Ryuhi
Ryuhi
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Its killer specific. High mobility/map pressure killers like nurse/billy/blight/pig/etc still get a lot of value from the aura reading, like they always have. Killers like trapper or hag have much less reason to ever use it now though, unless they're just bad at finding people after a hook. TBH they should have gotten rid of some of the perk's counterplay when they removed the bonus bp, there's still too many ways to prevent it from doing its job when its entire point is to encourage killers to leave the hook asap.
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@dugman said:
That’s because the Demogorgon teachables were removed from the game when Demo was removed and they were replaced by equivalent generic perks with different names.
This. Basically a technicality to not have to remove as much of the grind :)
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3070340#Comment_3070340
It isnt flawed in the slightest, it actually adds a lot of depth as it makes slugging riskier because you may not be able to lift the guy if the entire team goes for the heals, the result on the Exit Gates is a fringe case that almost never happens and getting rid of something because you lost one kill in detriment of getting rid entirely of a defense against slugging is absurd.
If you really want the kill that bad put your back into it and down the guy before he reaches the point of no return.
The exit gate scenario is literally the only one people are concerned with it. if people keep staggering little heals vs a slug all that does is let you reset their progress by waiting and smacking them the second the heal finishes (and hoping theres no soul guard in play.) The reason people call it "heal tech" is because like anything with -tech thrown at the end, its something players do to exploit an advantage (read: not the same as exploiting the game) in a design oversight. FoV tech, for example, is when you get so close to the killer that their low FoV makes you considerably more difficult to see and keep track of. Many people (myself included) have both seen and used the exit gate strategy to deny late kills, usually after one or more survivors take a bodyblock or two to make sure the injured one reaches the gate in time to do it.
That said, your insistance on "If you really want the kill that bad put your back into it and down the guy before he reaches the point of no return." means you're ok with removing all second chance perks/items/etc from the game, right? Why is BT basekit now and the perk version buffed even more than it used to be when it both bails you out from a bad play by design, but also requires you to have been outplayed to get there in the first place? Could it be that there are other factors that are more important?
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3070372#Comment_3070372
Addon rarity and addon quality are 2 different things but i can understand the complaint
thats certainly true, but some killers really need greens/purples (sometimes even iris) as mandatory, some arguably should be basekit since they just offset poor design/balancing choices.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/335065/100-bp-bonus-for-playing-survivor-and-yet
I was here to post this.... it makes no sence in its current form
I would not be surprised in the least if it was weighted to say survivors are needed more often to increase their average BP gains being lower, similar to how dailies are more frequently killer oriented to get survivor mains to play occasional games as the other side. Its often difficult to discern incompetent from manipulative design with this game.
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just a friendly reminder that you disintegrate a minimum of 2mil bp in a characters climb to prestige 100 for absolutely no valid reason, on top of the who knows how many millions of unwanted items/addons/offerings/etc along the way. Seems hyperbolic until you realize thats for one character.
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@kingcarl2012 said:
Wasnt the point of the new prestige system and it being forced that you dont lose stuff when you prestige now?
some people (namely killers) need addons from webs as much if not more than perks. early webs have absolutely awful rarity distribution, which bhvr put on the back burner because they wanted to get this update out without delaying it to figure that out first.
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the bonus is supposed to be based on what is needed for your region/MMR/etc. The fact that it doesn't line up with queue times is just another testament to how horrendous matchmaking in the game continues to be.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3070287#Comment_3070287
I do understand balance as a concept, healing someone and you not being able to lift him has been in the game since forever and its most definetely not an exploit because as far as I know its been there since release and it has counters, first is not messing up and ending in that situation, second use SBFL.
"not being in that situation* is not a counter, and you're expecting an entire perk to be able to counter a jank interaction that bhvr refuses to address. Not only that, but STBFL only does anything if you have stacks, and you lose stacks for hitting the obsession, so its not even a reliable counter. I guess you need to also run fire up to give it some forced value in that situation, right? You've been factually wrong multiple times in trying to make your argument, and the rest relies on forcing perks or "just git gud idk" instead of actually considering the interaction might be flawed in its current state.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3070162#Comment_3070162
Thats a you problem, we got a pretty great buff to all killers all around.
well considering almost every single slowdown perk got nuked, that doesn't sound as much of a "you" problem if they're experiencing that. The bandaids were removed and replaced with scotch tape.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3070272#Comment_3070272
The mistake was letting the 5 gens get completed and the Exit Gates being open, thats a huge mistake, almost a game losing mistake, almost a big of a mistake as being Survivor and the Killer having 10 hooks on the bag.
alright, you don't understand balance as a concept, got it. I'll stop trying to make sense of it.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3070195#Comment_3070195
So? being left between the wall and the pallet as Survivor because you entered the tile from the wrong side and threw it wrong is a lose lose situation too since you are eating a hit unless the Killer is orders of magnitude bad, it shouldnt be changed just because there isnt anything you can do, you made a mistake you pay the price.
Having someone heal tech and then crawling to the Exit Gates is the same, the Killer messed up and lost that Survivor, its only normal he pays the price and if this is happening to anyone on a daily basis (I doubt it, real heal teching situations are super rare) then equip SBFL and be done with it.
having a swf to keep congo line healing and taking hits is not even remotely the same as misrouting a loop and I honestly don't know what logic you could use to compare the two. also your argument is based on "the killer making a mistake and paying the price" and their mistake was.... downing a survivor? having other survivors exist and be able to heal each other? you could at least try to use bodyblocking or other similar strategies as a comparison point.
Oh, and speaking of, remember when myers could bodyblock people and stalk them for free? It was their fault for getting trapped, but yeah, that got removed.
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people seem to forget that the 10 seconds extra doesn't make as much of a difference if 3 people around doing separate gens. its not adding 30 seconds at that point, all 3 gens just pop 10 seconds later than they used to. the way the time was increased affects one person doing multiple gens much more than multiple people doing individual ones.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3070101#Comment_3070101
Well you cant grab Survivors on every action they perform, you cant grab healthy Survivors vaulting or Survivors healing injured either. Being unable to grab during an action is not something exclusive to healing downed people.
The issue is forcing the blade wipe and allowing the crawling person to gain distance, its a forced lose/lose that people use to let slugs crawl out the exit.
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@NightmareKT said:
https://forum.deadbydaylight.com/en/discussion/comment/3066603#Comment_3066603
Thats would be great. If i cant grab down survs while they are being healed. i expect to be able to grab the healer. Love it
I was thinking more picking up the downed survivor, with the pushing aside being to prevent them from immediately going for a flashlight save while the killer is animation locked. I would also be ok with the survivor who gets pushed aside taking a health state for trying to abuse it.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3069016#Comment_3069016
Not the same thing, Killers cant interact with an object being interacted by a Survivor, if the Survivor is fixing a gen you cant kick it, if he is sabotaging a hook you cant hook, if healing a downed Survivor you cant lift it, you are talking about the player doing the action not about the object being interacted with, Killers can interact with a Survivor doing said actions, you can grab/attack a Survivor fixing, sabotaging, healing, vaulting, entering a locker, jumping into hatch etc. In this case downed Survivors work as an object so Killers cant lift them.
This also goes the other way around, you cant vault a pallet if its being kicked, sabotage a hook if its already being hooked and get into the hatch if the close animation is already starting.
The game follows a very simple rule, first come first served, whoever starts interacting with an object first is the one who will take priority and stop the other side from using it, the only exception is Any Means Necessary pallet reset which can be interrupted by breaking the pallet which makes sense for balance reasons or the perk would be completely busted.
you can't grab a survivor thats healing. thats the issue that is caused by this, you can only hit them and let the slug crawl while wiping your weapon. if you have multiple healthy survivors doing it, the downed one can make more distance than you might think if they all get a congo line going.
Also worth noting you can't grab people going for hatch anymore, and you can only grab people vaulting if they're injured.
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I have the opposite problem, they slowly crouchwalk to the hook and then immediate sprint up if someone else goes for the save
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She's a paid vessel for a perk that is pretty much the only viable gen defense perk now. She has officially taken the mantle from bubba.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3067868#Comment_3067868
We know what's coming, and we know the earliest it could be (tomorrow). If you're not ready by tomorrow then that's not BHVR's fault.
some people can't play the game for 8+ hours a day, and need to budget their time accordingly. The fomo on these changes is massive due to how much they can cut down the grind, so some people are still getting their P1s out of the way even now.
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don't play specifically to survive, play to get better. go for dangerous strategies like getting chased on purpose to remove/reset a killer's pressure. Run perks like kindred/windows/empathy that give you tons of info that swfs would be coordinating, as well as improving routing and resource management.
If you only play solo queue to escape, the chaotic nature of the game is always going to disappoint. Better to use them as opportunities to get better and help offset that rng with more skill.
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To the people who mentioned they don't give advance notice: Its only slightly more important people know in advance this time than your average patch. just a smidge.
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@Darkest_Night said:
Honestly, it used to be worse. However, the RNG of a survivor Spawning next to a hex that is tucked away happens much more often than it should. About 75% of the time, (at least in my matches), 1-3 dull totems are gone within the first minute of the match, and the survivors aren't even running counterforce or small game. This really is something that should be fixed to allow for hexes to be viable again, instead of just for show
Why do that when you can just nerf ruin even more, so the last few people still using it get the memo?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3067160#Comment_3067160
Because he found the first Survivor in ~15 seconds and he could have reached any of the gens that popped after the hook except the house one which he should have ignored instead of trying to reach it (this was a massive mistake), it took 60 seconds after hooking Meg for 3º and 4º gen to pop (Meg gets hooked at 1:25 and they pop at 2:24 and 2:26) which means they were at 20% completion.
Mothers Dwelling is indeed a good map for Survivor against low mobility Killers, Ive said so several times in threads where people ask "whats the biggest issue in DBD?" but in this case wasnt that determinant, he found the first Survivor in a relatively decent amount of time and had roughly 60 seconds to pressure the other gens but he didnt because he decided to camp which allowed the 2 guys working on gens to finish them unconcerned, as I said Killer mains always parrot "If they camp just do gens!!" and thats what these 3 people did not that it mattered because they all died anyway...
The survivors were in control of that match for its entirety due to their efficiency. Even if he left the hook and pressured with that meme indoor map build they still would have been able to get all the gens done nearly as quick, clown can't pressure 4 survivors at once. If ones on a hook and ones trying to unhook or being chased, there are still 2 on gens. That said, their greed 100% caused the 4k, which is why a lot of people don't like using kills as a metric for how the match went. Games like this completely pollute the data, and many SWFs die by being overly altruistic instead of because they got outplayed the whole match.
He's discussed this a lot, but he feels that killers have less time/chances to adapt to survivor playstyles than vice versa. Its harder to go for hooks and then switch to lame tactics if you're falling behind, because survivor agency in matches is front loaded. Their efficiency and strength is highest at the start of the match, and shifts toward favoring the killer with each interaction (downs/hooks/pallets used/doors kicked/etc.) When he's using user submitted builds he generally tries to adapt them to win since people are literally paying him to do so.
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@DBD78 said:
Yes good to read positive things. And so many very good things will happen next patch. BUT not giving solo survivors more information before all this is a big negative. That said things are really moving in the right direction, like this you talk about and nice meta changes plus basekit changes for killers. But solo survivor..hurry up BHVR!
The change this topic is about literally affects solo survivors as well. If you're somehow trying to turn this post about grind reduction into an us vs them, its kinda the reason why positive topics barely happen in the first place.
That said OP, just make sure you're willing to lose your addons for any killers you're taking the P1 dive with. some killers with bad teachables honestly have more value from keeping their addons and having them available than having a tier 3 of their perks for everyone, like trapper, wraith, or clown.
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They just need to make a short animation of the killer pushing the survivor aside (or even smacking them with their weapon) which goes right into them picking up the downed survivor. Basically give the situation a locker grab type of response.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066432#Comment_3066432
Sweaty survivors are usually mentioned in the context of SWF. In solo que, I'm lucky if I get someone on my team that can run the killer for more than 10 seconds. I can't tell you how many times I've had the last survivor on my team walk and hide while the killer is rushing to find the hatch. They don't even try and then run up to the nearest exit gate thinking they'll make it which never ends well for them. I never base my arguments around the top MMR experience. I base it on my experience and what I most commonly see and what I most commonly see are killers gaining quick advantages and control over a match where then survivors have to risk the entire match to try and recover the situation. Killers have too much power and control in this game. Ever played against a cenobite with gen reduction perks? I have never had a fun match let alone escaped against a cenobite with builds like this because they simply have more control over the progression of the match. The game has too many perks and the more it keeps adding the harder its going to be to ever get it into any kind of balanced state.
Reread my post, and the one after it about efficiency. You're only assuming the worst of the opposite side while ignoring the worst of your own. Thats bias.
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Survivors have to work harder for BP than killer, and its mostly due to how absolutely awful the survival category is for accrual. Every game is like playing as plague, you just have one category that refuses to budge for 90% of the match.
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Self reflection. For all of the issues in this game and other players, people always seem unwilling to look in a mirror and step their own game up.
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They removed its ability to be used as a crutch to invalidate stealth killers. It still provides plenty of value against non-stealth killers, especially since they walked back the LoS change.
A perk that is universally good with situational obsolesence is still much better than one that is mediocre all the time, otherwise nobody would ever bring anything regarding healing into matches with the assumption that plague could just nullify them all.
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Imagine being billy and randomly finding a survivor with your starting chainsaw sprint across the whole map. You got a down super fast by chance, awesome! you just disabled 1/4th of your loadout in the first few seconds tho :(
Its like a hex perk that you disable at the start of the match instead of waiting for survivors to do it for you.
doesn't matter tho because who would willingly play billy right now? :)
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@Marik1987 said:
The so called tunneling and camping is the only way to win games in the current game at higher level. There is a reason why tournament-killer proxycamp every game (and they play the strongest killers only). The maps are most of the time far too big for a normal killer to pressure enough + you could trade 1 hook for 2 gens if u dont run corrupt for example.
Honestly I think of it like this: Efficiency softcaps are determined by how many survivors are alive, with the expectation of 1 in chase, 1 on hook, and 2 on gens. Basically the game rotates around roughly 3.5 survivors vs 1 killer. Since you start with 4 survivors, efficiency is skewed toward survivor at the start. Since survivor efficiency potential starts higher, they are the most powerful at the start: They have all hands on deck, no resources on the map have been used or altered, and they have 8 gens spread around the map to work on. Once someone dies they become less efficient than the killer, but still relatively close: They can have 1 in chase and 1 on hook, but one would have to get off a gen to help the one on hook, so they're alternating between rescues/healing vs gen progress... a disadvantage, but still one that you have the manpower to work with.
This is a big part of why gens fly early and slow down later. Survivors can (and do) often press their advantage as much as possible early, to offset their disadvantage later. The same applies to killers with kills: they want to get one out ASAGDP to reduce the efficiency advantage survivors start with, while increasing their own advantage and pressure. This is where the gen speed argument comes in, its inherently skewed at all points in the match, as there is never 1:1 parity with efficiency.
Gen speeds when all survivors are alive need to be slower, BUT they need to be faster when survivors are dropping like flies. Gen defense perks used to be an attempt at that, but almost every single one getting nuked from high orbit, don't expect the gen rush/tunnel camp meta war to change any time soon. If anything I'd say get ready to weather the storm.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3066076#Comment_3066076
You're still not seeing why for years survivors are still talking about camping and tunneling in a negative light. You want survivor mains to see getting annihilated in a match by sweaty killers as normal and part of the experience of the game. It shouldn't be part of the experience of the game at all. This is about satisfied customers and clearly if people are constantly complaining about the same 2 things for years then they're probably not satisfied, are they? And I know killer mains are part of the game too, but if you think camping and tunneling should be the norm then you're just wanting the same cycle to continue where people get sick of it, complain about it here and eventually quit. This is a problem whether you like it or not. Its the reason why this thread exists as well as all the other ones before and all the ones that will after.
I'm sorry but the bias is palpable. While you could easily argue sweaty killers make playing survivor (especially solo) much less fun and interactive, what do you have to say about sweaty survivors making killer just as miserable? What if half the time a killer is tunnelling or camping its preemptively avoiding getting steamrolled? Its very easy to require a higher onus of skill from your opponent when making balance considerations, but you have to apply the same to your own side as well.
Killers can't really escape from bad matches, while survivors are practically forced to. Many killers would rather remove the chances of a bad match ASAP than risk having to endure it. Camping and tunnelling will always exist (even if nerfed into the ground,) but in many cases its seen as a defense mechanism vs absolutely busted matches they've experienced, and the mental fatigue/insults/etc that often come with those.
Making other playstyles more viable is the best way to reduce camping and tunnelling. full stop.
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very helpful, kinda ignores addons on killer side in its considerations tho. also each page of purple perks is 45 perk tiers, for quicker counting.
Also can we get any of these threads sticky'd? maybe this one because its so nicely formatted?
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3066359#Comment_3066359
That is not true. There are dozens upon dozens of videos of deranked survivors trolling a killer for an entire 10-20 minute match and they still eventually lose. The 1v1 is weighed quite heavily in favor of killer unless gens are flying. Well, even then, it still favors killer, you just usually do not have enough time to take advantage of it against "better" teams. Better in quotes because they could be my overall skill level as survivor which is extremely low. But I am intelligent enough to do gens unlike low end survivors. So you know, it works out well regardless.
The point being, MMR is not the best gauge of skill and the games are most certainly not well balanced enough to make a claim that you are somehow as bad as that Meghead, afk crow Blendette, or that Dwight accidentally running into a wall JUST because you cannot solo carry. That is absurd.
I never said you'd always win, just that you'd be able to reduce the killer's advantage and give your teammates more chances to get their ######### together. Turning a guaranteed loss into a real match if you will. Also the last comment was about perspective, aka looking down on others when not being able to step up is a prime example of blaming teammates rather than trying to improve your own game where you can. I practice chases and looping in losing games all the time, even if knowing i won't win the match, because its a scenario that allows me to get live experience. Its like how in fighting games its better to lose and learn a matchup than it is to win vs an unskilled opponent and learn nothing.
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I still don't understand how every single gen regression perk got nuked except the one that requires buying a licensed F tier killer. like I really don't want to be cynical but....
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*whoosh*
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Play well enough to carry what they're failing at. if they're going down in seconds, or not leading the killer away from points of pressure (hooked survivors, 3 gens, near completed gens, etc) then get chased on purpose and lead them away and waste their time. If everyone's hovering for saves, just slam out gens or do the above distraction tactic. Its not possible to carry every single game, but if you're skilled enough you can certainly "reshuffle" favor away from the killer multiple times in a match and give them more chances.
If you can't, you're not much better than the teammates youre looking down upon.
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@lauraa said:
Yeah, like ######### are they smoking.
Legion is one of my go to, fall back killers. I can never go wrong with them. But Thana is just so zzzzzzzzz boring even though it's good. It doesn't make satisfying explodey noises that Jolt does.
If Legion gets a nerf to accomodate Thana because it's expected that All Legion players run Thana, I'm actually gonna be really pissed off.
All Legions run Thana because they feel like they need to, right?
If we follow BT logic, that means it needs a buff as well as a weaker version included as basekit :)
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/3065651#Comment_3065651
lmao its going to be just as strong
it mathematically is getting nerfed, the only way it can have near its previous potency is if the gen is literally 99%. its effect is basically prorated downward based on how little progress is on the gen, all at a much lower rate than its previous flat amount.
They didn't even remove the time limit nerf they put on it in the past, so you still have to abandon/prolong chases to even use it as well.
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they aren't balancing for a 2k average, just a 2 star rating for each match
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@Rogue11 said:
So my entire rare item and add ons can be completely negated by one Pop Goes The Weasel kick? And you can use Pop up to 11 times? That's pretty damn strong too.
Cant use pop it if you never bring it because of how trash its going to be :)
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@Johnny_XMan said:
It's videos like this one that make me wish people like him didn't play DBD. Because then a majority of his followers who actually believe he is "good" think they have an argument. When in reality he made a lot of mistakes, I mean he can't even aim a bottle at the start when it would have been of significance for later on:
https://us.v-cdn.net/6030815/uploads/VDQYRIEP29H5/bottle1.gif
The fact that he refers to survivors doing their objective as "Tunneling Gens" and comparing it to killers tunneling is insane to me. Like even if there was an ounce of me that actually believed this, then that would mean that survivors need more "tunneling perks" when it comes to actually tunneling survivors out of the game considering how many slow down perks exist. Think about that one.
he was leading that shot and the survivor reacted and turned, seemed like a pretty standard play to me.
I don't really follow what you're going for with that second comment tho, he takes the piss regularly about people accusing him of tunnelling so much he just stopped trying to not tunnel and makes stupid sarcastic comments about it. "tunnelling perks" don't exist because survivor perks and mechanics like BT/DS/OTR/etc exist specifically to prevent tunneling. There are camping perks and addons though, and some killers do have abilities which make tunneling much easier (like PH.)
True doesn't always have perfect takes but this post kinda comes off as spiteful.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3065194#Comment_3065194
I honestly wouldn't care, some games I 4K with no gens done, some games I 4K with the exit gates open, people focus far too much on a gen being done honestly.
gens are the vast majority of your objective as survivor, and the biggest determining factor of the overall matches progression, up there with kills. While Kills affect the amount of pressure potential that survivors have, gens affect the amount of pressure potential killers have. endgame hooks and kills (not even EGC, have to specify due to 99ing being a thing) DO happen, but there is an exponential dropoff on their impact on the game relative to how many gens remain, just like how many gens survivors can finish before the first (and subsequent) survivor(s) die.
Tunnelling and proxy after first gens pop extremely fast is often an adaptation that killers are forced to make. When it happens, they're basically hedging a safer bet to get at least 1 or 2 kills, regardless of fun or any other factors, just like someone getting tunnelled out will generally force the other survivors to focus on getting gens done as fast as possible. time elapsed and progress both have a massive impact on how strategies affect the game, and most importantly their necessity.
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@Zen_but_not_Zen said:
Sorry to ask a question in your thread but i've been seeing if i could get the answer from one of the others, but there's literally so many posts talking about different aspects of the changes.
One of the things they mention currently when you prestige is 'Slightly increases the odds of getting better items on the bloodweb', does this actually increase now with every prestige level past 3, or must get capped at some point right, so you don't have more than a handful of good items per web?
They plan to rework that in a future update to squish the rarity (more purples and iris, less brown and yellows) but they haven't given exacts. Basically just acknowledged its not really gonna gel well with the prestige changes regarding forced prestiges and such and that they're aware.
So basically if you have a killer with a stockpile of addons you want for them, you have to think carefully about whether to p1 and nuke their addons or manage your perk tiers to try to hit one of the catchup thresholds outlined in the earlier post. Technically it applies to survivors as well, but items/addons are nowhere near as important there and you can always use a plunderer's build to farm items in addition to webs.
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because he feels awful to play now
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if framerates above 60 are a factor in rollback then there are some serious issues with how desync correction is applied in the game. Not only should that not be the case, I can almost guarantee it ties into the optimization of the game being ignored for so long if its actually related.
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@Godhandkm said:
https://forum.deadbydaylight.com/en/discussion/comment/3062789#Comment_3062789
I do sport, Im a martial artist, and I treat my opponents with respect
This is why I never like the "its just trash talk bro" argument. Many competitions both enforce and have a minimum expectation of respect, and even when they don't, you run the risk of getting knocked the hell out if you act disrespectful and show poor sportsmanship.
People do it because it has no risk and they're petty. Its literally because they couldn't get away with doing it in person.
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@ArchAbhor said:
I think the auto aim is waaay more of an issue the survivors spinning. Yes auto aim i ment to hit the corner
This. It actively prioritizes worse targets on puporse as well, like a person on the hook instead of the unhooker, or a flaming barrel if they ran right along it. There's already aim dressing in the game and its bad
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@Ghostflame92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3061552#Comment_3061552
please tell me what times you play solo queue so that i can queue up with you and get you as a partner. because this is 100% NOT self-fulfilling scenario, this is reality at least half the time. even when i play killer, i can confirm that survivors play like this quite often:
a survivor will be hooked right outside kill shack, so a teammate will come in for the save before i've had a chance to leave. and instead of running away, he's looping at shack because it's a powerful loop. because im not a good killer and i suck at chase, im stuck running shack for a while. but since i'm still at shack, and i'm in chase which means i'm not actually camping, the hooked survivor's timer is running out. eventually, i see that. so i stand by the hook and wait 5 more seconds for them to hit 2nd stage. what do i lose here? even if the other 2 are doing gens, there are 2 right in front of me that are not. all because potato decided it was a good idea to run a loop right next to the hook, and then accuse me of camping despite giving me no reason to leave
it doesnt have to be kill shack. it can be a TL wall with a hook in the middle. it can be cowshed with a hook in the corner. i have lost count how many times a teammate has tried to stealth their way to unhook me, only to get caught last second, and because they dont have BT, instead of trading, they run a loop right next to me.
Yeah survivors looping near the hook is one of my biggest peeves, they refuse to leave because they want the unhook points and they want to try to make some crazy play but they just end up forcing the killer to camp and end up hook trading anyway 99% of the time. Its stupid but its also why everyone thinks BT and DS are mandatory. All they need to do is play smarter. Sadly, you can't pick your teammates if your solo, nor opponents as killer, so you just gotta either adapt and go do gens or something as survivor, or take the free pressure as killer.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3061912#Comment_3061912
Yep, BFG damage is calculated super weird, based on if your body (not your camera) had direct line of sight with the enemies on a 45º angle in the direction the weapon was shoot and it dealt more damage the less enemies you had in said cone, I always found funny how the weird way BFG damage is calculated carried over to its many iterations in Doom3, 4 and Quake 2 (each weapon having a different but convoluted way of mincing enemies).
P.D. codewise speaking Doom was like the anti-DBD.
exactly. Half the fun of modding the doom engine is finding absolutely terrifying ways of getting behaviors to work within the limitations.