Avatar

Ryuhi

Ryuhi

About

Username
Ryuhi
Joined
Visits
0
Last Active
—

Comments

  • @Friendly117 said:

    Kinda wished it was Pennywise but I'm fine that its Pyramid Head from the Silent Hill movies. Very pleased. I'm glad it isn't Candyman, Candyman is a bit overrated and no one really knows about him so yeah, he also is quite boring. Pyramid Head is hella interesting. Thanks BHVR for this!

    Pennywise would never work because survivors don't fear the killer anymore :D

  • @Waffleyumboy said:

    Devs: Let's make survivors lose add-ons as much as killers!

    Also Devs: Let's make the survivor add-on protection worse than the killer one!

    Everyone: Hmm...but why?

    Ace.png

    I mean, looks ok to me. Lets you keep them after the match if you escape, AND if you plunder an item you legit get 1-2 free addons.

  • WTB a practice mode that doesn't require other players (KYF) so that you can actually practice mechanic heavy killers like the nurse to "git gud" without having to go through days worth of demoralizing "ez baby killer" games.

    It would improve the quality of players across the board, so its mind boggling why there are tutorials for both killer and survivor and yet still no practice mode for things like powers/loops/etc.

  • I never bring items and end up with over 50 of each stockpiled, and only use addons on specific meme builds (like the forever medkit one)

    This complaint always feels silly to me since survivors really don't need items (let alone addons) anywhere near as much as a killer needs addons to make certain builds (and sometimes consequently, viability) even possible. Just take those nice juicy strong perks and get free items from chests as you go :)

  • I'd more expect it to be to block communication, not matchmaking.

  • technically, they already do. Between visibility, cosmetics, and auditory balancing, there are a few advantages to playing specific survivors. Jeff and Bill as asthmatic as heck while ace practically gets free iron will, blendette needs no introduction and neither do neon nea and feng...

  • @Carpemortum said:

    The entire pip/rank system doesnt matter.

    It's a pseudo matchmaking rating. At best.

    So why let it upset you? Who gives a ######### what "status" you got endgame. If you killed more than 2, you won. By the devs balance.

    Why does every killer NEED a 4k double pip, and every survivor NEED a 4 escape....its getting old.

    Because its as close to a self-sufficient goal as you can have in an asymmetrical game. As a survivor, your survival is ultimately based on many things beyond your control, especially your allies. As a killer, the amount of kills you get can also be outside of your direct control, with even the best killer players not always getting 4K's while bad killers sometimes stumble blindly into them.

    Personally basing success or failure off of pip status is about acknowledging how much or how little you did to contribute to the outcome of the game. If I die and only got 14k BP, but my emblems were 3 iridescents and a gold, I know that I literally did the best I could with that game.

    Basing it off of a binary survive/kill only works in a 1v1 system, where the conditions of win/lose are clean cut. That said, the emblems, as always, need to be reexamined (yet again,) especially for killers.

  • having multiple people in the lobby on each other's friends lists as "offline" is usually a pretty big red flag.

    Its one thing to be an swf, its another to be doing your damnest to hide it.

  • @Lavos99z said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299170#Comment_1299170

    I don't know if I agree. SWFs aren't always guaranteed to be god tier players. It helps them, but it's not a guarantee that they're great at communication.

    While this is true, they are objectively being given an advantage through communication. For all the times people claim colorblind options would be exploited by non-colorblind people, they tend to ignore this simple fact. Having the ability to coordinate is a very clear advantage that players otherwise would not have, and there is zero penalty or repercussion for doing so. As it stands, playing solo queue is legitimately a self imposed handicap with zero reward, while playing with comms boosts people well above their actual skill level.

    in Nerf swf Comment by Ryuhi
  • dead hard has been bugged since dedicated servers were rolled out. I still use it, but its a pretty bad perk. always use it preemptively to get distance to an interactable, and pretty much never to actually dodge something.

    Self care is awful because it wastes way too much time, which is a survivors greatest strength. Think of it this way: Is the amount of time you spent healing more than the length of a chase without using any pallets? if your answer isn't assuradely yes, then self care is a detriment. this is especially true whenever killers have addons or perks that slow down healing speed. If you don't feel comfortable being injured, take Bond, or even aftercare or empathy. Kindred is also an AMAZING perk i always recommend to almost any survivor, because of the absurd amount of info it gives you. It can easily replace any of those other locational perks because it shows you everybody when someone is on the hook, and it even shows you if the killer is camping. When you get the right info from it, that perk carries HARD.

    As for BT, its a very solid perk thats meta for a reason. Adrenaline is a very strong perk, but its strength is mostly from coordination. In solo queue its considerably more situational, and other perks can more consistently get you more time wasted (dance with me, quick and quiet) or more second chances (mainly DS.) Its not a bad perk, mind you, but its random nature makes it a bit poor to rely on in solo queue.

    Other perks that I would recommend (aside from the above Kindred) would be:

    Sprint Burst or Lithe: Personal preference, but both of these can be used pretty consistently on nearly every map. Balanced would be in here too if there werent some maps where it is near useless. (though, paired with a map offering like the game or haddonfield, it can be very strong.) Once Dead Hard is fixed (lmao) i'd say you could bring it back out.... but as it is, you need to be really good at chases in general to be able to not get screwed over by it.

    Spine Chill: Straight neuters stealth killers. Not only that, but it gives you a small boost to vaulting speed in chases when the killer is looking at you, lets you walk from gens before the killer gets there so you can position your escape route without leaving scratch marks immediately (goes great with sprint burst!) and you can get a lot of meta-data from it based on how it goes off (continuously staying on means they're coming your way, flicking on and off means they're likely in a chase near you, etc.) It can create a bit of dependency because of how good it is, but as long as you don't find yourself staring at it constantly then it can help you tremendously.

    We'll Make It: Substitute for BT if you're confident you can make saves safely, and it can technically be the stronger perk. a lot of BT's strength comes from the "Nearly every save is now a safe save" but WMI makes every truly safe save a stronger momentum shift.

    There are plenty of other good perks, but some combination of those in your build generally make pipping in solo queue a lot easier. in terms of actual strategies for emblems:

    *DONT RUSH THE HOOK/BE OVERLY ALTRUISTIC*: the hook timer for each phase is as long as it is for a reason. This is also part of where kindred really shines: you can see if others are rushing the hook, if the killer is camping or being led away, or if everyone is just ignoring the hook and holding m1 on a gen. that knowledge is insanely useful.

    *IF YOU ARE GOING TO GET HIT, DON'T THROW THE PALLET*: not only is it a waste, but sometimes the killer will miss because they lunged so far away it wouldn't hit without the small vaccuum on the pallet drop animation. sure you don't get the points for the pallet stun, but you extend the chase, hopefully by at least a few loops.

    *LEAD THE KILLER AWAY FROM HOOKS/NEARLY COMPLETE GENS*: don't go for yolo trades, even with BT. If the killer decides to stick to you, lead them as far away as possible, Especially if they're 110% move speed. This can buy your team tremendous momentum and prevent the killer from building their own.

    *UNSAFE UNHOOKS MURDER YOUR ALTRUISM*: forreal. if you are trying to pip, its legit better to take two hits and go down rather than let someone who you just unhooked take the fall for you. Bad BT usage makes really bad habits out of this.

    and lastly *YOUR PRIMARY OBJECTIVE IS GENS AND EXIT GATES. SECONDARY IS WASTING THE KILLER'S TIME*: If you arent working on a gen, you should either be actually making a save, proving a smart heal to someone, cleansing totems that need it, or wasting as much of the killer's time as humanly possible. You'll actually find that doing so either makes the killer ignore you for easier prey, or lose so much map pressure that it costs them the game. Even stupid things like getting downed at the top of the combine on farm maps and making the killer have to climb all the way around and vault the ledge to get to you can help, so long as your teammates are following the same rule.

    (that last part goes back to self care, its INSANE how much time survivors waste on bad healing. If its a billy and they keep getting insta-downed 5 seconds into a chase, then gens will never get done.)

    Obviously theres a lot more killer/perk/addon specific stuff, but that's my main advice for gitting a bit gudder.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299581#Comment_1299581

    As someone who programs as a hobby (though I did also learn programming in college), trust me, it can be a major pain in the ass to find and fix bugs.

    One time I had a bug where a variable wasn't being updated, despite me using the proper function to calculate the new value. Why was it not being updated? I forgot to assign the new value to the variable. It's a rookie mistake, but because it's a rookie mistake, it's not something you'd immediately think about when you've been doing it for over 5 years.

    The most common way to find bugs in a code is via a method called "rubber duck debugging", wherein you get a rubber duck (or some other item; could even be a person - I prefer to use my BF, personally) and describe to it/them what your code does, step by step. That breaks the human mind's tendency to gloss over the finer details when it comes to something you made and helps you find bugs. It sounds ######### stupid, but it almost always works.

    If the code is written improperly, though, like in the case of so-called "spaghetti code", fixing bugs becomes exponentially more complicated, because everything's connected. You change one thing to fix one bug, but the thing you changed is used in 15 different places, so now you just broke 15 other things.

    While I can definitely understand and appreciate the cascading bug fix/creation cycle, this feels a bit different than that. One would assume they use different sound channels for various types of sounds in the game, and there is some type of issue with whatever channel the affected player's voice is supposed to be on not playing properly, be it through the channel being blocked, used by another sound and not freed up, or some other similar issue. IIRC the Bubba Chainsaw sound bug gets fixed if he does a normal melee attack, as playing the new sound for the swing overrides the faulty loop that the chainsaw sound was stuck in (since they presumably share a sound channel.)

    Its worth noting in the example provided that the pain grunts on the ground were completely silent, but the wiggle sounds were present after being picked up: The issue could be very similar yet not being explored properly, especially considering how long the issue has persisted in that particular scenario. In that regard, issues with sound channels should only be able to impact other things that use the same channel, or similar attenuation/general volume algorithms/settings. Considering how important sound is for a lot of players (especially colorblind ones, since you might as well play blindfolded sometimes) it should be a VERY high priority fix every time a sound issue occurs.

  • @H_Blocks said:

    it would be great for colorblind people but not colorblind people can "abuse" it to get a better track on scratchmarks. For example making the scratchmarks blue would improve the visibility on scratchmarks. I think everyone would take the colorblind modus to see scratchmarks better.

    I hate this argument. If fear of having an unfair advantage is the reason to avoid an accessibility option, then the mechanic in question is poorly implemented in the first place. Who cares if some maps are legit unplayable to a substantial portion of the userbase, *someone might get a slight advantage if we attempted to correct that!*

    Want to not put in colorblind options? Remove Yamaoka and Coldwind realms. There are other maps that are bad, but those two realms are horrendous.

  • @Izo_Quartz said:

    they should change the buff it gives you. I think a 7% haste that lasts until the exit gates are powered would be nice.

    That would make it literally impossible for 110% killers to catch up at anything resembling a loop without their power making them able to or BL. It would also make it so that 115%'s who have nothing to counter loops would catch up slower than 110%'s do normally now. Absolutely horrible idea.

    I definitely agree that no mither needs a buff to not be a troll perk, but cmon.

  • I don't. Its why i get to rank 1-2 as survivor every reset, but killer generally doesn't get past rank 8 or so. I can only stomach maybe 1 or 2 games every time i play, then once I get a game that gets me stressed i'll switch to survivor for a dozen or so at a time. Its not that there's no such thing as chill killer games, but more that stressful ones are generally extremely stressful, win or lose.

  • the trick to compensating for the servers is to puke in a "swipe" across survivors, especially with blood puke. Don't just aim right for them, aim to their right or left, and puke through them like you're making a line through them. Sometimes doing a bit of a wiggle back and forth can help as well. If you try to just puke directly on them and not compensate for either side, they could have juked and latency screws you a bit, so you always have to assume you'll miss and compensate ahead of time. When it comes to normal puke, I generally just get directly on top of them before i try, or go for the classic stop just short of a pallet/window and puke once they start interacting.

    In terms of actual strategy, get people sick ASAP and spread the sickness instead of sticking to one person. Once that first person is sick, if you can get them all the way to broken instantly go for it, otherwise break off and start with another person. Chances are when they see the sickness indicator on their hud, they'll assume you're going after that person (M&A can help a lot with this, too.) Basically you keep doing this until you get someone broken and/or out of position, and you get your down. Once you do, hook them and assess whether its smarter to take the free blood fountain and start snowballing, or whether its smarter to pressure some gens that may be near complete (especially if you have PGTW.)

    Another thing that helps is keeping track of which fountains are available to either side: If you can use it, you can make that area a lot more dangerous by activating it mid chase. If a new one highlights when someone cleanses, you know the area one person is at that moment. If you keep the fountains in dead zones bloody, it forces survivors to risk the ones next to gens you're patroling to try to heal.

    Managing the extra data helps a lot with playing plague, its something that took me a while to get the hang of.

  • @aregularplayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1257482#Comment_1257482

    Do you mean they were trying to change something on hillbilly's chainsaw without being transparent and ended up screwing up?

    Thats likely the case. I work on modding games to a much, much smaller degree and I've done just that by accident many times. The main difference between patch notes and comprehensive changelogs is that patch notes will gloss over a lot of under the hood changes like simplifying code, changes to references, etc. Those types of things, if mismatched, can cause unforseen.....consequences. Meanwhile those types of changes wouldn't be in patch notes, as they're not supposed to be something the end user even knows happened.

  • @aregularplayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1257449#Comment_1257449

    The only change related to hillbilly on last patch was a sound bug, according to their own patch notes. There was no change to the killer basic class, apparently. How on earth some map balances and a sound bug could bug my boi billywilly completely? They lowered him to nurse's level. They both have so many bugs now that they are literally unplayable. Not a surprise survivor queues are unbearable right now...

    Their patch notes are not even remotely a comprehensive changelog. Patch notes are just that, notes.

  • @Waffleyumboy said:

    Surge regresses gens by itself. PGTW would just be wasted.

    PGTW instant regresses by 25% in addition to the normal regression starting, so it would be a huge synergy actually.

    That said, it might be better that it doesn't, as at least when using it manually you can choose which gen to use it on. Having it be auto would be nice, but what if it targets a gen that is only like 5% started?

  • @aregularplayer said:

    hey @Peanits do you guys ever heard about GIT and versioning? fixing something that wasn't bugged before is easy like reverting the changes. it's not rocket science.

    when making system wide changes, there is always a possibility of individual interactions being bugged. Rolling back may revert a beg that was caused by a fix, but it will also undo all other changes made to all other characters. When dealing with a specific interaction bug caused by an overal change, the correct thing to do is isolate, diagnose, and fix on an individual basis.

    They're handling it correctly, though more transparency would help ease people's minds. Due to a lot of bugs lasting for a very long time, I feel some assurance goes a long way in at least acknowledging its an issue and will be resolved.

  • fix survival. There have been more events added to help (like obsession survived/killed) but its still a very inconsistent category with very minimal interaction to adjust it. Part of the reason why there is a discrepency between the two is because the killer's relative category (sacrifice) has many more events contribute to it, which allows for more points when the category isn't even complete. The other issue is, ironically, how fast the games go: Generally you have to to get a lot of points from chases, or get a lot of points from gens, but not really both. When survivors rush the game as fast as possible, they hurt their ability to cap both categories.

    Most of the point discrepancies are due to the design and objective philosophy being so different. Killer needs to do all 4 things at all times, while survivors only need to do 1-3 of them at any given time. This will always lead to a discrepency in gains unless either the survivors need to start working as hard as the killer, or the killer needs to multitask less.

  • As killer I will down the person who got unhooked and then completely ignore them and go after the farmer. If there is ever a moment for mercy like the hatch, I'll give it to the person who got farmed while making sure the farmer dies 100%. Other than that, I try to keep track of who it was that farmed and prioritize them for the rest of the match.

    When it happens to me as survivor, I'll stop doing anything to save that person. I won't sandbag them, but I'll leave em to rot on the hook/floor/wherever. If it comes down to just the two of us alive and theyre just waiting for me to die so they can try for a hatch, THEN i'll be happy to let them die. It's not sandbagging if they've already made it very clear they're trying to get you killed at that point.

    That said, if it was BT, then i'll tank the hit for them because it's how BT is supposed to be used in the first place.

  • @tippy2k2 said:

    I always have Kindred and Self Care (Booooo! Hisssssss!!!) always when solo. Kindred because the info you get from it is critical for a solo player to make good decisions and Self Care because it's too damn unreliable hoping to get a good team that actually somewhat works together instead of unhooking you and ditching you the second the slight wiff that maybe the killer is considering walking in your general direction at some point.

    I'll mix my remaining two slots pending what I'm feeling. Sometimes Saboteur, sometimes Resilience, sometimes that one that let's you heal at double speed when you unhook someone, sometimes that one that let's me see injured survivors; primarily depends on what offering I'm tossing out.

    TBH self care isn't an inherently bad perk in and of itself. If you're using it to improve medkit efficiency, it doesn't waste any time (quite the opposite.) Its when people get hit once, run to the furthest corner of the map, crouch around for a minute making sure its safe, then sitting there starting that invisible lawnmower that drives people up the wall. I know the medikit - self care - botany knowledge builds are a bit of a meme, but you can an absurd amount of health states out of it.

  • @Rin_is_my_waifu said:

    @Peanits Is the "silent slugs" bug ever gonna be fixed?

    Its not even slugs, I've straight up had injured people without iron will who I couldn't hear grunting while using stridor.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1257183#Comment_1257183

    People kept saying “just wake up 4head” but this falls apart:

    1. you passively fall asleep without any input from Freddy anyway.
    2. you can fall asleep rather fast, including during chase, rendering this null.
    3. nobody is addressing the MAIN issue of RISK. When I mention Trapper or Hag, they have to stop and set their traps, Freddy does not and simply recycles them to be used for the current loop, no movement speed penalty or anything to negate spamming M2 and holding W. “Just wake up” does not change this.

    Freddy has a limit on how many traps can be active at a time, with no ability to remove them. That means that if he goes past his limit, it removes the oldest one he placed (similar to hag.) This also means that if he wants to put them in key places BEFORE a chase, he is limited on how many he can use before he risks disarming his own chokepoints. That can be a pretty big deal if a team is playing well and/or setting off traps far away from him knowing where he is, making it yet another power that gets blown up by comms. He also has a visible tell when he's placing a snare, so you can just abandon the loop when he does it. This creates a mindgame when he poses to use his power, much like many other killers who have similar tells.

    On top of all of that, again, it does literally nothing if you are awake. No other killer has an immunity like that to deal with, like imagine if the Clown couldn't hinder someone for 90 seconds if they picked up a gas mask somewhere on the map? Like you just did in your post, people downplay being awake HARD vs freddy. The devs straight up gave you a way to 100% nullify his ability vs you, what more do you want? If you think that the time you're awake is too short, you grossly underestimate how little time the killer has to build and keep map pressure and momentum. If you were to grab an alarm clock and then immediately start working on a gen next to it, you would be awake for the entire length of the gens repair easily. This would both negate his dream slowdown addons, and also would make him unable to use snares or pallets when he reaches you. In the case of Pallets, it also gives you plenty of time to survey the area to see which pallets actually exist before you fall asleep.

    That said, your first two points seem pretty unrealistic. If you honestly have an issue with 1, you must not even remember having to wait over 7 seconds to even be able to hit survivors. If your second point is real, then do you.... expect the timer to stop when in a chase? Because the way it works now is perfectly fine, and like I mentioned, is a HUGE reason why pallets are generally considered weaker than snares. And even then with snares, you have full immunity to them while awake. So its a good chunk of time where he is only an m1 killer (assuming you bother waking up and taking advantage of it)

    There are a lot of times where backlash against killer powers are a product of survivor's lacking an ability to adapt their strategy. Its part of why I'm such a big promoter of Kindred, as it gives you all the information you could need to adapt your play to the need at hand. When I see survivors act like they're too good for that information, then immediately turn around and complain about people rushing the hook/unsafe unhooks/nobody working on gens/etc, its like they have an answer but just refuse to use it and would rather complain about it. I feel the same way about freddy a lot, as that mentality is exactly why he is so strong (especially vs solo survivors.)

  • @BigTimeGamer said:

    He needs risk to snares. Trapper, Hag, Clown all have a trap-related powers that have risks and counterplay mid chase, Freddy spams M2 and hold W, it’s pretty boring

    Be awake. Its literally a bigger counter than either of the two you mentioned. That said, trapper being able to step in his own traps is still kinda outdated as hell, its a bit of a bad example since other killers can't exactly get hit by their own powers. Being able to disarm them is fine and dandy, though.

    Since you bring up hag, actually disarming her trap requires using a flashlight... Would you be ok with using medkit charges to remove the blood from the snares? Thats the main counterplay I could think of that you'd be insinuating...

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1257038#Comment_1257038

    Alarm clocks aren't actually better than missing skill checks. Missing a skill check on a gen costs 8 seconds and keeps you up for 60 seconds. Grabbing an alarm clock takes about 30 seconds and keeps you up for 90 seconds. They're two separate options depending on your scenario.

    The extension is the difference. Every time you break out of sleep, it has a cumulative affect on others waking you up, as well as decreasing that safe window before your timer restarts. If you keep failing skill checks to wake up early in the match, you're just making it harder to wake up (and stay awake) later. Thats just a part of the risk/reward system. Like I said before, its not about the time taken away from burying your face in a gen, but rather about giving yourself more defense from his power.

    Basically, his power is very good at slowing the game down, which is survivor's number 1 reason for hating him so much. Pig's power can slow down the game as well, but its much more RNG dependent, and much more limited.

  • I can definitely appreciate that. Would it be possible to get any kind of "known bugs" in the patch notes so we know which ones are being worked on? Some things like the Dead Hard bug and Ghostface stalk have been an issue for a while (though I'm really looking forward to seeing how mike's stalk has been improved!)

  • I think part of the reason Jane/Jeff are the thiccest we should expect is because the survivors have smaller collision boxes than killers. Having the player model be too wide could cause some issues with that, especially with things like clipping through walls.

  • Come to think of it, if they finally fixed daddy mike's stalk bug, does that mean a possible dead hard fix could be possible soon? please? :D

  • I think most of the reason people hate him is because they refuse to wake up.

    Alarm clocks are actually an interesting risk/reward mechanic in regards to both his power and the speed of the game. Sure, there are easier ways to wake up from dream state, but the extended time awake can definitely be worth it if you're good at avoiding that first hit. Most of the people who complain about him tend to be the same who refuse to wake themselves up, not even by failing skill checks or snapping each other awake.

    Too many people keep that anti-plague/legion mentality of "just ignore the power and rush everything lul" but it's not a good idea vs him (especially with snares.) If he has pallets you're taking a bit of a risk, but with snares you need to be very quick to recognize when you need to abandon a loop AND remember which loops are already tagged (bonus points for when you have enough space to safely set one off without giving up your position.) If you're awake? None of that matters. He's basically just trapper without traps until you fall asleep or get hit and forced to fall asleep.

    TL:DR There is a built in mechanic to counterplay him hard, but people refuse to do it because muh gens. Come to think of it, he's basically like if NOED was a killer 🤔

  • Maybe the real enemy is the friends we made along the way 🤔

  • theoretically. on only mikey no less.

  • I mean, there was even more broken about Billy with the midchapter, including his sound bugs and chainsaws just flat out missing, but yeah that too.

  • Yamaoka maps are a pretty big reason why colorblind options are needed more than ever. Those maps are like playing blindfolded.

  • I love this mockup:

    https://www.youtube.com/watch?v=sCsnloTrM64


    *HEADPHONES WARNING TURN THAT VOLUME DOWN*

  • I still can't believe there's no way to practice killers without going into actual matches. Its especially frustrating with how horrendous matchmaking has been lately, makes me dread getting 5-10 killer daily challenges in a row.

    in matchmaking Comment by Ryuhi
  • they definitely did something to the chainsaw, it feels awful now

  • Bit of a funny argument, considering that we've been asking for colorblind options in the game for years, due to people with different forms of it having some maps be considered near unplayable.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1217273#Comment_1217273

    But that's a teammate problem, not a killer problem. Kindred is the most powerful survivor perk in terms of gen speed and people barely run it. Sometimes camping is the best play a killer has, and if survivors can't punish a killer for a bad camp, maybe they don't deserve the win. 4 gens should pop on a camp.

    Came in here to post this. Not only does it punish killers horribly for camping in terms of the overall game (remember, its 1v4 not 1v1) but it gives you a LOT of information any time anyone else is on the hook.

  • The best strategy vs the doctor is to just waste his time as much as possible. Other survivors can hear when he's shocking you, so (live with the clown or demogorgon) they pretty much have a global sound telling them its safe to work on gens without any fear. Every time you can keep the doctor trying to prevent you from utilizing a loop, you're buying your entire team unmitigated progress.

    That said in terms of the chases themselves, shock is kinda bad in terms of its delay with dedicated servers: its VERY easy to have the shock go off too late to prevent a vault/pallet. Because of this, doctor players will generally have to have the lead their shock a bit, and often will have to assume it didn't go off: This makes safe loops VERY strong against him, and weak loops VERY weak. while running a loop, always try to look for a breakoff direction that will lead you to another loop, preferably when you're near the pallet or window part of the loop. That way if you think his shock is actually going to prevent the usage and confirm a hit, you can easily break off and make distance to it while he's still charging/releasing his shock (As a bonus, you didn't even have to use the pallet/block the window!) Last piece of advice I'd have is to try not to throw the pallet early UNLESS its a safe pallet. And if you DO have to throw the unsafe pallet early for any reason, run away from it ASAP. If you stick to an unsafe loop while the pallet is down, it increases his chances of catching you there considerably due to his ability to block the vault. Meanwhile with a safe pallet (like shack pallet for example) he will have to break it which gives you considerable time to gain distance and/or completely break the chase.

  • Playing killer makes mistakes far more punishing, so the stress factor is generally much higher than playing as survivor. Generally as survivor my only stress comes from running to a loop and wondering whether the pallet has been wasted or not before I get there: otherwise I generally feel like I can at least cause the killer to make a mistake that they will subsequently be punished for.

    Meanwhile as killer I feel like there are a bunch of equations floating around my head about which perks each survivor is using, how long its been since X person was unhooked, which hook state each survivor is on, how the gens are positioned in terms of distance to loops, safety, and each other, which gens were progressing more than a quarter so i can use PGTW on em, which survivor is the obsession, if any of the survivors seem more organized than they should (comms,) keeping an eye out for crows flying/returning, my dumb colorblind ass trying to actually see scratchmarks/blood/blendettes hiding in bushes/etc, and so on and so on.

    And making a single mistake out of any of those could easily cost the game, while as survivor I'm generally like "either I get unhooked and get 2 more tries, the other survivors take advantage of the killer camping me and get a bunch of gens done, or we were just never going to win anyway. lol."

  • *sees perks*

    *watches rest of video*

    Foreward: This post isn't to "prove you wrong" as much as it is to take this game and try to help it be a learning experience. If it comes off differently for any reason I apologize, but I hope it helps you improve from a fellow solo survivor main.

    That said, run kindred. If you ever doubt what your team is doing and can't understand when to adhere yourself to a gen and when to make space for the rest of the team, take kindred. Every time anyone is on a hook, you will see your entire team. Those partially finished gens could have easily been finished if the killer's attention was elsewhere, and when you were on the hook everyone would know where everyone else is which would allow them to divert the killer's attention from the hook enough to get a save. I honestly don't know why solo survivors think they're too good for the perk, its like a godsend for games like that. I mean by contrast, you didn't exactly get much from that WGLF....

    All you really did was tunnel gens on a large map vs a killer with no map pressure. Which in itself IS what should be done vs a killer who has no map pressure or who camps, but not by a single person. You want to either be doing a gen, going for the save, or leading the killer away from the hook (especially killers with instadowns and especially leatherface.) Without knowing if your teammates were actually doing 2 or 3, you kinda just stayed safe with 1 and hoped for the best. Thats where Kindred would have come in 1000%.

    All that aside, your chase was pretty decent, and you got a lot of mileage out of that jungle gym and those pallets before dropping them so you clearly know how to waste the killer's time. (If I had to be critical though, the pallet throw at the 10min mark was a bit bad: You had dead hard, so taking an M1 to save a loop would be ideal, especially since it would have given you the ability to DH to a window/pallet later, but also saved the pallet so that the obsession wouldn't have suddenly found themselves in a dead zone.)

    The shack play was good until you tried for the sneaky reverse vault and got bodyblocked, thats pretty much always a terrible idea against anyone who can instadown or if you're injured. It would have been much safer to just get the additional loop out of it and vault out in good position to run to the nearby loops, as there are generally like 3 safe loops that spawn near there so your chances of having one remaining were still pretty good.

    Lastly at the end when you were on the hook, there were only 2 left and they were wandering in the vicinity of the gate to listen for the TR: Leatherface is at his strongest when near a survivor who is on the hook, so them not hearing it meant that they were assured he was staying near the hook. If you had Kindred, they would have literally seen his aura when he stayed there, so it would have been even more and they probably would have just left instead of waiting that whole time. Can't really do much about that personally, but that part is just kinda luck of the draw, and you getting chased so far from the gates at the least pretty much assured they would be opened and the others would get out. c'est la vie.

    If you think your teammates are struggling in chases to buy enough time, get chased on purpose to buy them room to breathe. If they STILL don't get gens done while you're getting chased for 2-3 minutes at a time, THEN something's wrong. But gluing to gens without going for anything else while you're teammates' chases are the reason you HAVE the time to glue to the gens makes it a bit hypocritical to claim they did nothing.

  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213330#Comment_1213330

    why is it bad game design? the survivor should run across the map even though the killer is going for the next target? if they just play efficiently without wasting time running around they should get punished? the legion should be able to FF and then immediately hit with basic attack with no stun? interesting opinion you got there.

    Because mend freezes while the survivor is in the terror radius now, which was done to fix a different exploit on the killer side. The mending action doesn't exactly take that long, and its not uncommon for the first person to be fully mended by the time the legion finds and/or hits a 2nd or third person. Its part of why their power is often said to be great at injuring survivors, but horrible at downing them.

    As it stands the survivor should be punished for choosing to just mend and not actually be afraid of the killer. All they would need to do is incorporate something like "hitting a survivor with feral frenzy while they are mending will cause them to lose half the mend timer/be downed/anything." Survivors still have tons of counterplay since the mend timer doesnt actually go down while in the TR, so they can bait it to force the stun, bait the chase and waste both the power duration and the legion's map pressure, etc.

    It just really doesn't sit well with how it works, If I ever get tagged near a good loop i'll just instantly start mending because I know I have at least 4 seconds of reaction time to get distance and get in position. There's no need for respect as opposed to most other killers' powers.

  • @FrostySeal said:

    How is someone mending in your face toxic?

    I don't know if i'd call it toxic, but its a pretty good example of bad game design. Players will often mend instantly instead of even running from legion since his power encourages him to immediately forget that person exists, and if the legion wants to break their power early to punish the action, they get stunned for it. I almost feel like the devs bank on it with the whole "hit 5 survivors in a single FF" challenge in the next rift 🤔

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213078#Comment_1213078

    Are you high? Killers have been DCing for the same length of time. LOL DC ban isn't in effect because ONLY survivors quit matches. And my point to that statement is that there is no reason a Killer should get an easy "leave match" button when things don't go their way, but a survivor has to die for it. Not. equitable.

    I already proved exactly why it's equitable. You didn't like my argument, but that doesn't make it any less valid. If Hook suicides were a double depip and caused a MM penalty like DCing does, then yes, anything that let killers quit early with a lesser punishment would be unfair. But they don't, and hookcides can even black or safety pip, and can be done at any time.

  • Did anyone even read the post where i mentioned that the Killer's equivalent of surrendering is opening an exit gate and starting the EGC? Every response has been as if I implied killers should be able to just yeet themselves out of the game or something. People just read what they want to I guess, nothing new.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213174#Comment_1213174

    I main killer almost 90% of the time i play survivor killers dc once the last gen is done.

    Also i have over 3000 hours on killer nice try to paint me as a survivor main champ also you are acting like a newer player you are being stubborn and ignoring the clear issue at hand which is the fact this can and would be abused.

    Also classic lets try to talk about grammar lmao shows you ran out of comebacks nice try champ you'll get them next year.

    You were clearly ignorant of a mechanic that is currently in the game for killers, so I had to ask. Your eagerness to browbeat over it doesn't help you in terms of having a sound argument though, just kinda makes it come off as super defensive.

    I only mentioned the punctuation because I honestly had a very hard time understanding what you were trying to convey. It came off far more as a rant than actual points.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213150#Comment_1213150

    Still completely ignoring the points you are still trying to justify this bro a killer can simply decide at any point to just end the game is completely and utterly dumb you can sit here and continue to attempt to justify it im sorry to be the guy to inform you but this won't happen it would be different if this was only once the last gen was done but giving the killer the ability to just say screw it is dumb back to your survivor argument i have seen and even pulled games back from someone dcing and or dying its possible what im seeing in your post is you support people wanting to be quitters instead of getting good thats the problem with this community is you guys are so quick to give up play the game out and stop complaining.

    It's a party game stop taking this game so serious who cares about winning or losing that does not justify adding more options to help people quit stop being entitled and yes you are being entitled just because you are losing does not mean you should quit.

    "it would be different if this was only once the last gen was done but giving the killer the ability to just say screw it is dumb"

    the killer already can open the exit gate when the last gen is done. Do you even play killer?

    Oh I guess I'm a newer player now, thanks for letting me know btw. At least I can say I've been playing more years than you've used periods in that paragraph :)


    Oh, one last thing, when did I say I would ever use it? I said it should be there, and that its absence causes toxicity to fester in one half of the community while the other is given a way to avoid being held hostage. The double standard is what I'm addressing, not how it affects me personally.

  • because he just wants friends but they always run away 🙃

    https://www.youtube.com/watch?v=QTQY9vlnNP8
  • The nurse is a killer who would greatly benefit from any sort of practice mode in the game, so you don't get punished for your rank when trying to learn how a new killer works. Especially one as technical as her.

1 … 70 71 72 73 74 … 87