Rydog
Rydog
About
- Username
- Rydog
- Joined
- Visits
- 2,015
- Last Active
Comments
-
@I_Teabag_Gate said:
https://forum.deadbydaylight.com/en/discussion/comment/1314725#Comment_1314725
I feel like some people will just argue with anything.
Obviously the 4 people working towards the same goal with the same opposition are a team.
There is also an achievement called Taking One For The Team which you get for taking a Protection Hit.
I get what @Huff is saying, which is that the survivor team is four players working toward a shared goal, but (generally) without the coordination and collaboration that you would commonly attribute to a team. DBD's survivors don't win or lose together all the time.
-
@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1314545#Comment_1314545
He doesn't even know how to chase. He's constantly AFK through everything like his mom keeps yelling at him to take out the trash.
All his matches are vs. potatoes. His victims include:
- A girl who got stuck vaulting through a window.
- A dude who constantly makes loud noise pings.
- A girl who blew a gen and then just stood there taunting him while he got to tier 3.
-
All jokes aside, I don't see why Myers is so highly thought of. His one advantage is a greatly reduced TR, but he has no map coverage, and due to the nature of his power he either snowballs hard, or falls completely on his face. He's really dependent on survivors making big, obvious mistakes.
-
@SpaceCoconut said:
Myers isn't as great as everyone says he is.
Super overrated. He only got a 3K in his first Haddonfield match, and then got Decisive Striked with a coat hangar. He was such a noob that Laurie got that Adept achievement, and then never shut up about it for 40 years.
-
Inner Strength is the stronger perk, but Pharmacy is really undervalued. I would definitely take it over, say, Self-Care.
But the real answer to this question is Bond.
-
@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1314505#Comment_1314505
Thats why you could use Heals only once per match. Same with item recharge.
Once per match per player would still be a BIG freebie for either of those things.
-
I wish we had an option select for either a survivor or killer daily.
I also wish there were no survivor-specific dailies; there's no point to this, they should just be doable with any survivor. Between this and survivor-specific challenges, there's too much stuff in the game that wants to treat survivors like they're unique, when they're not at all. When I get a killer-specific daily, it's sometimes a fun challenge because I have to play a killer I'm not too used to. When I get a survivor-specific daily, it's just a pure chore/hassle, because I only have two survivors built out beyond 40.
-
A room with free heals and an item recharge sounds like it would be really OP. And killers would spend time camping it during the match anyway, since that's where all the presents are.
-
I think a Quasimodo legendary skin for him would be cool.
-
@TheCrimsonCrusader said:
So right now I'm thinking;
Kindred: allows me good Intel for unhooking
Borrowed time: if the running away goes badly
Self care: recovery from the chase
We'll make it: allows speedy recovery for my team mate
Critique?
Self-Care is a trap. It's the most inefficient way to heal, and there are way better methods of doing it. A lot of new player advice points players to Self-Care, but it teaches you really bad habits that you then have to unlearn once you understand the game flow better. Resist any advice to run it; Self-Care is not a good perk.
Take Bond instead -- it feeds you constant information, and shows you where to go to get healed quickly (or heal others). It's the best healing perk in the game.
-
@SpiritLover1133 said:
For your best interest,
DO NOT DO ANY OF WHAT PEOPLE DO ABOVE!!
THEY ARE PLAYING SURVIVOR WRONG!!
The correct way of playing survivor is the following:
you must IMMEDIATELY start working on a generator and leave other non-necessary stuff for later such as opening chest, cleansing totem or in certain cases unhooking a teammate. you also must realize that there are 4 survivors spawn in a trial and the killer can ONLY chase 1 survivor at a time which means one of the 4 of you has to get ready to get chased whilst working on a gen. Its extremely necessary for your teammates to be working on generators while someone is being chased.
Play with your friends its so much rewarding!
Have Decisive strike, Unbreakable, Dead Hard and Adrenaline ( or Borrowed Time ) Those perks are the hands down most powerful perks in the game.
Trust me, trust me, trust me if all 4 of you did the above mentioned playstyle you WILL survive 80% of your games.
I mean, what I've described -- which I would characterize as a minimum of early-match caution -- has gotten me to red ranks consistently, so it's not "wrong" in that sense. There's not some monolithic right way to play; if you are winning games and/or pipping, you are playing survivor right.
I agree with what you're saying, more broadly, in that if you're spending a ton of time not working on gens, you're not being efficient or useful. I would never advocate running a full circuit around the map looking for totems or anything like that, but if you can avoid being found by the killer and then commit to a gen, that's a viable way of playing.
-
@BraveClem said:
https://forum.deadbydaylight.com/en/discussion/comment/1314323#Comment_1314323
OP Was Wrong,it was Better if He said that the Character Looks Different,Cause,It Doesnt Look Worse,It Looks Different,We are talking a bout a Game From 2003 That was going for Photorrealistic Image,And Here 2020 Dead by daylight it's Realistic and a little Cartoon,Imo,the Character Looks Decent i think,i wouldnt Say Worse,Just Different,Does Anyone Remember That There isnt Only One Heather/Cheryl?,There's,Silent Hill Shattered Memories Cheryl,And The Movies Cheryl,Maybe She is a Mix,That Wont be Crazy Since,They Put a Map from Silent hill 1,Enemy From 2 And Character From 3
Why do people type this way
-
Every killer uses BBQ and Pop like 80% of the time. This indicates a problem with those perks, not with any specific killer.
And Freddy is fun as heck.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1314178#Comment_1314178
Yeah, but lets be honest here. BeHaviour and saving gamedata for every report they are recieving? They dont even have stable dedicated servers yet.
Replay data doesn't have to be some giant WMV file of every match. I would imagine it would be a set of instructions that they could load to recreate a match in a replay viewer. This is what a normal game would do, and if you're putting that burden on the players for proof, your game is going to suffer for it.
-
@Tricks said:
What if you want to try and de-hook yourself. I mean there are perks and offerings to increase luck. It's a legitimate strat to de-hook yourself and you want to punish people for doing that, playing the game? lol
Sure, but just don't give up in the struggle phase for no apparent reason.
-
At worst, this would defeat the entire point of cross-play. At best, it would toss you into a queue with a bunch of other opt-out people from your platform, and your queue times would be even longer.
I've played for over 1,700 hours on PC, and I cannot recall more than maybe one or two cases where I suspected someone was hacking. Not saying it isn't an issue, but it isn't extraordinarily prevalent, at least in my experience. Tech-wise, plenty of PC players use gamepads and do just fine, I think it's a matter of preference and comfort more than anything else. Frame rate might be a legit tech concern, but that will probably be a less critical point once the new consoles are out.
-
I'd love for this to be a thing for individual killers AND survivors. It would make doing dailies and survivor-specific challenges less of a detriment when it comes to maintaining your rank on an unfamiliar/poorly perked-out character.
-
@Seiji212 said:
This is a laughably ludicrous request to make. What, exactly, do you think survivors should do if they want to nope out of the match? Just afk for your amusement? You do realize that there are times when you quickly need to leave the match, due to life and its randomness? "Punish DC's, Punish Hook suicides, Punish afks..." I'll do you one better, how about we just punish survivors for existing on the map in the first place? Gimme a break. I'm a killer main, and I'm still laughing at the amount of bias here.
If you want to leave the match, then you should be forced to accept a disconnect penalty. Hook suicides as they currently exist are a way to disconnect without the penalty. If you want to play Dead by Daylight, then PLAY DEAD BY DAYLIGHT. If you're just going to leave a match, why did you decide to play in the first place?
-
Any reasonable reporting system should not be incumbent on the players to do all the heavy lifting. If I report someone, it should send a full chat log and whatever data it is that enables the community mods to reconstruct/view the match using whatever internal replay tools they're using.
-
You can view the button assignments in the game menus, probably the easiest way to figure out how gamepad controls would work.
-
Man, this dude can't take no for an answer.
-
What if you click the EMP furiously at the exit gate?
-
Freddy's lunge range is the same as every other killer's. He's just particularly good at slowing survivors down and catching up in a chase.
-
They spend months looking into anything. Behaviour is not agile, even with small things like this.
-
@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1314030#Comment_1314030
Yeah, 16 is the intended floor.
Oddly enough, I logged in a couple days ago and was 17, which confused me.
Did this get changed? Outside of season rollover, it used to be impossible to de-rank past 15.
-
@Crowman said:
Currently the matchmaking system will match players within 6 ranks of each other, with the exception of being ranks 20-16 that ignore that.
Unfortunately it's just matchmaking working as intended.
I was the lowest-ranked guy (rank 5) in a solo queue and got matched against a rank 18 killer, who wound up getting maybe two hits the entire game. Matchmaking is terminally broken.
-
@kazakun said:
I hate to be that guy. I really do. I've been gaming for 30 years ish and have only played as 3 Hispanic characters I can remember.Well,that's excluding games where they are just flat out bad guys that run some kind of cartel,ha.
I usually wouldn't ask for it,and I don't particularly mind playing as any sort of character regardless or race,gender,or orientation...I just think it would be kinda nice. Maybe could have a killer that has something to do with Hispanic lore (yes,there are a few creatures and stuff).
I'd love to see what the devs would come up with. I really enjoy some of their designs for the characters. Kate is probably one of my favorites,I really like her tattoos. I do applaud them for having such a varied cast as well. Was just a thought. I don't get to see my people in games very often as non bad guys.
Don't ever apologize for being that guy.
-
You cannot de-rank past 15.
-
@TheCrimsonCrusader said:
Hello There!
I hope this is in the right place, I am an xbox player that has played the game casually for a while now and I'm looking to make my first decent perk set. I enjoy playing very altruistic, for example I like to play dangerously and help people off of hooks and heal them as much as possible, are there any good perk sets for this?
Extra:
I have the Saw and Stranger Things DLC packs mainly because the characters looked cool but I might buy new survivors if their perks are good.
TLDR: Altruistic perk builds please!
Some good options for you:
- Bond (from Dwight) is a must for altruistic play, since it lets you see other teammates who are nearby. It's also the best survivor perk in the game. I cannot play without it.
- Borrowed Time (from Bill) moves the goalpost on what counts as a safe unhook. For your play style, I would call it indispensible.
- Kindred (common perk) lets you see where EVERYONE is, as well as the killer within hook proximity, anytime anyone is on the hook. Your teammates get these benefits when you get hooked, too. It's an awesome perk.
- We'll Make It (common perk) lets you heal teammates rapidly for a brief window after every unhook. Great for getting people back on their feet.
- For the People (from Zarina) lets you instantly transfer a health state to an injured survivor, at the cost of suffering temporary Broken status.
-
Unless like two other people are with me, I do not commit to a gen until I have some more information. My first priority is to ascertain who the killer is, and generally where they are at. I will usually commit to something low-impact like a totem or a chest, ideally far enough away from a generator to ensure I'm not in immediate danger if the killer sweeps the area. Or, if the killer shack is nearby, I will usually check it to see what's in there, deal with any totems and chests, and clear out the basement if I feel it is safe to do so.
Once I know where the killer is, or I see someone getting injured/chased, I will quickly find a gen to work on. Priority is the center, since that's usually the hardest one to get, and it helps big-time to prevent a three-gen issue later.
-
@LordGlint said:
If your trying to down survivors, no...its not bannable. If your sole intention though is to prevent 3 gens from being done rather than actually trying to down anyone, thats the line.
If I three-gen a team hard, I am going to guard the gens until they make a mistake. It isn't malicious, it's waiting until I have an opening without giving up my gen advantage. There is no reality where you can mount a counterargument against this being a legitimate gameplay pursuit.
(Also, in my experience -- as both survivor and killer -- this kind of situation makes for some tense and exciting matches when multiple survivors are still alive. People act like it's a really negative situation, but that's not universally true.)
-
"You can't force players, killer or survivor, to stay in a game they don't want to be in!"
"I suicide against iri head Huntress!" You can't force people to play and have fun!"
"As long as you get useless teammates in solo queue, suiciding on hook is totally fine!"
"They're using a toxic build!"
To everyone countering with these kinds of arguments: You're exactly the problem. You know, going into a match, that game mechanics exist which you don't like. You accept this by deciding to play the game. If you don't accept it, why are you continuing to play.
Don't suicide on the hook. If you have decided to play Dead by Daylight, then PLAY DEAD BY DAYLIGHT.
I wish I could change that to like 72 point font.
-
Charles Manson is very overrated, considering he didn't even kill anyone, but everybody talks about him like he did.
-
It isn't out yet.
-
@Rivyn said:
No need to punish. Simply double, maybe triple the kill score on that one hook so that the killer can at least safety pip.
And also don't punish survivors for missing an unhook, since the guy decided to DC!
-
@DelsKibara When was it? I feel like there's every chance this could have been me, because I main Claudette, and I very much would have been playing this way in the situation you describe.
-
@Todgeweiht said:
I personally dont really have any major issues with grinding, I am able to get character to level 40 in 2 or 5 days depending on how busy I am, which is not really terrible
You're an outlier (but hey, so am I). I'm talking about average gamers who play for maybe a couple of hours a day, and this isn't the only game they play.
-
@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1312585#Comment_1312585
The problem is, they basically don't see it as an issue, or merely point to the post Level 40 bloodweb offering an additional perk as the solution. Which it isn't. There's still the massive grind for new players on top of the RNG on top of the multiple tiers for every perk. I have never seen a game constructed quite like this, where character build diversity is a core design, and yet being able to play with and experiment with builds is barricaded behind a massive grind that is further barricaded by stupid RNG.
I remember back in Paladins Beta when the cards for your character builds were similarly locked behind a grind + RNG. Know what the end result was? Even Hi-Rez of all studios admitted and recognized the asinine nature of that system and removed it (albeit, not before it bled a bunch of players that never returned). Instead, all cards are unlocked on every Champion, and you are given 15 points. You have five card slots to build with, and each card can be increased from Level 1 to Level 5 for 1 point. So, you could max one out to Level 5, and have 10 points left for the remaining four cards, or have all five cards at Level 3, and so forth.
But the point is, even new players can immediately begin experimenting with builds and seeing what works for their play style right out of the gate.
The DbD system? This system is so asinine, it's really beyond words. Back in 2016 with so few characters, it probably seemed like a good design choice. Unfortunately, it clearly shows that little planning was made with that design choice in regards to character roster growth or, hell, just game growth over the subsequent years.
Did they not expect the game to succeed or grow?
The game DID succeed and grow, but I think that's down to the fact that a) it was the first game of this type with a really appropriate thematic hook (horror/slashers), and b) they were forward-thinking enough to secure a bunch of really high-profile licenses. They've been resting on those laurels for so long that they've lost sight of how much better off the game could be if it were more accessible by more people.
Behaviour is the "this is fine" dog in the burning house, except it's actually a nice house once you get used to it, and it would be pretty great if they just cleaned it up some.
-
- A comprehensive UI/UX overhaul.
- A more friendly new player experience that doesn't drive potential players away immediately.
- A rework of the Bloodweb system that makes the grind less of a Sisyphean nightmare, puts multiple reasonable perk build options in new players' hands inside of a single-digit hour commitment, and makes it reasonable for veteran players to maintain more than a small handful of characters with full perk libraries.
- An overhaul of the emblem system into something that is not counterintuitive to the game's core loop and doesn't require a spreadsheet to keep straight in your head.
- Rebalancing for some of the more problematic powers/items/add-ons/perks/offerings, most notably moris and keys.
- Overhauls of the most issue-heavy maps.
- Rework of the struggle mechanic.
- Incentives to go along with seasonal ranks, devotion rollovers, and prestiging.
- Remakes of terminally weak killers.
- Functional, MMR-based cross-platform matchmaking.
- A move to a portable account-based system, a la Fortnite, that can be used cross-platform.
- Review of the Archives, with an eye toward ensuring that challenges do not incentivize negligent play.
- More serious punishments for malicious players.
- Basic game options, such as a resolution setting, FOV, brightness, colorblind options, and reticules for ranged attacks.
-
My two cents from yesterday's mori/keys poll thread:
I think that, of all the character build options available in the game, keys and moris are the most pernicious because they completely move the goalposts of the game, in ways that other build options do not.
A mori means that at least one survivor "life" is flat-out removed from the game. In my (anecdotal) experience, a mori usually winds up being a red one, and that removes four survivor "lives," reducing them by a full third (from 12 total to 8 total). This would be the rough numerical equivalent of telling the killer that survivors only have to repair 3 generators + the exit gate (if we're counting the exit gate as a sixth objective).
A red or purple key means that at least one survivor has a decent chance of finding the hatch early and orchestrating an escape that the killer cannot reliably play around. I believe that the key is less of a problem than the mori, since it can potentially be lost and it is subject to some measure of luck, but it also (mostly) rewards poor play, because a key-based exit is usually most likely only after multiple survivors die.
Dead by Daylight is -- by nature of its 146 perks, 19 killer powers, 18+ survivor items, 71 offerings, and god knows how many add-ons, all multiplied by 5 players, plus 34 maps -- a giant roulette wheel in every individual match. There's a lot of randomness to it, and some of the options are going to be harder to deal with than others, depending on the combinations that you get. But there is nothing that circumvents the game's internal rules and objectives as directly as these do.
Moris could be fixed overnight by limiting their use to only dead-on-hook survivors; it would essentially save the killer the trouble of hooking them a third time. I dunno how you fix keys, though.
-
@Huff said:
I like your name.
Ya, there's been times where I'll be like in a situation where I'm at an exit gate with a daily ritual to escape with my survivor I'm playing, while my two team mates are being hooked all the way across the map and the killer is a Billy with NoED. Then I leave, and get one of my team mates telling me "######### u huff" as if I could/should have done anything.
Haha, ask if they would have done the same for you.
-
@Magician said:
https://forum.deadbydaylight.com/en/discussion/comment/1308338#Comment_1308338
I now have quit the game because of it. The grind is stupid.
This is the kind of new player feedback that I think the developers should seriously acknowledge and respond to (@Peanits @not_Queen et al.), because for every one of this guy, there are a lot more potential players who aren't bothering. Those 47% month-over-month peak player drops don't happen for no reason.
-
In all seriousness: Where it's reasonable, Dwight is right. I NEED YOU TO SURVIVE SO THAT I CAN SURVIVE.
I also try to stay away from the killer and stick to objectives like glue, and I will go for a save if I think that it is reasonable for me to do so without creating a bigger risk to myself -- because I want points, and living teammates are more useful than dead teammates. But if the killer is camping, or if the gate is open and you're hooked across the map, I dunno man, I'm probably outta here.
-
@DwightSupremacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1312133#Comment_1312133
I’m always hidden because I’m good at the game and I always escape, killer never catches me. These other survivors are not stealthy and are always getting chased then they get salty at me because they get caught and I didn’t save them. I don’t care about saving them if I can just leave and get my points!
(credit to this Reddit thread)
-
It's likely because they're farming BP or trying to complete a daily (and have no patience).
-
New Doctor's downside is the that his kit motivates him to go for whoever screamed last. Go in the opposite direction of any scream you hear.
-
Also: My advice is to adopt an "aggressive stealth" approach. This is how I play, too (currently rank 4). Don't try to hide for long stretches of time, unhook and heal quickly, always be on an objective as soon as you know the killer is gone, and don't be afraid to double back to confuse a nearby killer.
My usual build is Bond, Spine Chill, Kindred, and Lithe/Iron Will/Distortion depending on how I'm feeling.
-
Lithe might be worth trying out, too.
Other good stealth/killer evasion perks: Spine Chill (absolute must), Bond, Kindred, Iron Will, Distortion. I'd ditch Urban Evasion, it's way less useful once you have a handle on how the game should flow.
-
@NotDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1308630#Comment_1308630
Oh please let there be a double BP haha. But this whole post has been interesting to see people's ideas but also the calculations some have made.
I think because they made the change of two perks per web, we are probably going to be waiting a while to see something change.
More perks per web certainly helps players who have invested into the grind already, but I still don't think it's enough (and it's not valuable for new players).
-
Like how great would it be to just have the first teachable perk from every survivor immediately available and equippable (even at just rank 1) to everyone, instead of hidden behind a leveling wall? It would incentivize purchase of DLC just to get immediate access to perks. This would get you:
- Survivors: Empathy, We're Gonna Live Forever, Bond, Technician, Iron Will, Dance with Me, Quick & Quiet, Balanced Landing, Lucky Break
- Killers: Bamboozle, Surge, I'm All Ears, Enduring, Discordance, Stridor, Corrupt Intervention, Save the Best for Last, Spirit Fury, Unnerving Presence, Predator
Those would all be incredibly helpful for new players! They could even take the opportunity to rejigger the perk order so that stuff like Alert, Distortion, Windows of Opportunity, Sprint Burst, Barbecue & Chili, Surveillance, and Shadowborn come first. Imagine how this would impact the early game experience, and not make it feel like quite as insane of an uphill climb.
