796
I actually like using pinhead. His chain hunt is amazing if you can get it to activate. But I feel the same way when it comes to new killers. The last 3 original killers I bought with shards because I felt they weren't worth actual money. Hell, I literally just got the twins and that was only because I heard hoarder is amazing on pinhead.
Ill continue to grind on other Killers to prestige Pinhead and get him a spectrum of perks (expensive, cos I have too many Killer pool perks already to cycle through).
And once Im done with that, I will probably play him once in a blue moon, just to get that Hellraiser feel into DBD.
Hoarder was in the Shrine store btw recently, and I bought that with shards for the same reason as you, but I did not buy Twins and dont intend to.
Ive run a few Trials (5 or so) with Pinhead with NO perks slotted, utterly empty layout, and ended up with 4K in half of them. But for some reason in those I was matched against quite easy Survivors. I didnt even use remote Chain much (still learning), nor know how to capitalize on the Box.
Im not inexperienced in DBD as a Killer main, and on my favorite Doc I have MUCH harder matches, so from that I can suggest that current matchmaking is Killer character specific, or perhaps that if you slot NO perks, you end up in a lowet bracket in matchmaking.
Confusing.
Anyways, Im glad Pinhead is in the game, whether weak or strong, and when I flip to Survivor occasionally, I love when I rarely meet him, as its like being in a Hellraiser movie :D
-
Im willing to pay €10 per Cenobite for a 3D model of them in DBD.
If its more convoluted or expensive than that, Im out.
I "could" buy Chatterer for its current price, but as I said above, €10 is what I will pay for access to a 3D model of a Cenobite, regardless of NFT, and if they are "exclusive" in ways that exceed that €10, I wont buy them.
But if they put all Cenobites in at €10, I will buy each of them.
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2552780#Comment_2552780
Finding a single survivor at the start isn't hard.
Finding a cluster of survivors instead of a lone single survivor is the difference between 3 gens popping in the first chase and 1-2 popping just cause you can instantly pressure as many survivors as possible. And if you have a particulary good early game you could very easilly stop any gen from popping early cause you roughly know where all the other survivors spawned and thus what gens they are working on
If you think lethal pursuer is only good at finding 1 survivor then you are simply not utilizing the perk properly.
especially against swf what the op is asking advice for as without it the survivor you easilly find in those 20 second you talk about will be their dedicated runner at a tile they are comfortable with.
That makes no sense.
It doesnt matter if there are 1-4 on a gen when you arrive, you can only chase one at a time.
If they are clustered, when you chase one of them, the others will either return to the gen or part of them split to do others.
This notion of "pressure" in this regard is a misnomer. You dont "pressure" anyone except the one you are chasing.
At start and commensurately, pressure is created only by hooking or downing and leaving Survivors so that they cant do Gens, and others have to pick them up off the ground or off a hook. THAT is pressure.
You are entirely wrong and backwards in your thinking of how Killer and Survivor objectives operate in parallax.
To put it short:
-Killer pressures Survivors by keeping them doing other things than Gens (which is how they win).
-You can only chase one at a time.
-But if you have 1 or more downed or hooked, THAT creates pressure for Survivors to stop doing their Gen objective. THAT is what pressure onto them, is.
------
Certain Killers apply that pressure, by demanding Survivors to spend time elsewhere than on Gens, and that is what the real definition of "pressure" onto them is.
TLDR: Pressure is defined as all that which forces Survivors to use their time doing something else than Gens.
-
@Gylfie said:
And for some reason, I appear to be in the minority. I've taken to the internet many times, trying to find people who shared my opinion, perhaps find some advice on how to deal with him, but I mostly seem to find people saying he's fun to play against, 'weaker than Clown' and 'piss easy to beat'. In fact, I've even seen people call for multiple buffs.
I don't get it. I really don't. I can't seem to win a single game against this guy and every time I go against him it's a miserable experience. As soon as the chain hunt has begun, aside from the fact that it's very annoying, you can't really do anything anymore. You have to solve the box.
My problem with that is that he can either teleport to you while doing so or be close enough to interrupt you with a regular M2 to down you and trigger a chain hunt on the entire team. When he teleports to me, I never know exactly where he's going to be coming from, which often results in him getting a free hit. This means if I'm already injured, there's no way I'm touching that box.
In the few complaint posts I've found, I've seen people say that all you have to do is hold onto the box and solve it when he's carrying someone or when he's mid chase. Does simply holding the box stop the chains from spawning all the time? If not, what are you supposed to do in the meantime?
As for an example of why I think he's super frustrating to play against, in the game I just played, I finally found his Ruin and started cleansing it. The person carrying the box went down at around the 90% mark and it interrupted my cleanse. I tried cleansing it after that but the constant chains spawning prevented me from doing so and alerted the killer to my position. After a solid thirty seconds of me trying to cleanse that totem, he found and downed me and I let myself die on hook. I typically don't do this but it was my second Pinhead game in a row and I just reached my limit.
I'm really hoping I'm missing something obvious, some trick perhaps, that will make my experience with this killer less miserable. I'm looking for advice. Anything. Please help.
My advise is buy Pinhead, play him 10+ Trials (and as Killer), and see for yourself why he is considered trash.
I dont think you understand how bad the situation is between how easy Survivor is vs how hard Killer is (especially Pinhead).
-
@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2552823#Comment_2552823
I meant 20% escape rate is actual 20% escape rate of solos and 80% escape rate is actual escape rate for swf (numbers are estimated) and yeah you're right system has no idea where is solo and where is swf so it just tries to go for average 50% wich means solos will lose. a lot. while swfs will win most of their games. and on average solos and swfs will have 50% winrate
Calling it perfect system is sarcasm. system is trash
Then why didnt you just agree with, upvote and post supportively of the other poster that explained at length exactly that, as to how this status quo is onerously heavy on the Killer vs especially 3+ in SWF/voice?
Why did you argue against it?
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2552487#Comment_2552487
If survivors suck at looping, you should be able to down survivors very easily, and thus they won't be able to just rush gens for long.
There is a fair amount of killers that can indeed deal with swf survivor teams, even if the chances of winning aren't as high as as the chances of the swf team winning. Unless you are playing on one of the sadly numerous survivor sided maps of course.
And no, it's not enough for them to do 10 gens. If an swf team could actually complete 10 gens agaist a killer, that killer just wasn't good at all.
Your bias is ridiculously blatant.
Looping is designed as a Survivor advantage past par, and its quadratic, because meanwhile 3 others do Gens.
Every second in looping by one Survivor, is at optimum combined 3s in Gen completion by the remainder.
You really should play Killer for a substantial part of time for you to understand what this status quo is.
-
1) His average is included in the overall average. So its false to say his average is not in the overall average.
2) Your "20% solo" vs "80% swf" escape rate is false. There is no way to determine difference between a solo and swf. Swf obviously abuse the game system via communication outside of the game context, which is frankly cheating anyways.
3) Then you claim X's escape rate is 50/50, which flies in the face of 1) and 2) of your claims.
4) Calling this "perfect system" is outrageously false.
-
@EvilJoshy said:
"I'm not spending anymore money on the game"
/releases a new killer
"oooooooooooooooooooooo"
/opens wallet
Im a huge Hellraiser fan, and have a post buried somewhere here that I suggested him as a Killer long time ago.
But am I playing him after I bought him?
No.
Im just grinding on Doc for BPs to buy Pinhead's prestige levels so I have a nice bloody Pinhead to look at.
So did BHVR make money off me? Yes.
Am I playing Pinhead? No.
Why am I not playing him? Cos he was poorly implemented and not competetive. I bought it just as something to look at as a 3d model.
-
@landromat said:
It's not your 50/50 it's on average. Solo survivor escape rate is 20% swf is 80%. On average your escape rate is 50! Perfect system!
Everything you said is false.
None of that makes sense.
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2552690#Comment_2552690
Against swf who finishes games in minutes you need early pressure more then anything.
A good early game will do much more then something like pop where you get your first activation when 3 gens pop.
These perks might be "gone" in a few minutes but the early game pressure is something that snowballs throughout the match if you capitilize on it strong enough
Also 9 seconds of aura reading. You reach survivors before the aura reading goes away. There is no way you lose them even on big maps
Lethal Pursuer is at the top of wasted perks slots, according to what I specifically outlined above as criteria for their selection.
Investing a perk for 9s aura detection at start is a crutch, and that "works" only then is innefficient. You should be finding atleast one Survivor within the first 20s, and even Whispers is better, as it will help you locate throughout the match, not just the first 9s.
You shouldnt need Lethal Pursuer to find your first Survivor in the first seconds of the game, and its a waste of a perk slot.
-
-Killers win by eliminating Survivors.
-Survivors win by completing Gens.
Thus it is in the Killers onus to focus on perks/playstyle that primarily are involved with eliminating Survivors, which is how a Killer "wins".
The strategies of instead preventing Survivors from completing their objective of Gen completion (to win) have merit, but are secondary to the primacy how a Killer "actually" wins.
Gen related action/perks is to delay Survivors winning, but is a losing premise in the long-run for the Killer.
Even if you delay Gen completion by X amount of time, it wont "win" you the match, unless you eliminate the Survivors.
Thats why the thumb-rule, that only 1/4 perk for gen delaying, and frankly even that is questionable as compared to an aggressive strategy with all 4 perks committed to eliminating Survivors ASAP.
-
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2548605#Comment_2548605
No, I know I can't dictate how other people play. But you know how RIDICULOUSLY FRUSTRATING it is that you are told to "play how you want" and you can never find opportunities to "play how you want"?
I don't want to play against the same meta perks over and over again, I don't want to die first on hook because I tried to make my build work. I don't want to feel like I'm abandoning my teammates because the Killer brought perks that makes it basically impossible for me to save them without perks like BT.
As a casual player, you arent understanding why Survivor meta is what it is.
Is because those meta perks are so powerful, across 4 players Survivors (16 perks) vs 1 killer (4perks).
Thus the gradient is, that Killers are the ones that have to select certain meta perks and playstyles, to counter a mix of 16 slots of meta perks in Survivors.
Hands down, this restricts Killer perk selection WAAAY more than it does Survivor perks.
So its thr potency of Survivor perks in 16 slots, that are making meta stale, vs 4 slots for one Killer.
For example, if you dont slot BT, chances are, someone else has, and thus "cover" your selection of another perk.
But for Killers, they dont have any redundancy, just the 4 perks they themselves bring into the Trial.
Do you see?
-
@Thrax said:
Most games seem lopsided to me. Sure it may average out but it doesn't seem to play that way.
As I tried to explain above, averages dont really matter (albeit are statistically significant and informative).
Also, the game is inherently lopsided, as 1v4.
To complete 4k by hooks, requires ~12 successful interactions by Killer with moving targets (3 each). To complete 5 gens by Survivors requires at best just 1.25 interactions with a static generator plus exit gate, and succesful egress through it (or via hatch).
Thus what really matters, is the game experience in the Trial, and that is where the intuitive sense of fairness of the player comes in, and BHVR balancing/matchmaking, especially on the part of the Killer as 1v4.
Killers dont mind getting <4K, as long as their experience is that its a good and fair Trial.
-
If you think console players are annoyed, imagine the frustration of PC players with this, especially if PC/console ineraction is disabled, or if consolers simply drop out of the combined queing.
I increasingly frequently now as Killer simply leave a lobby that does not have a 50/50 split, so 2 consoles 2 PC players.
Killer ques are fast and frequent. I have that prerogative/privilege to choose the trials I enter.
My reason primarily is not to play with 3+ team SWF on voice, on either PC/console, but also so as to ensure that alteast 2/4 are not potential cheaters.
-
Corrupt is fubar:
-At start you have to find/begin a chase on someone ASAP anyways. 2mins of some gen blocking has no effect on the others that you arent chasing, and at worst if swf on comms, just stacks several of them onto the remainder, and those gens finish faster.
-The notion that Corrupt "pressures" is misrepresented. It doesnt pressure Survivors except into directing that pressure into finishing the non-blocked gens, first.
-And if you are using Hexes with Corrupt, Survivors may choose to hunt Totems in those 2 mins instead, thus negating Corrupt effect AND the Hex perks.
----------
Rules of thumb with perks:
-Prefer inexhaustible perks that run the entire trial.
-Prefer perks that you can escalate the magnitude of with your own actions.
-Prefer perks that are systemically uncounterable.
- Prefer perks that leverage into end-game, which is often the most hectic and dire for Killer.
---------
Corrupting Intervention only slightly fills the third preference, and only for a limited duration at start of trial.
-
1-4K is informative as averages, but the real issue is the quality of in-match experience as Killer, which can be very frustrating with swf/voice comms and the odds are stacked against Killer in many senses.
The attentiveness and focus required for Killer is quadratic compared to that of each Survivor, only one of which is actually in jeapordy at any one moment, and even then only for as long as a chase lasts.
To paraphrase, Survivor is integrally "easymode", and Killer "hardmode".
Its very likely to get burned out as Killer, and to which the only courses of action are to switch to Survivor for a bit (to frustrate another Killer player), or stop playing for indefinite amount of time.
"Get gud" is not an argument, and switching character, perks or top-loading addons only "works" so far to alleviate frustration with the status quo.
In some matches Im quite happy with 1K, or 2K. In others, only frustrated. So as above, its not the K amount, but rather the quality experience of a good and fair match.
BHVR should take this into account in balancing, as the win/loss ratio is not representative of what the game experience is like for Killers in them. And the quality of that experience is what is crucial.
Especially as Killer, the sensitivity of a fair match is more accute and intuitive, because you are alone vs 4 others, and can barely blink that you dont miss what direction which of the 4 ran off in.
-----------------
Tangents:
I recommend flat out disabling the post-match chat. Its waaay too tempting for SWF bullies to pour salt on to antagonize and humiliate an already frustrated Killer (and their responding), and continues the 4 person overpower situation to chat.
I also recommend increasing BP earning of Killers irrelevant of perk bonuses, so atleast the (frustrated) Killer can then go right back into que another match, in the knowledge that the frustration is alteast rewarded in BPs to use for perks/items for whichever character (Survivor or Killer).
This also would encourage more Survivors to try playing Killers (and experience what its like vs SWF) if they are in need of BPs.
-
@JoByDaylight said:
So, today I had time for 3 games. I wanted to make the best of it, since there is Bloodrush and I need BPs.. I figured I would make at least 1 challenge. Currently rank 3 on PC.
Challenge: Get a great result on 10 skill checks. Easy, or so I believed.
Game 1 - Trapper. Made 2 great, then tunneled to death through 3 hooks. The team made it out and noone else got hooked cause I held the killer the whole game.
Game 2 - Doctor. Made another 2 great, then tunneled. Dead on my 2nd hook because of my teammates stood in the corner and self caring and healing each other. Also risky save with no BT.
Game 3 - Huntress. Made the rest of my great skill checks (thank god). Yet, tunneled of the hook and dead on 2nd hook again.
I hate toxicness, I never spam the flashlight or teabag or anything.
Killers, why??
I read so much about toxic survivors being a problem, but I really dont feel sorry when Im being threated this way. I see toxic killers more often than toxic survivors. Is it just me?
Thanks for a good evening fellow gamers, not.
In literally every one of your examples, it ís your TEAM that you should hate, not Killers.
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1885004#Comment_1885004
Give him the stack and then D/C. Killing yourself on hook is just as bad as D/Cing, don't kid yourself!
A Suicider is penalized, in the sense that they then die and cease to receive further BP for that match.
-
@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1884232#Comment_1884232
https://forum.deadbydaylight.com/en/discussion/comment/1884292#Comment_1884292
That's what I was trying to say the whole time SMH.
Thank you for articulating it in a possibly better fashion though.
Look at how many posts I've made on this post trying to explain it but he won't get it.
I know that is what you where "trying to say".
But it doesnt change how utterly wrong you are, and how utterly unfeasible that is.
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1884182#Comment_1884182
Survivors in a SWF communicate. There’s no way to unring that bell. It isn’t limited to communicating about the killer, but here are some examples of things SWF can communicate that solos can’t:
- The killer (“It’s a Ghostface, be careful”)
- The killer’s perks (“They beelined right to me healing, they probably have Nurse’s”)
- The killer’s add ons (“That Hag trap didn’t notify me so she has Rusty Shackles”)
- Totems (“There’s a lit totem in shack” / “I’ve cleansed four dulls so only one left”)
- Survivor perks (“I have Adrenaline so finish the gen before you rescue me” / “I don’t have BT but you do, you go for the rescue”)
- Hook states (“I’m on death hook, try to take hits for me”)
- Survivor items (“I have a medkit with full charges, do the gen” / “My flashlight is depleted so I can’t save you”)
- Map layout and pallets (“Shack pallet is gone” / “This side of the map is a dead zone, don’t run here”)
- Where they’re being chased (“Being chased around shack”)
- Which gens are being worked on (“Doing the gen in the main building”)
- Gate progress (“The gate on the left is 99d”)
- The killer’s playstyle (“He doesn’t mindgame at all and just holds W” / “He’s camping around the corner so do gens”)
Etc. etc. etc. I’m sure you get my point.
How could the devs possibly change this? They’d have to completely rework the game from the ground up. While you’re right that considering how information sharing affects killers is important (and they do seem to be doing this more), it’s impossible for them to redesign enough existing gameplay elements so that effective communication makes no difference.
That’s why people talk about giving solos more information or an easier means of sharing information. Because then survivors are on more of an even playing field, and from there they can buff killers further. If solos were able to communicate like SWFs they may not have nerfed Undying, for example, because it’s less of an issue for a SWF. And they can buff every killer who isn’t Freddy or Nurse or Spirit.
You dont fix the problems resulting from x (in this case SWF communication) by adding MORE of x (more SWF communication.
Its literally ######### and shooting the patient.
-
@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1884204#Comment_1884204
The fact that information is distributed, meaning that people can do gens safely knowing where the killer is and is going at all times. They also know who the killer is before they meet them, removing and element of surprise from some killers like ghostface and pig. They can coordinate perks and plays can be done between survivors due to their overall ability to coordinate. They don't get screwed over by random survivors and them making it a 3 gen, they can get a key and easily 3-4 man escape. There is a plethora of features a survive with friends has over killer, and just allowing perks communication protection (e.g removing totems) won't sort it out.
And the problem with them is that killers are balanced to solo queue, not swf, meaning that they are ill equipt to deal with swf.
"The fact that information is distributed"
And how, specifically, is that information distributed by SWF?
"They can coordinate perks and plays can be done between survivors due to their overall ability to coordinate."
What, specifically, makes that coordination possible?
-
@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1884182#Comment_1884182
You also haven't thought about the effect doing your suggestion would have on solo queue, as your only thought is about changing things to benefit you, and mine is to balance the game.
Describe to us, specifically:
What do you think is the problem with SWF having unfair advantage in this game?
What is it about SWF that is problematic, specifically?
-
@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1884151#Comment_1884151
No, my suggestion was in game chat, buff killers and make sure everyone is on an equal footing. The age comment really shows your underlying immaturity. You cannot combat a point so must look for adhomnyms and other ways to make my point seem less valid. Your suggestion, which was more like wishful thinking as you had no idea how to implement it, was that we should make communication less effective by..... Taking it into account? That's not even a suggestion. You sound like a guy who got called out, couldn't defend his position and is now helplessly floundering about trying to get some kind of win that you can get and clutch it with both hands. Stop being childish and actually think about your position. I'm sure you can think of something. All I asked for was 3 examples of how you would do it and you can't and threw a temper tantrum about how it's "not your job to think about this ". Grow up.
You are the one that childishly demands concrete solutions for how to do what I proposed, when you have provided no better.
You still are failing completely to understand, that the PROBLEM IS SURVIVORS COMMUNICATING.
That is the issue that needs to be worked with, and around, and putting in a in-game chat literally makes that 1000% worse.