Rouge
Rouge
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- Rouge
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@avilmask said:
I've chuckled at DS. Here I though getting tunneled means to be killed in very short period of time (what DS counters hard by adding a minimum amount of time you have to live). But it's actually means only to be chased a lot, and DS doesn't counter that, so it's useless.
Being tunneled is when the killer focuses you over everybody else/providing map pressure. If the killer is going out of his way to try to kill you over trying to do anything else. DS helps you by punishing that behavior, allowing you to leave and waste time that allows your team to actually do the gens and outright win the game over them tunneling you. Without DS a killer might be able to tunnel a survivor to death and then have some gens left. DS then forces there to be more chases, more time wasted to actually kill you.
This basically puts the killer in a place where they are like "Do I chase this one person around the whole game and only get one kill at the end or do I try my luck with someone else?" And that right there stops the tunneling.
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I waited for 25 minutes only to get up into a game with red ranks while I'm at rank 11..
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Got it day one, didn't play it till a month or so ago.
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@KieranD2006 said:
https://forum.deadbydaylight.com/en/discussion/comment/639145#Comment_639145
Yes but like I said, tips for countering tunnelers while playing alone. But thank you
You still have teamates, it's a 1v4 game. If you loop the killer for long enough they will have the time to do the gens, this forces them to leave you alone or they risk only getting one kill. If they don't your team will win and you will p e r i s h. If they leave you alone congrats, you are no longer being tunneled.
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Calud needs a ghillie suit. Make it 100$ and DBD2 would be funded in a day.
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Because
A N G E R Y
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Bring DS and borrowed time. The best ways to stop tunneling and camping right there. Loop them to the best of your abilities and hopefully they will leave you, at least you can buy time for your team.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/638499#Comment_638499
All medkits are insta-heals
expardon me?
Cruel for both sides lmao
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Id MaKe A BaTtLe RoYaLe GaMeMoDe!!
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"Do no harm."
If a survivor were to heal another survivor, the healer would instead become injured and the survivor being healed will pass to the healthy state as normal. The injured survivor will gain the broken status effect for 10/15/20 seconds. After 10/15/20 seconds the broken survivor will be transferred into the healthy state. All medkits bypass this effect and behave as normal
All med kits will instantly heal 1 health state at the cost of depleting the medkit.
If an injured survivor heals another injured survivor then will both become broken for 5/8/10 seconds and be healed one health state after 5/8/10 seconds. All medkits bypass this effect and behave as normal
Basically in order to heal someone else you need to become injured yourself for a time frame, all at the cost of making all medkits insta heals that avoid this effect.
Edit- Killer perk
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I really don't get it, just break the totems.. If you do all 5 gens really fast, you have time to do the totems. If the game drags on and you barely get all 5 done and can't get all the totems done then you were outplayed by the killer, you wouldn't have even gotten this far if they brought another perk. Think of it like this:
You barely make it through the match and the killer is running Enduring, Noed, Ruin and BBQ or whatever kind of combination of perks you want. That killer playes against you all game getting semi-bullied by pallets while you guys do gens. By the end of the game there are three of you left, one dead on hook. Noed and he wins, whoopdy do.
Same situation but he's running Enduring, Ruin, Spirit fury and BBQ. Now he just outright wins the game before you do all 5 or as the last one was finished without noed since he could get hits out of those pallets.. Whoopdy do.
Noed is not an outright I get a 4K and a free rank up. If you run it you make the sacrifice of not having a fourth perk until the game is almost over. It is a decent perk with counter play, if you do all totems then they don't have that 4th perk at all. If you die to noed you would have died if they brought another perk that would have helped them get you another way. That's my way of thinking it, maybe someone can sway my thoughts.
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I think the game is balanced decently, they don't often make changes that aren't needed (not always but sometimes.) I think the survivor perks keep getting nerfed for acceptable reasons, I think the game is currently getting more balanced as time goes on.
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@thedevalex said:
What rank are you?
I personally love versing nurses because they really test my skills in juking using line of sight and mindgames.
Currently rank 12 on survivor, stuck in a loop of pipping and getting farmed/tunneled for a de-pip, slowly climbing out though. As you could expect every nurse I play against at this rank is either coming back from reset and whoops me or are just babys and usually get their teeth kicked in so it's pretty inconsistent.
As for killer my high was 8 but I'm currently at 13 since I haven't been playing killer at all for the past month. Nothing too hard there, just trying to get some better perks so I'll pip more often. I think i'll climb here without much assistance.
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@Chickenchaser said:
Exactly right. Gens do get done too fast though. I totally expect it, and deal with it well, but gens get done too fast. On the farm map I've seen a gen go off before I could even cross the map. As a survivor I've seen 3 gens pop simultaneously in 60 seconds. (Red ranks)
I think survivors should need to find a generator part, and install it on the gen they want to do. Make it so a gen cannot be worked on unless a part has been installed. That would make the game extremely well balanced, and slooooooooooow things down a little.
I'd have to disagree with you, for your reasoning. Three gens being done in sixty seconds just makes sense, one person distracts and three people do gens if the chase goes on for that period of time, thats just the survivors doing the objectives efficiently. Coldwind farm is a large map, if multipul survivors do one gen they will very likely get it done before you cross the map, that's just the dynamic of the map. These are expected features of the game, they abide the logic and are encouraged.
But on the other hand I do with that the games went on a little bit longer, maybe 5 or so seconds onto eatch gen or something, just to make the game a little more interactive. You can always run perks to try to slow the game down if you are having the issue of the gens being done to fast, that's why they are there. (Not trying to be rude, not targeting you.) Or simple just get better at killer, as your job is apply pressure.
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@JakeM2436 said:
https://forum.deadbydaylight.com/en/discussion/comment/636591#Comment_636591
not everyone plays for a pip.
considering that this game literally gives no reward for ranking up, it's pretty much irrelevant to focus everything on rank. dead by daylight literally has no competitiveness due to this.
if killers are camping because the exit gates are open and they haven't had a kill yet, whatever, it's tolerable.
but when a survivor has enough skill to run the killer around for so long (and the killer chooses to tunnel that survivor) and it's not the end of the game, there's pretty much no excuse to camp without it being considered a dick move.
i myself play this game for fun and not to rank up because let's face it: rank is completely irrelevant in 2019.
i can't have fun if the killer chooses to ruin it because after all, killers have complete authority over the match.
and before you ask, i'm not even a survivor main in the slightest.
I can't tell if you are siding with me or against me. I don't think camping is a good thing but it isn't going to be avoidable. I was offering support and other ideas as to avoiding tilt, not rationalizing camping or making this game entirely competitive. The logic behind it is this.
If you pip you will go up in ranks, face camping is less common at the higher ranks since it dosen't reward you with pips. The killers who get to higher ranks get more pips, making it so they are less likely to facecamp. This isn't fact, you can still get facecamped in rank 1 but it is significantly less likely.
No-matter what killers are going to be able to camp as much as they want, that's just the dynamic of the game since they are the ones in controll of deaths, if they want, nobody will die in a match, nomatter what; if they try they can kill everybody in the match and there is little to nothin that the survivors can do to stop them if they are good enough. If survivors don't like being camped they can hope their teamates bring borrowed time and other things to try to stop it, if they really want to. That's just how the game was designed, killer kills the survivors. Seeing as how camping kills people it's not like BEHVR is just going to let people off the hook and just let someone go because the killer chose to kill them and give up map pressure.
I could care less if you are a killer main, a survivor main, the person who killed my mom. I'm not going to attack you over it, nor have I attacked anybody in this tread for their alignment to either side.
All I did was say that people are making this into a side vs side argument for no reason, attacking people and such and give ideas on how to avoid the situation.
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This game is supposed to be a scary asym game, not overwatch. The lack of comunication was an intentional design to make survivors not know the intentions of the other survivors to increase weariness of working with them. Doing this would almost entirely defeat the purpose of this being a horror game since it's now just an asymertical reverse pac-man fan fiction.
To all the people who were about to comment "BuT ThE GaMe DoSeNT ScAre ME!11!1!!" You need to relax, if you are on these forums you likely have been playing for a while, you are numb to this games horror. To new player this game could actualy be scary and I think thats a big bit of the apeal.
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It's just something that happens man, you just have to get used to it. When it happens either help your team out by lasting on hook as long as possible or doh and move onto the next match. Everyone seems to be making this into a survivor vs killer thing when I really don't get it, that wasn't the objective of your post from what I see at least. Just do your best to pip.
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Use kindred or ######### on the hook, then the killer will just stand beside you doing nothing while your teamates get away.
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gotta love those drama posts the get comments instead of actual dialogues.
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Guys.. Guys..
They clearly mean the cool downs like on the RBTs..
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@twistedmonkey said:
Because the game was never intended to have comms in it and it would ruin the game.
Other games have put comms in and trolls always ruined it and DBD has a far worse community.
That's not even taking into account not every one in the lobby talks the same language. Take the EU region or Australia being mixed with Asia. Good luck in those lobbies.
There is no point balancing around comms if the majority have to mute almost everyone.
Good points here, I thank you for the respectful response. We aren't talking a little change here like "just add mics to all games", this would be more of a massive overhaul of the way the games balancing is. I don't think it would ruin the game if communication was added, it would only open the horizons for skullcaps and fun since since some games wouldn't just be outright ruined for killers because they weren't anticipating communication.
Comms dosn't only apply to microphones, one example could be a ping system like in APEX, that would remove any language barriers that could potentially happen in those regions.
(Edit: It dosn't even need to be a ping system, it could be voicelines or even just text chat for PC and a menu allowing specific premade messages for console players like myself.)
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@Spaceman94 said:
https://forum.deadbydaylight.com/en/discussion/76741/idea-to-fix-issues-around-swf
How would that fix the issue? Communication between survivors IS the issue.
The idea is that if the whole game is balanced around SWF (communication between survivors) and allowing communication would make EVERY game SWF, clearing the issue of killers not enjoying matches against SWF due to an inbalance, since the game would now be balanced towards that.
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Bait, but sure.
People complain about Gen-Rushing because it's one of the main issues in the game. Most people will agree that generators are just done too fast, this issue causes alot of the other issues in the community like the buzz around NOED and other strong perks.
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I think that everybody agrees that tunneling sucks for the survivor but just in the way that the game functions I think it isn't avoidable. I cannot see a state in the game where tunneling doesn't happen.
From what I have seen tunneling happens by accident (not purposefully going out of your way to specifically kill one survivor regardless of gamestate) and inevitably ends up not being an act of malice. I would hope that it happens out of convince, and not pure spite towards a survivor. Usually when I seeing tunneling happening it just is out of target selection, example:
Killer returns to a hook that they just noticed an unhook occures at while looking for a target. They notice that there are two survivors there and one of them in injured from just being unhooked. Seeing that one of the targets is easier to get as they are injured and if the chase ends in a hook will apply even more pressure to the spacific survivor since they cannot be hooked again. (or they just outright die on the hook and a 1v3 is more advantages then 4v1)
Here me out here, I really don't want tunneling to happen, it just ruined the game for some people but I don't think that the community is going to be able to find a way to fix it. In the game we already have the addition of anti-tunneling perks like DS and stuff along those lines.
But if you are going out of your way to specifically kill one surv out the game you are a [BAD WORD]
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I don't see why people are still argueing about this topic, even as a beginner I have always understood that if you don't want to fight againt noed just do bones, like really.
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@MySpaceBarsBroken said:
The game is absurdly broken the way it is. I am talking present tense. No hypotheticals. A karma system now would help greatly, right now. But all the other issues you want to tall about... matchmaking and such is all independent from this issue. Of course you can make an argument like that but I'm going to be sitting here all day if you expect me to hash out every aspect of the game you decide to use against me. I'm suggesting a karma system, and it would work to decentivise disconnecting, and prevent many unjust bans.
You came on here to post your ideas about disconnecting, so did I. I explained why I thought my method was better, so did you. Why would you come onto the forums, an area of discussion if you don't want to discuss how things should work?
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/588534#Comment_588534
That's why the game needs more than a lot of work. This is necessary imo but matchmaking still needs to work in order for this to even be attempted. And I dont see any other point worth arguing
But you can't have your solution work towards a phantom game-state that doesn't exist for your argument but then say that it don't apply to mine in your other post.
You said in you other posts something along the lines of "You'll cripple the population of the game that way though" in reference to someone to someone else talking about banning people based on DC since the game doesn't have the population to cope with players outright being banned from the game. (If I am misquoting please tell me.)
But when I bring up that the game doesn't have the population nor the matchmaking power to deal with your solution it's invalid because "they'll fix that one day too."
If we are going to talk hypothetical where the game has plenty of players and DCing is the only issue in the books that we need to deal with right now then I suppose your option could work despite flaws pointed out by other people and myself.
If you are going to make an arguement it needs to be one that fits the way that it currently is built so we can actual start working on issues.
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/588524#Comment_588524
The whole issue is your premise. Sure you have a point that the matchmaking is incredibly poor. But Id hope you would never be the only good karma player at rank 18, ever. The game will probably be long dead if that's the case
Well if I am the only survivor at rank 17 (killer main here lol) and I queue against purple ranks I alreadly don't think that the game is capable of matching people who are at my rank AS WELL as putting them into category based on karma.
Also, nothing on the other point?
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Alright then. I'll really spell it out.
The system is tailored to better players, if you know how to play better then most they you will likely do more objectives and win more, making you go up in karma.
This would increase matchmaking times as it adds just another layer that the system will have to look through before putting people into matches. In a game where you will already be put in games with people being 6-9 ranks ahead of you and now their karma matters too. Whats going to happen if you are the only rank 18 in the really good side of karma? Do you just play with the other really good players who higher ranks then you? Or do you just match with the toxic people who are de-piping and waiting for resets to remain at rank 20?
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/588487#Comment_588487
Still havent heard any valid reasons from you though
This originally felt like a logical conversation but now it just feels like you are ignoring some of my main points like some of the side effects I put in the very first post on your thread that you kinda just ignored.
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@Dehitay said:
Killers don't need passives since they already have individuality. And if it's not obvious what passives a character has by looking at them, what's the point of adding them at all? That completely voids any attempt to add individuality to the survivors if it's not based on the character.
I thought it was pretty clear if you just looked at the way the characters are shown in their lore or trailers, making it clear enough for me at least.
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I do think that this wold be a neat idea, make it so characters aren't just player models with ability that you need to unlock for other characters.
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Yeah I think it's going to be a no from me, I see plenty more reasons about why a different system should be implemented over this system.
Still a fun talk though.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/588465#Comment_588465
There's only one category of valid reasons for disconnecting, and that's when something in the real world requires your attention.
100% agree here, if you disconnect from a match that is on you. Unless we are adding "disconnect reasons" after every disconnect that the other people can vote on I don't see a way this system could work.
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Even after explanation I really don't see how adding karma ontop of this would make it simpler for the moderators. The way I see it from a mods perspective would be "Hey this user has 115 karma, let's go check it out." vs "Hey this users disconnected 6 times out of their last 15 games, lets go check it out."
The fact of disconnect ratios would be better then a 50% community generated 50% objective-completion/disconnect number would make it easier to sort though people that the system would flag.
Side note: You still haven't tackled the other things I said about the system in my other comment.
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/588397#Comment_588397
Better to have a handful of people to review rather than half the player base
I think you are missing the point that I said, if we had mods that were available to check this sort of stuff then why would we need to add karma since we already have a reporting system and likely a way to track DCs. With the idea you have put forth I think the karma system would just be kinda tacked on, since we would already have moderators.
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@MySpaceBarsBroken said:
This system is automated. Itll take work to program like any solution, the only people that would have to be hand checked by mods are the select few that have too low karma. It actually saves the devs a lot of work, and let's not try to fluff the issue here. Disconnecting is a huge issue that could destroy the life of the game if not handled properly
But is having mods checking it truely automated though? If we were having mods check it we could just scrap the whole karma idea and just go off who disconnects and then sick the mods on them.
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I don't think so, I think that the hatch was excluded from it for balance. If it were just get a hook and nobody can leave ever it might be a little strong.
that's just me though.
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I dunno man this seems like a whole lotta work for the devs to add and then moderate for just a bunch of people who DC. I actually think that the way this method works it could almost be harmful for users and lenghthen queue times and stretch and ruin the already imperfect matchmaking.
Imagine this, you are a good player who regularly acquires rank 1 and you get really high or really low on either side of the karma spectrum and now there is so little people to queue with at your level of play that every game you get into is either the easyist thing you'v ever done in your life or borderline impossible because you are match with people who care little for the game. Seeing as how a new player has little input on how the game should function and likely dosn't care if they died to noed at the gate or get caught out in the very beginning of the game, they likely wont care and will either leave every time because that's the way they are or never leave because thats the way they are. (hopefully this is making sense so far.) Using this logic I can see to top bits of karma being saturated with beginners just trying to learn the game and people who really care about their karma. And the low end being people who really don't care about anything so they just leave, basically making the low end of the karma spectrum unplayable due to trolls.
Also, knowing how this game has a rather toxic community I don't think letting the experience of other players remain in the hands of teammates and foe over the press of a button. As you said 50% of the karma would be made up of ratings, meaning that if you happen to be downvoted by the playerbase your game play has now being ruined because you can only match with a whole bunch of people who buttdance at pallets and don't really care about the game and insta-DC killers.
Another point that could be made is that this system would be tailored to better players, if you know how to play better then most they you will likely do more objectives and win more, making you go up in karma. I don't think that player skill should be a factor on wether or not you match with good players on systems outside or rank.
That why in the last thread I was pushing for a more automated system of cause and effect. You do something bad: have and incontinence that can be fixed by purely not doing the bad thing.
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I don't agree with this list very much, nurse and spirit should swap imo