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Sharpefern

Sharpefern

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Sharpefern
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  • @neb said:

    God I love 0 iq players saying "juSt BaiT DeaDhArd". Maybe play some killer against actually good survivors, and realize that baiting a deadhard doesnt matter if they use it to get to a window or pallet.

    So I am failing to see how that is different than the other exhaustion perks. The entire point of them is for the survivors to extend a chase, or get away. They have one use of them per chase unless some crazy shenanigan's are occurring with vigil. Is this any different then the other extenders. A survivor is able to fall from a great height prior to you hitting them, generally this would be a free hit but because of balanced they reset the chase, compared to a survivor getting to the deadhard point for a window and getting to vault it resetting the chase. And like most other perks there are certain killers that just directly counter this perk as in anyone with a 1 down assuming they arent running no mither which would essentially mean they are still 2 hit downs.

    I get that it is frustrating because it is more versatile but it also adds less distance than the others, minus head on, and still has a caveat that is mostly determined by the killer, the survivor being injured, compared to the survivor starting running or vaulting something or jumping. As the killer you know the two instances dead hard is used for, dodging a hit and making a little more distance and can determine a bait or readjust your chase accordingly.

  • @[Deleted User] said:

    I guess it can be bad in the sense that a killer may not develop other skills if they overly rely on camping and tunneling from the beginning. But as OP kind of alluded to, a high level killer may do it because they accept that it's not possible to pressure the entire map against 4 high level survivors and still win. It's an inherent flaw in the map design. We wouldn't be talking about it as much if every map more towards the size and tile count of Coal Tower with a good incentive to not tunnel and camp.

    Eh different maps benefit different killers. Someone with a teleport/speed up is going to be able to deal with a big map much better than the trapper or ghostface. And I am not even referring to proxy camping or happenstance tunneling. Face camping, and ignoring survivors who are body blocking to take hits for the one they just unhooked. Killers know that if only 3 people are alive they are going to have a much harder time completing all the gens. In a non top tier lobby it will still take minimum 2 people and borrowed time to save a person being face camped, AND there is still a high chance of someone else getting hooked immediate because of it. If you throw in basement or bubba the only real option for the survivors is rushing gens and sacrificing the one who was hooked first (Which no one really wants to do because both boring gameplay and they know it mega sucks for the person being camped)

  • @Mr_K said:

    That people consider the only "win" for the killer is 4k with gens undone. 

    And they are "forced" to camp and tunnel to maintain that mind set in order to continue facing the same or better teams.

    (I'm not against the tactic, I just disagree with being forced to do so.)

    I am saying it gets to a point where they not only will not get a single kill if they dont. They still wont get many hooks or much pressure or many bloodpoints. They will be getting stomped and their options are continue playing without using these tactics and getting stomped until their MMR is at a place where the survivors are at their level, or rely on these tactics have "okay" games but still notice that survivors are walking all over you in most of the areas of the game, still feels bad bro.

    I am basically stating that if these tactics are used somewhat regularly by a killer they are going to be put into a situation where the game isnt fun because the people they are playing against will be so much better in most areas of the game.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/312316/unpopular-opinion-camping-tunnelling-is-worse-for-killers-than-it-is-for-survivors

    I agree with you and have voiced the exact same in posts so I know it's a not very popular opinion. However, it's an accurate opinion and sticks the Killer player in an MMR hell in the long term. It's definitely not the only problem facing Killers but it is a definite factor.

    Exactly. In the immediate game its worse for the survivors, 0 questions asked. but in the long term It will continue to wreck the killer and probably push them out of the game.

  • I would agree with the old ranking system being better but I think that this could be solved in a much simpler strategy. Like with league having the choice between Normal and Ranked. You get to choose do you wanna run a No Mither build just to try it out or do you wanna focus 100% on surviving by any means necessary. Do you want to focus on your hatchet throwing or NEED to get a 4k.

  • You could also do what I did. and go around that one. I mean I will come back to it at the end but yeah just do the 30 gens/pallets/walls and 20 hits with weapon instead

  • Let me put it this way. There are 5 players.

    1/5 player has the ability to depip everyone by not playing

    If a survivor is downed once, the killer has the ability to say "this is your death hook you dont get to play."

    The ability of the Killer to control the end outcome despite the survivors ability, as one player, far exceeds the amount of control that the 4 survivors together have over the killer.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2381194#Comment_2381194

    You need to study the emblem system and DbD gameplay a little more.

    Firstly, AFK survivors can't start chases, meaning they're worth no points. Secondly, you're not skilled or playing well by holding W. Thirdly, a small handful of killers being able to, over the course of 20 minutes, solo-farm devious points doesn't mean killers in general can get much devious from uninteractive survivors. Fourth, have you ever gone against baby survivors? You get no points. The game's over in minutes, only without anything actually happening.

    Edit: also, we're not talking about farming, so that devious comment I made is irrelevant.

    Okay going through killer emblems 1 by 1

    Gatekeeper: # points = # of gens * # of min + 10 points for exit gates remaining closes at end of trial. ie 7 min game where 3 min 5 gens remain 2 min 4 gens remain and 2 min 3 gens remain gives the killer 29 points plus and addition 10 if the exit gates didnt open totalling 39 points. Min needed for Irri 35.


    Devout- 2 points per kill/disconnect by any means except bleed out 1 point for hooking all survivors at least once and 1 for hooking 9 times so Survivors can actively prevent you from getting the point for 9 times by leaving someone on the hook stopping them from being able to get a 2nd or 3rd hook. I will give you that.


    Malicious- 1 point for each hit +2 for each hook stage -1 for each state healed -1 for survivor escape from grasp


    Chase- based on hitting survivors and having short chases. and if I am not mistaken a chase begins when you either a) are running after a survivor or b) hit the survivor since you get max points for 0-15 seconds. If the survivors never end up unhooking or healing anyone this one can be limiting to it looks like bronze maybe silver. It looks a bit unclear to me.


    So yes survivors never unhooking someone can limit the killer possibilites from 16/16 to 12-13/16 but that basically requires 3 afk survivors. A killer however can drop it from surivivor 64/64 to 25-30/64 depending on if the killer brought hex totems. With the exception of Nemesis who would give survivors a way to injure themselves and thus heal themselves.


    As for Bloodpoints.

    Brutality- can be limited by because number of times available to hit before you down them

    Deviousness- So killers get this just for survivor bleeding plus their abilities plus a bonus for noone escaping. Each killer is different. In addition every killer can utilize their power without the survivors doing anything.

    Hunter- there is a limit to how much you can get but you will get points for survivor found. because you do want chases to last a little longer. but you can still get at least 1/2 the blood points with all afks

    Sacrafice - is limited if the survivors dont unhook people. but again can still get over 1/2 with full afks.


    So I stand by my point that its way too reliant of the killer being effective. The survivors actions might make it so the killer isnt able to get full points but it requires alot of lack of effort of ALL survivors.

  • @Apollos said:

    I'm not sure of any other way for it to go, since killers need survivors to get hooks and hits as well. It's a mutually beneficial thing.

    Obviously it can be impossible against killers that break those systems though, like trying to heal against Plague or unhook against Executioner.

    I am not suggesting not rewarding survivors for saving and healing people. I am suggesting not punishing them for not being able to. If the survivors are super-skilled and completely avoid the killer without sacrificing an individual that's their job, but an entire set of bloodpoints require letting the other survivors get hooked and hit.

  • @MadLordJack said:

    Survivors control the killers points as well. If a team just slams gens and holds W, the killer gets no points even if they win. Their gatekeeper emblem is completely out of their control, as are the other three because they rely on survivors actually doing things instead of just being meta slaves. Good luck getting much devious or hunter in that situation. Even sacrifice depends on the survivors doing poorly to farm.

    It's a dumb system, but it cuts both ways.

    The difference is the survivors control the killers points in playing the game well. where the killer controls the survivors in playing poorly. If survivors dont do a single gen the killer gets irri gatekeepers. if the killer doesnt injure the survivors the survivors get nothing with benevolence. as for devious using their power gets them devious. Freddy for instance could just make more blood pools. Hunter gives points for chasing or hitting survivors. They actually get more points the shorter the chase is so an afk survivor is worth the max amount of points.

  • I guess its just frustrating that any time that I survive I don't find the crown and any time I find a crown the killer does a 4k.

  • @KelvSter02 said:

    I enjoy it, gives the game a sense of completion rather than just repeatedly hopping into trial after trial.

    I do wonder why do you like it? I am not judging but more curious what it provides. That wouldnt be present by a shop, or is different than the archives and dailies

  • @Kirkylad said:

    I prefer challenges to be more challenging and not just repair x amount of gens, cleanse x amount of totems etc. I fly through the majority of the challenges way to quickly.

    I don't have an issue with the challenge itself per se. I have an issue with not knowing how far along I am for the single game challenges. If I am keeping track myself, great but when I jump over 5 pallets or windows I would want to ensure that I get credit for it. "Killer wasnt close enough to be technically in a chase" means I wasted an entire game or 2 or 3... on the challenge. I might even throw the game because I need "one more thing" for a challenge but I really need 2 where I wouldnt take that unnecessary risk. I just think they have a bunch text pop up on the screen when you earn BP why cant we get get the tallys for the things we actually need to do in the game.

  • I understand. and I am trying to just be constructive with this criticism as opposed to the rage monster that I currently am feeling. Something that I though should happen didnt. They have notifications during the game for when you do things, win a chase reunited etc. It seems like the challenges both daily and archive should be included in that.

  • @dnj510 said:

    A bonus 100bp only? Not worth guessing.

    I mean it would be similar to the first game of the day. Not alot but something. It could be more but anything would be cool. But I do understand with the bugs that might occur

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943479#Comment_1943479

    Or its what one of the devs said during the last Q&A: Because there are far more survivors than killers, (on any rank) the system grabs that one killer who just started the game and matches him with whoever has been waiting more.

    See thats an issue. I would MUCH rather waiting a bit longer to make the game fair then play a game where I am automatically going to win or lose, because thats NOT FUN. They are choosing to have a worse gameplay experience for all to have more gameplay, which will cause people to STOP playing for good.

  • @Tsulan said:

    There are not enough red rank killers around. So the only solution I see is to make killer an enjoyable experience.

    Until then, the matchmaking is doing what it can, so people even get matches.

    If this were the case survivors would get killers of a higher rank. example a average survivor rank of 4 would generally get a killer rank 5-8 and it can be anticipated that a rank 6 killer would get an average survivor rank of 3-5. But instead I am seeing things like what VSLI picked where a Level 1 killer gets placed with 15-17s and level 15 killers being placed with reds and purples. Since WILDLY wildly mismatched plays are happening on both sides of the coin, its more indictive of a poor matching system than a poor pool selection.

  • none of the perks involve undetectable and they had no addons

  • Non specific silver emblem ones still worked

  • Dash jumping through windows gives the killer your location.

  • @Kazim said:

    It is unmotivating being a killer with so many nerfs to killers and recive teabags, jokes and insults after you couldn't kill anyone but gave your best, many survivors are very unsporting because most of them don't play killer and don't know what it costs to be killer, they think that the tunneling is toxic on our part but they don't see the genrush that they make and the pressure they put on us 

    Survs main sucks

    So I definitely see the point but I split between Survivor and Killer and have to say the most unmotivating thing is the matchmaking. If you are a level 14 killer and your survivors are levels 1, 4, 5, and 12 you're gonna get frustrated. Its a match that shouldn't have been made. And if you get several in a row you're gonna leave. It stops being fun when the game is seemingly purposefully putting you up against survivors you cant beat because matchmaking isn't doing it's job.

  • But seriously how does this happen. Matchmaking isnt even quick for either side so if they arent trying to match people at your rank why

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