Rovend
Rovend
About
- Username
- Rovend
- Joined
- Visits
- 6,072
- Last Active
Comments
-
@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3289252#Comment_3289252
Ahh, I see now. My personal experience is jaded by my own abilities so bringing it up as a matter of fact statement when discussing large balance issues just makes me look foolish?
Much love, thank you.
I am not trying to make you look foolish but Blight and nurse are two of the strongest killers in current dbd and there are lots of killer players that can potentially down survivors in less than a minute.
Remember we are not talking about 4man comp SWF here as eruption does nothing to them, we are talking about soloQ.
-
@Sycamore said:
https://forum.deadbydaylight.com/en/discussion/comment/3289227#Comment_3289227
Yeah it's called paying attention.
Pay attention to what?? Do you know how eruption even works?
How can you prevent eruption's incapacitation without comms?
-
@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3289122#Comment_3289122
Absolutely agreed. Like when I run Dead Hard, the killer starts chasing me so I start zig zagging around to confuse them and get them to miss, they get up behind me so I press my E button and they just...wait? Cool, no perk for me and now I'm exhausted on the ground.
Same with Circle of Healing. I spend the first 5 minutes of every match finding a totem to bless but by the time I get it up, 2 people are already hooked and no gens are done?? Wow, such an OP perk.
So then I switch to killer and bring Eruption and I kick a gen, spend the next 2 minutes chasing a person and guess what? That gen I kicked got completed! I even was playing Blight with Alch Ring/Iri Blight Tag but the survivors kept not being in the way of my rushes so those add ons aren't even good.
Even the dreaded Starstruck/Agi Nurse build is useless because apparently you have to down someone just to get value?? Like, what am I, the Ninja of Dead by Daylight here? Nurse is literally slower than a survivor and I need a whole down just to be able to get value from these perks?
Then people in these forums come in and just post the most outrageous claims. SMH my head
Now honestly, if you spent 2 minutes chasing a person with a iri tag/alc ring Blight that is not proof that eruption is balanced, it is proof that you are underperforming with one of the strongest killers.
Most blights can end chases in less than a minute.
-
Funny enough, i feel the exact opposite while playing against Eruption as a soloQ player.
I feel a lot more stressed trying to fix the last 2 gens, i obviously cant goof around for a minute or i would be throwing and i HAVE to go 100% if i dont want the game to last 30 min out of one overtuned perk.
-
@Sycamore said:
https://forum.deadbydaylight.com/en/discussion/comment/3289140#Comment_3289140
You pay attention? Obviously you can't if you are across the map, but if the Killer is running eruption then you pay attention to what gens they kick and stay close to the chase. There are also perks like Empathy.
"Pay atention to what gens they kick and stay close to the gen" what? 95% of times you cannot see the chase while repairing the kicked gen.
Empathy does not show you when a teammate goes down.
-
It is sad that situations like these are not uncommon in my games 😞
-
@Grandpa_Crack_Pipe said:
Survivor perk: Better Choices
"Upon being the first survivor down at the beginning of the trial, you are removed from the game. A bot replaces your husk, and retains your perks and items. The game closes itself for the next 24/36/48 hours, and Civilization 6 is automatically opened."
And you get nuked by Ghandi.
-
@etms51 said:
This issue is already reported from PC. All previous items/chams of the old events are into yellow/green instead of Gold background.
My bad, i ll upvote the previous post then
-
360sec of chase in a single game? Nice.
I think my max time was about 200
-
And then you have soloQ where you are often backfilling a lobby against whatever killer it cant get 4survs in.
So you go from playing against a trapper with 2 yellow perks to a 5000h P100 nurse with double recharge/range-recharge addons.
-
When did people stopped playing spirit?
I agree it is not used as much as pre nerf, but since iron will was also nerfed and Mother-daughter ring being as good as it is, I still see her quite often.
-
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3287679#Comment_3287679
Your missing the point there is no agreement and thise things aren't against the rules.
As to the why's you ask, there are essentially 3 types of campers.
1. People who camp to be douches, can't do anything about these.
2. People who camp because its the most effective thing to do, these ones are 50/50.
3. People who camp because they dont have a better option, these ones would be the most changed by having more info.
Type number 1, they will camp no matter what they dont care about winning all they care about is the kill, you wont change them so lets just ignore them.
Lets look at type 2, this player is all about the win, the meta they will do what is most effective at all times. With a basekit BBQ they would use that info strategically and depending what they see, they may see strategic value in not camping and having a place to apply guaranteed pressure, especially if they think they can secure a chase and possibly a down/hook somewhere else before the unhook can happen.
Now for type 3, these players get that hook and they proxy camp the area, not to be a douche, not because its effective, but because while they dont where anyone is, they know someone is going to come to that hook, these players would often much rather be chasing someone but not knowing where to go they lie in wait for prey to come to them.
These players dont care about whats effective they just don't wanna waste their time going halfway across the map looking for people, finding nothing and then going back to the hook after the unhook happens. These players with the knowledge of where someone is, will gladly go find and chase that person, and with that they arent camping and tunnelling.
You will never get rid of camping and tunneling completely, you can make all the rules and punishments you want but at the end of the day human beings are flawed. The state of California averages almost 3000 car thefts every day, just as one example of how effective punishment can be, or if you prefer just take a look at how effective the dc penalty is at preventing dc's.
Of the three type of campers you describe you have:
Type 1 will continue to camp and tunnel.
Type 2 will mostly be unaffected by BBQ and still use tunnel/camp as it still is the most effective way to win. Do you know what killers are most likely to use that info strategically and get value of no camping? Nurses, blights, spirits. The strongest killers currently in dbd that really dont need more buffs to their kit.
And for type 3, you could have more killers inclined to go for chases, but the problem is that it still relies on the killer to actually abandon camping on its own decision.
I dont want to sound like that guy that tells others how to play, but killers dont really need to be constantly pinpointed the survivors' location to try to chase them. They already are shown the locations of gens, so unless the survs are doing some sneaky gimmick plays you are most likely to find them near gens.
So you have a buff that does not affect 1 type, will mostly not affect another type, will buff the killers that least need it and the only types that it affects it still relies on them.
-
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3287605#Comment_3287605
See this is poor reasoning IMO, i can agree it will never be eliminated, but you really think there would be 0 decrease if killers had a little more info after a hook.
I mean the chain of causation is pretty clear
Killers got buffed, and BBQ got nerfed
BBQ usage dropped, camping increased to the point that they had to basekit borrowed time, which essentially punishes camping, as your suggestion is, and how much effect did that have on camping, I would say pretty minimal based on forum complaints.
BBQ on its own as it is now is a pretty weak perk only actually worth giving up a perk slot on a handful of killers.
Alot of killer players who arent super skilled dont feel they can afford to run info perks because they arent as impactful as slowdown, chase or anti healing perks.
The core issue is, why leave the area of the hook when you know someone has to come there, and you dont know where anyone else is? Lets say this accounts for 25% of camping (not counting endgame), and lets be honest against a decent nurse or Blight your probably losing lets say 80% of your games regardless, although according to the forums its more like 98% especially with strong addons.
So if you look at the equation as a whole eliminating 25% of the camping in the game completely (again not counting endgame), vs giving a small boost to the 20% of nurse/blight games you were gonna have a real shot in, is a pretty fair trade.
Not to mention the assumed boost in kill rate that you are suggesting may actually lead to nerfs for those killers because we know kill rates are the most relevant statistic used in terms of balancing.
But your reasoning lies in a sort of agreement from killers not to camp or tunnel by giving them incentives, and that is something i cant agree to happen.
A basekit BBQ does not solve the core issue that camping and tunneling should not be the most effective way to win, and precisely because these two are the most effective way to win, no buff is going to change their usage.
Why would you not camp if you have an early down? Why would you not tunnel the first survivor you see?
You have very little consecuences for comitting fully to them and BBQ will not make any difference if there is no rule to strictly punish them.
-
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3287595#Comment_3287595
Would that be better or worse than the current proxy camp meta?
Camping and tunneling will never decrease as long as it is not punished, no matter how many buffs killer could receive.
-
@InvadeGames said:
https://forum.deadbydaylight.com/en/discussion/comment/3287588#Comment_3287588
a killer with a 5% pick rate and mostly relegated to high mmr where most people arent are. while sure there is something to talk about there, i dont think its valid to argue against something that MIGHT impact 5% of your games, when the 5% should just be addressed accordingly as the community has whined about for years.
First of all, "High MMR" is a joke. If you had played enough dbd you should know that matchmaking can match 100h players with 7000h with no problem. I can be in a 10 losing streak and still be matched against 5000h nurses that should be in "high mmr".
Said that, nurses and blights still make 10-11% of the entire killer playerbase, so a buff that would make them even more powerful shouldnt be ignored.
-
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3287570#Comment_3287570
Basekit borrowed time is a direct result of the increase in camping which was a direct result of the drop in usage of BBQ because it was never a very strong perk by itself.
https://forum.deadbydaylight.com/en/discussion/comment/3287537#Comment_3287537
I will just quote rather than retype my post but take a look at my suggestion in the final paragraph, I think that would prevent it from being overpowered on the stronger killers.
A scream bubble would still be enough for a killer like blight, that could get there in seconds. Or a double recharge nurse.
-
@InvadeGames said:
theres like 30 killers in the game and every survivor just goes "but nurse" any time a killer buff or change is made or suggested.
i see nurse like once in 50 plus games and its literally been like 100 games since ive seen a blight.
I think people use nurse and blight as an excuse to fight against killer changes they dont like.
Whether you face them or not does not change the fact that nurse and blight are two of the strongest killers. And general buffs like this would make them even stronger than the rest of the killer roster.
-
@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3287570#Comment_3287570
Wouldnt the solution just be reducing the effectiveness of high tier killers?
I think we've reached the point in DBD's lifespan where everyone can agree it is stupid that the strongest killers in the game reduce the effectiveness of all other killers.
Game design should always promote a healthy and fun experience for everyone. A lot of things clearly need to be addressed since they have been neglected for several years.
Yes, it should. But as long as the strongest killers remain the way they are, they cant apply general killer buffs without making them broken as f.
-
@MiraxGames said:
https://forum.deadbydaylight.com/en/discussion/comment/3287555#Comment_3287555
you cant balance a game based off "good/experienced" players, majority of players are casual players who play for fun. And if someone is already really good at the game, BBQ basekit wouldn't change the game that much because they would already have the knowledge of where to look for survivors anyways. Just like how adding basekit Burrowed Time didn't really affect good survivors, because good/stronger survivors knew tactics to out play tunneling (sometimes, not all the time of course). It only allowed the stronger/good survivors to take advantage of it and gain a "5th perk slot." However, the basekit BT really helped the casual/new players and it became worth it. And thats how I see BBQ being as basekit too.
First of all, although you must not balance a game around the top 5% players, you cant also choose to ignore the effect that a certain perk made basekit would have on the strongest killers. Perks like Awakened Awareness have been nerfed purely because of nurse.
The same would go to your buff. Even in basekit BBQ would not mean a lot to a trapper or a ghostface, it is a serious buff for killers like blight and nurse that can snowball the entire team very quickly.
And the issue of Borrowed time being basekit. It was never meant to be a "buff" for survivors. It was meant to fix a flaw in game design that was a survivor being downed the second he was unhooked. This situation should have never been in the game to begin with, as the hooked survivor had 0 chance to escape and this would force every team to waste a perk slot to play normally.
-
@MiraxGames said:
https://forum.deadbydaylight.com/en/discussion/comment/3287400#Comment_3287400
Out of curiosity, Why not?
Because it would make killers like nurse and blight even more oppresive. Those added seconds of aura reading for a good nurse are a serious buff to an already strong killer.
-
@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3285391#Comment_3285391
If any of them don't count as "flaws in design" (to be fair, considering styptics and Syringes are intended, despite being highly abusable by survivors who can bring four of them and combo them with CoH and other healing perks, something the game's balance doesn't count with, its use is arguably poorly designed, but not necessarily a flaw. However, the same argument can be said about camping and tunelling, unless you think the hook mechanic was designed for the killer to aways leave them be and go for someone else), they still count as "taking the easier path", which is the first way I actually referred them as, and one of the labels the person I answered to gave to camping anyway. My point stands.
The problem is that camping and tunneling are 10 times more likely to happen than a killer facing a squad with 4 COH, 4 Medkits, 4 Syringes, 4 Styptics.
If killer would face squads like these in 70%-80% of their games, maybe i could agree. But that's not true.
-
@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3285464#Comment_3285464
And the same thing can be said about all things above. None of them are "fun" to face, yet they are quite common to see and rarely complained about. See, that's a clear double standard.
In no game you have to handicap yourself while playing. And actively avoiding to camp or tunel is that: handcapping yourself, playing the LEAST efficient way. That's how you're proposing the killer should play: go for 12 hooks and avoid being efficient as much as possible, and hope the survivors will do the same. Give me a break.
And that IS a problem. The current camping and tunneling are a problem to this game but it is not because they exist. The problem comes that these two clearly unfun, unhealthy mechanics have little drawback, almost no consecuences for deciding to do them. The fact that these two are the most effective way to win for killers is horrendous for the game health.
I believe, and it is my opinion, that tunneling and camping should be done in a certain situation. It should be a decision, something that rewards the killer for doing it at the right moment but punish him for doing it recklessly. But look at the current dbd, what stops an X killer of tunneling the moment he sees a survivor? Nothing. There is no setback, no drawback to use these tactics. The so dreaded "second chance" perks and basekit BT barely help an unhooked survivor from being downed again and again.
How can killers like Bubba facecamping the first survivor to death be good for the game?
How can killers as strong as Nurse and Blight tunneling someone at 5 gens be good?
There should be an incentive for killers to spread hooks, and if that means nerfing gen progressing perks so be it. Camping and tunneling should have never been as effective as they currently are.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3286202#Comment_3286202
They’ll never be a nurse but that also isn’t what anyone is asking for, simply to take them from F tier to A which is reasonable. I also wouldn’t say those 10% aren’t nearly as oppressive as you make them sound, most those top 10% are simply viable against good survivors.
90% of the killer roster are not F tier, and that 10% are oppressive. The "X killer is viable against good survivors" usually translates to "I can destroy anyone except the 4man comp SWF that comes 1 every 100 games".
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3286112#Comment_3286112
Well the issue is when we say “weaker killers” that’s like 90% of the killer roster.
The issue is also that the 10% are also killers with extremely Game-breaking powers, Overpowered addons, laughable counterplay if use effective.
There is no buff possible that could ever make a trapper or a ghostface be at the same level to current Nurse or Blight.
-
@Blueberry said:
Because they know they would simultaneous need to release significant killer buffs. That’s a lot to prepare for one patch.
It depends. I dont see the stronger killers being affected by soloQ improvements.
But they really need to buff those weak M1 killers like trapper and ghostface
-
I wish that the devs could be more clear if they are planning to buff soloQ or at least if they are aware of the poor state it is.
-
@FreddyVoorhees said:
If you encounter t-baggers at the game just go into the next match and slug everyone until they bleed out. If you hook someone make sure to hit them at least 10 times and nod your head. If survivors wants taunts , give them as much as you like.
I played nice won and gave hatch to 6 games in a row. In the 7th everybody escaped because I tried a joke build. They t-bagged and insulted in the chat how useless I was. Nobody is innocent. Slug and tunnel until you win and make the Entity proud.
Wait what?
How is the solution to a bad behaviour is to be even worst to a completely different group that havent done anything to you?
-
Imagine you are repairing a gen peacefully and you suddenly hear "Detrás de ti, imb*cil".
-
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3285788#Comment_3285788
Because less than a minute total more time in the game was going to significantly swing the equation when the meta shifted because now second chance perks made less sense and there's been new generator stuff...?
I was saying that most killers were saying that they were forced to tunnel because they needed more time and when bhvr gave you 10 sec per gen more, the tunneling just increased instead of decreasing.
If survivors had to do 120 sec gens, tunneling would probably increase too, camping especially would increase too. Why? Because if you dont punish these two strategies, every killer can still use them even if they had time to spare.
My comment for the previous post was that tunneling/camping popularity are not entirely time dependant, as much as because in present dbd there is very little drawback for using these two. Unless you are playing against 4man comp SWF, most games you dont need to decide whether you can tunnel/camp or not. You can go full tunneling from the second you start the game and against most survivors you can win.
-
@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3285464#Comment_3285464
Untrue, I do play "nice" even tho is cringe and I know it will make me lose, just because I think standing still or chasing only one person is boring, yet I still get insulted and mocked, it's a constant, as natural as gaining bloodpoints.
There are exceptions of course. I also have some games where i play "nice" just for the killer to leave me to bleed in the floor 4 minutes while nodding. But on average, if you play in a way that is unfun for the other side you have more chances to be mocked/insulted.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285457#Comment_3285457
But there isn't one. There is no reason to spread hooks around instead of going for the same guy 3 times. It's very punishing to play like that because of base BT and other anti-tunnel, but it's more punishing still to play otherwise. You don't have time.
But if you give killers more time and dont punish tunneling/camping, they are going to use this added time to tunnel even more.
Just like what happened in 6.1.0, where most killers said they were forced to camp and tunnel because of the 80sec gens but when they got 90sec gens, they started tunneling more than ever even through the basekit BT and OTR.
-
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3284431#Comment_3284431
And yet, that's his job.
Survivors whine "When the Killer does this I'm out of the game."
It's literally his objective to do so.
Your job is to kill the survivors, but you as player decide how to do that task.
If you are going to "do your job" in the most unfun, unhealthy way possible and you have no quarrel in griefing the other side in the process, then you are going to receive whining and insults.
It's just how things are.
-
@danielmaster87 said:
People complain about gen defence and tunneling because they want the killer to play in a way that lets them win. An argument that's been going around a long time is that, "Killers are tunneling because they don't know how to chase." It's wrong, because most people who do tunnel only arrived at the conclusion that they need to play like that because playing for random chases just wasn't working... like ever. At this point though, new killers don't even have room to go for multiple chases to come to that conclusion. They just see the gens go in 5 minutes and frantically look up ways to win more, they find this thing called 'tunneling', and they do it. Now those are the ones who don't know how to chase. But that archetype of killer player existed in only limited quantities years ago. It's commonplace for learning players to play like that nowadays, because usually it would be fine for them to take the advice of, "You're gonna lose a lot at the beginning, but you'll get better." but not in this game, because you lose significantly more as a learner killer, not because your opponents are super good and you're super bad, but because you're both decent. In this game, if you and the survivors are on the same level, they should* always beat you, because the gens go too fast and your time to down is too long. The only exception to this is at the very bottom where survivors think good things will come of hiding all match, meanwhile the killer's actually playing. The math adds up to that result. You don't have time to kill the survivors with 30s+ chases because of strong loops, while they complete gens solo in 90 seconds and even faster in teams.
You know what's the problem with this explanation? You are only taking one situation of the tunneling/camping but use it to justify these mechanics in all situations.
I, a survivor main, can totally agree that in some situations, like a new player learning a killer or somebody playing a weak killer, tunneling and camping are necessary to get some kills and avoid being gen rushed.
With that said, what you dont consider is just as you can have baby trappers, clowns, new killer players trying to use this to learn, you also have the sweatiest 10k h killers using the strongest killers and perks also abusing of the increase in gen times to hard tunnel someone as quickly as possible.
Yet the argument most users say about tunneling is not "killers are tunneling because they dont know how to chase". Most of us would like from bhvr to try to discourage tunneling/camping so it is not the first option on every killer's mind whenever They start a game. As it is known, tunneling is an unfun and unhealthy strategy for this game, so there should be an incentive to spread hooks or a penalty for deciding to tunnel someone at 5 gens.
-
@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/3284323#Comment_3284323
Funny, I never see anyone complaining when survivors "take the easy route" like when they use voice communication to tell when the killer is at all times, pick an offering to Eirye of Crows, The Game, Ormond or Coldwind Farm, bring multiple BNPs, Styptic Agents and Syringes, spread through gens with toolboxes on maps where gens are horribly far apart, place Boons on borderline unreachable totems on RPD or Ironworks of Misery, give multiple bodyblocks with endurance perks while knowing the aim-assist will prioritize nearer targets even if the injured person is aimed on the center of the killer's screen, take Boil Over and hook offerings on maps with awful hook spread to create situations where hooking is impossible, spam sound cues to deafen the killer, and of course, DC to give the hatch when the killer is slugging.
I guess this "flaws in design" don't count, right? EVERYONE tries to take the easy route all the time in this game. It's literally BALANCED AROUND IT. The one uses most advantages on its favor wins. But for some reason, when survivors do it is valid, killers who do it are comitting a crime unless they have something to "justify" it. You know what? People who think camping is not "justifiable" are damn hypocrites.
You are just throwing whatever comes into your mind to justify camping and tunneling. At least half of them do not even fit with the "flaws in design" label you are proposing.
-
@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3284590#Comment_3284590
The problem is if they don't change anything a survivor is able to enter a snowman and when a killer hits them they don't get damage and can just run away while the killer is in the weapon wipe animation. Some killers like Ghostface even get robbed of there ability
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284590#Comment_3284590
Last year as survivor you had to jump in a snowman and get hit by the killer to get your sparkles to earn a cosmetic (or more difficult you needed to escape in a snowman that moved slow but you got 25k bonus BP for it), as killer you needed to hit a snowman that had a survivor in it to earn your sparkle. Survivors found out that if they were injured they could hop in a snowman and if killer hit the snowman it didn't hurt them, just popped the snowman. There were 6 or 8 snowmen total, once a killer popped a snowman with a survivor inside it didn't return.
So first survivor in a chase made killer pop all the snowmen while using them as protection and annoyed killer by not going down. Other survivors were annoyed because they're denied cosmetic pieces because no snowmen for them to jump into and get hit for sparkles.
That's kinda strong
-
What's so troublesome about the snowman that everyone is freaking out on forum? I did not play last year's christmas event
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3284426#Comment_3284426
I just think the previous balance shake up really highlights the flaws of DBD and what needs to change. Both sides shouldn't be blamed for trying to win, but the devs do need to make better balance decisions because they just made the experience worse for everyone.
I would like at least for the devs to try not to make tunneling and camping the first choice for killers.
I understand that in some situations it is needed in order to secure kills, but more and more i am seeing killers fully commiting to tunneling the moment they see the first survivor. And not even weak M1 killers like trapper or ghostface, seeing nurses, blights, spirits tunneling at 5 gens is disgusting.
-
@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3284412#Comment_3284412
Because it is a double standard. Survivors can do whatever they want, and the response is "X is a perk/item/playstyle that is in the game, and we are allowed to use it". But when killers do it, out come the survivor agreed upon Geneva Convention.
Well it is in the nature of the game that killers have the best chances to affect negatively the other side.
Even the most toxic of survivors cannot send the killer off the game in minutes (tunneling), nor it can leave him afk on a hook while nodding(camping), nor letting the killer spent 4min on the floor just to grief him.
-
For me, it's still 100%bp on survivors most of the time. Maybe at night i can see brief moments of the incentive going for killers but mostly it still remains with survivors
-
@WesCravenFan said:
Because Survivor mains believe Killers exist to entertain them. You are supposed to let them feel the thrill of the chase for THEIR fun, and if you happen to down one you need to let them off the hook. Oh, and no going after the same person twice in a row.
Tunnelling? Scumbag killer.
Camping? Scumbag killer.
Regression perks so you don't lose all your gens in 2 minutes of chase time? Scumbag killer.
Literally ANYTHING that doesn't let a Survivor get chased for long periods of time = bad.
It is obvious that if you fully commit to tunneling and camping, which are widely regarded as one of the most unfun and unhealthy mechanics dbd have, you are not going to receive positive comments at all. At the end of the day, survivors want to play as much as the killer.
Dont get me wrong though, i am not telling how to play. Dbd allows killers to play as scumbag as possible as long as you dont take the game hostage or use cheats. That's why things like facecamper bubba are not punished at all.
Said that, you reap what you sow. If you like to play in the most unfun, unhealthy way possible, you can by all means. Just dont expect anything good from the ones on the other side.
-
@danielmaster87 said:
Watchu mean? This game's appeal is that you can bully the killer. That's been the main schtick of DBD content creators almost since the game's inception.
That was years ago. Since 6.1.0 unless you are in SWF, you have more chances of being bullied by the killer than the other way.
-
@Chaellooo said:
https://forum.deadbydaylight.com/en/discussion/comment/3283834#Comment_3283834
Then it's about time for them to make solo player imrpovements, Kindred is basically a must have in my every build
Yes, for a start they could give soloQ the aura reading of kindred without revealing the killer's aura so that at least you can know if someone is going for the unhook or they are fully commiting to gens.
-
If by survivors you mean soloQ players, yes. It is not made to be played alone anymore.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/356898/counterplay-to-eruption
Once upon a time DBD was built on an idea that you didn't have an omniscient level of knowledge of what to do at any given moment. Should you hide? Should you stay and work on the generator? Should you go for the save?
Uncertainty when it was built into the game (before SWF was an option) made the game fair.
The counterplay to eruption is that gens can be completed in as little as 40 seconds. Nerf minimum gen time to a mind blowing 60 seconds and then let's talk about eruption.
40 sec of advantage on a single activation with low cd that can be applied to multiple gens, is not something you can leave to uncertainty.
It is obvious that if eruption didnt have such a crippiling effect on activation, people would not bother with it being uncounterable.
-
@Botiz said:
The past day or two have been abysmal in terms of game quality - as survivor, I'm suddenly out of nowhere going against constant Nurse after Blight after Nurse after Blight with the odd Artist mixed in here and there and in 75% of games being tunnelled out or camped at 4-5 gens left
As killer, I'm suddenly going against consistently high prestige survivors (probably seen about 7-8 P100s in the past 48 hours) who are insane at looping, bringing map offerings, multiple syringes in games, hook separation offerings, multiple luck offerings and my god is it draining
No matter which side I play currently, the game quality is absolutely horrible. Anyone else experiencing the same or is it just placebo and I'm getting super unlucky right now?
Yesterday i played against
Nurse - Nurse - Legion - Spirit - Spirit - Nurse.
I only escaped in the legion game🤦.
This is what i truly dislike about the present matchmaking.
You are constantly playing against the strongest killers with the strongest addons being decimated while barely touching the gens.
Then you might have one normal game against some mid-tier killer like slinger or bubba or trickster where you can actually play and try to have fun.
But the moment you win once against the mid-tier, you are back facing the sweatlords.
-
@Tsukah said:
I'm done playing DBD until solo queue gets meaningful buffs
Yeah, me too. I' ll probably finish the last levels of the rift and then take a long break from dbd at least until they improve the matchmaking.
It is just too stressful to play dbd these days.😞
-
@killer998 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283076#Comment_3283076
That won't serve you well given your MMR doesn't decay so you'll be more rusty when you come back and the sweaty killers you face will still be there waiting for you.
Yes, but it is still better than getting frustrated increasing a lose-streak.
You may say this to be anecdotic, but i often have days where i just want to play a normal fair game and the matchmaking puts me against the most tryhards P100 comp blights,nurses, spirits, over and over again even if i am constantly losing.
-
When i play soloQ I usually go with a 3-games test.
If these games are plagued with sweat comp nurses/spirit with 5 times my entire team playtime, or toxic killers like facecamping bubbas, or games doomed in 20sec by DC/killing on hook, i would stop playing for the week.
I would advise you to do the same.
-
Hola, es un bug que aparece principalmente en ps4 y ps5. Ya fue reportado hace unos dias.
Por ahora no tiene solución, hay que reiniciar la partida
BHVR ya esta enterado.
-
@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281960#Comment_3281960
That's why i suggested the aura reading, to help solos coordinate heals.
If nothing else, keeping the ability to heal at old self care speeds guarantees at least a singular method of reliable healing. (Obligatory self care didn't deserve to be gutted here)
Even with aura reading there is no way of comunicating the other players that you want to be healed.
And the one injured in the boon area does not know if another survivor is coming to heal him so you could be wasting time waiting meaningless.
I dont know, i think soloQ could not effectively use it.
