Shartley
Shartley
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3249203#Comment_3249203
If I was running a hundred meter dash and realized I was somehow 50 meters ahead of my opponents, yeah, I'd slow down. I've won, this talk of Bronze is silly. Especially if I was just in a casual race and not some professional competition, though even in professional competitions it's pretty normal to put in backups/slow down when you have a giant lead. Playing to win is great, once you've won just grinding your opponent down is ridiculous.
"I'd slow down"
tell me how I know you aren't and were never a competitive athlete
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3249098#Comment_3249098
Where does that happen for the killer? Not only does this exist for the killer, it is the entire basis of the game. Every time the survivors complete a gen the map shrinks. I've seen killers get stomped for 75% of the game and then turn it around at the end. Not to mention you still have the opportunity to get kills post gens. Really until the doors are open even against a 4 man you have a chance to get at least 1 survivor down and on the hook and camp them while you wait out EGC.
It stuns me that killers don't realize this. As the survivors play better, the game becomes more and more difficult for surviovrs. If the killer plays well, it gets considerably easier. Killers don't need anything else because they already have it, they are always 'in the game' until the survivors are in the exit gates. On the other hand, for survivors to have something to play for they need an additional element, the hatch. Your solution goes in the wrong direction, far from making it easier for the killer at 2 survivors, more should be done to give them a chance to keep the game going.
https://forum.deadbydaylight.com/en/discussion/comment/3249325#Comment_3249325
Let's turn your logic around that around:
Why should I be punished as survivor just because the killer managed to find a weak survivor on the team and tunnel them out. Or what about the situation where the survivors suddenly have to play without a teammate due to disconnects. I don't know the other survivors, they were just thrown into a game with me. I may well have played the best game of my life but am going to lose because my team was garbage.
It's not always fair, but you're going to play hundreds of games, it averages out. Lots of people just don't see when the odds fall in their favor, then they call it skill.
Wanna know whats fair? Playing killer, I'm tired of you survivors brining RNG into this equation with garbage players being on your team in solo Q. That's BHVR's attempt at preventing decent players from having a bad time due to garbo allies on their team? A get out of jail free card via hatch? The bias towards pleasing survivors is so blatantly obvious to anyone paying attention.
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@Eelanos said:
https://forum.deadbydaylight.com/en/discussion/comment/3249847#Comment_3249847
The thing is, this happens less the less generators remain. The situation the OP stated was 2 survivors and 3 gens. The chances of completing 3 gens by yourself while your only other team mate is getting slugged are close to none, and nothing guarantees you that the killer isn't keeping an eye on the slugged survivor.
When there's only one gen remaining, people hide less. There's a higher chance one will go down and the other will survive, especially because there's a slight chance the downed survivor has perks like Adrenaline or they may rethink giving up and using Unbreakable if the other player gets caught.
People play more safe when there's more gens because it's unreasonable for 2 players, one of them downed, to do 3 or more gens by themselves. The best course of action is letting the other die and go for hatch to at least get a redo.
What the OP was asking for was the equivalent of a single player holding 99% of the spaces in a game of Monopoly and, instead of quitting the game early proclaiming that player as the winner, screaming at the other player to painfully roll the dice every time and slowly losing whatever remaining money they have on themselves.
As I said before, it's not the pleasure of winning, it's the pleasure of seeing someone else lose.
If that's true then I should get the 4k for killing 2 survivors with 3 gens remaining - end of story. As it stand if I do this, I do not +2 pip. So your analogy is entirely false. 99% win? More like 50% of a win for 95% of the work. The remaining 5% is a total slog that is unfun for both sides. If I won as you say, then give me the win. Give me the 2 pip, I don't care if you "lose"
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Look I'm sorry, but as it currently is, the game is for all intents and purposes over. Its a new game, a metagame, and as it stands, it's extremely stale - as I have detailed numerous times.
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@oxygen said:
Firstly, you don't "deserve" a kill in a situation like that any more than a survivor "deserved" the escape just because they made it to the exit gates and got downed and picked up in them.
However, I do agree that for a whole lot of reasons it would help if the hatch essentially counted as a kill as far as points, pips and any achievements/challenges are concerned. The killer did already win from a mmr viewpoint, a kill-based viewpoint and a lot of the time from an emblem viewpoint. And it's already treated as a neutral result mmr wise so it's a sorta logical next step that doesn't actually impact gameplay in any way.
Except I do, and the survivor doesn't, because I played well in this scenario, and because the survivor played poorly.
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The fact of the matter is Trapper is just an unfun killer to play against. I'm all for him being ######### because playing against him feel awful.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3249212#Comment_3249212
Never said that you'll know exactly where a hatch will be. In my experience playing killer I very often find the hatch before the survs. Rough estimate about 70% of the time. And I'm not saying don't take it seriously, but you do need to relax a little.
Sure play for the 4k but if you're really getting that angry over getting a 3k instead of a 4k then that's a bit much. Not every game can be a 4k, tbh it's boring if they are imo. It's pretty natural for survivors to play for hatch when the game is clearly lost. And they'll do whatever they can to get an escape. Just like you do anything you can for the 4k. Can't blame them for that. I'd much rather just kill that 3rd surv and take my chances looking for the 4th, because slugging for the 4th is just drawing out the game and makin it unpleasant for everyone involved. Including you.
"because slugging for the 4th is just drawing out the game and makin it unpleasant for everyone involved. Including you."
Which is exactly what I said, congrats on finally getting up to speed. So your solution, as a self-acclaimed killer main, is to just suck it up and move on at your own expense? Okay, cuck.
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@MaTtRoSiTy said:
"I'll find one, slug him so I can get the 4k"
I have zero sympathy when I read this... I have to admit I will hide out of pure spite at this point as you are just wasting everyone's time. Just hook and most times you will find the last survivor anyway. If you don't? Well at least you didn't waste several minutes of your life...
I hope they put in some variation of the end game changes they tested as the slugging for the 4k thing is just plain annoying
I feel your pain, I feel bad for the person that is slugged which is why I almost always hook them anyway - at my own expense. But that's bullshit. I played well, why should I be punished? People in this thread are talking as if I'm the one who is wasting peoples time. THE GAME is wasting your time, that's why I'M trying to change it.
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Definitely a "overpowered against noobs, barely playable against competent players" killer - very similar to Hag.
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We should petition to rename it "Savestopper"
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@Lineheart said:
https://us.v-cdn.net/6030815/uploads/JU4OXJA8V7QJ/pxl-20221030-225236501.jpg
Got 1 hook all game. I am not a bad killer but not exactly bringing a sweaty build going hard. So of course they all tbag and the pm me gg ez. Least they were nice enough to do it at exit so got my daily that a pain on artist.
Hey man, congrats on your killer win. Be happy with your couple of hooks and 26k points.
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@Johnny_XMan said:
You slug for the 4K because you feel you are deserving of a 4th kill even though the game isn’t done yet? Lool
Also you do realize that just because two are left doesn’t mean that they can’t still complete gens. They are just going to play more cautiously (a strat) just like you slugging a 3rd is considered a strat.
Just because you get bored playing hide and seek (when you put yourself in that situation by slugging for a 4K) doesn’t mean they are just afk. Nor does it mean it should automatically entitle you to a win. Funny how you complain about hatch being a get out of jail free card, while you’re asking the game to hold your hand and give exact coordinates for where the survivors are.
Except they aren't playing the game, had you read my OP you would know that. Had you been in this situation you would know that. They don't play the game, they don't go gens, they hide for 15 minutes and I am lucky to find one. I then slug that person, because I'm getting my 4k, so I can find the 4th survivor. If I hook the 3rd survivor then they suicide, and the 4th likely finds hatch. If you cannot even grasp this scenario then I don't know what to tell ya.
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@Marc_go_solo said:
Nobody "deserves" a 4k or an escape. It has to be fully earnt. Nothing in this game should occur purely because a player feels entitled.
But I can empathise when 2 survivors are remaining with 3 gens, so they go and hide. It can be frustrating hunting them down. Likewise, the survivors are also trying to outlast each other, in the hope that they can get an escape, which is their win condition.
Unfortunately, that's the nature of the game. And whilst your proposal for crows to appear constantly if gens exceeds survivors feels grossly disproportionate and gives an unrewarding and undeserved victory, a smaller change, such as survivors which just locker-jump would get crows if they go from locker to locker within a set time. This would mean the survivors cannot just hide away in lockers constantly, and forces them to venture out. Or maybe reduce the time a survivor remains idle before the crows come.
Um excuse me, did I forget to mention that I killed 2 survivors (and likely scored at least 1 or 2 hooks on the remaining 2 survivors) before 3 gens could even be completed? Where the ######### is the entitlement? You people are absolutely delusional, do you even play killer bro? If I can kill 2 people before 3 gens get completed then YOU HAVE LOST. GG. NO RE. You have been completely and totally outplayed - I played an outstanding game. And its dogshit that once I have dominated in a game, it just gets thrown back in my face. For what? To make one survivor feel good about getting owned? They deprive the killer of their earned victory so someone who objectively lost gets to feel like they won? Where does that happen for killer? Where does killer get their feel good points when they get two hooks? Where is my safety net for that? All I get is people t-bagging me at the gate. Entitlement? ######### outta here.
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You can report anything you like my dude, whether or not it will be addressed is another story entirely, and a big factor in that is if you have it recorded. If you don't I would not waste your time.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248433#Comment_3248433
"I also completely disagree with the basic premise of your argument that SWF doesn't provide an inherent advantage."
Reread what I said.
I never said it doesn't, I said it isn't a guarantee.
My personal experience: I'm far more successful in solo queue, because I'm not bombarded with ######### talk from my friends in one ear that distracts me and drowns out key game sounds, and can actually focus on the game I'm playing. I play with my friends for fun, because they're my friends, but we don't succeed more because of it. I play more cautiously as a solo survivor, and I tend to escape more often than not because I run things like Kindred and Sole Survivor. When I play with friends, like most SWF, we're overly altruistic and end up dying trying to save each other.
If I'm further handicapped for playing with my friends than I already am, then that's going to make me resent playing with them at all.
We (or rather good, competent developers) don't balance games off of guarantees we balance games off of potential, otherwise the skill ceiling becomes unbearable - which it currently is. Ultimately I'm afraid this conversation will devolve into whether or not the game should be balanced for casuals or people who actually utilize mechanics to their fullest. It's fine if this game wants to be Mario Party with killers, it just needs to make up its mind what it wants to be, because right now its "trying" to be both - though if you take BHVR by their actions/game design the decision they made is clear.
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Personally, I think the bonus bloodpoints thing for survivors is a total hoax. I don't believe for a second that people are flocking to killer disproportionately to survivor (I mean obviously it is disproportionate because 4 survivors for every 1 killer, but you get what I mean). I think the whole "the kill rate for killers is 60%, guess game is balanced!" premise is a pile of #########, and they just left the survivor bonus as is to 1. reinforce this farce that "killer>survivor naow" and 2. address a longstanding grievance with BHVR that the grind is too harsh in DBD (which I'm pretty sure they were referencing shards, not BP, but w/e).
To clarify and make my post relevant to OP: I think there are FAR less killers in the pool of potential killers for newbies to go against than we are led to believe
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248418#Comment_3248418
This is backwards.
You can't handicap people simply for playing with their friends, and SWF doesn't guarantee an advantage, it only provides the possibility of one.
That possibility is significant, and the advantage is significant, but it's not guaranteed. It's also provided by the innate ability to coordinate via communication, which can't be prevented and is basically the cornerstone of all team based games.
Even if they implemented some kind of tangible handicap for SWF, all players would have to do is lobby dodge until they queue into the same lobby, exactly like they used to, in order to avoid the handicap.
SoloQ needs QoL improvements to provide information, and the ability to coordinate, at a similar level to SWF. That's the only way to balance it fairly. But this would mean bringing soloQ up to a similar level as SWF would result in a decreased kill rate and more sweaty killer games, thus the need for some kind of adjustment in the killers favour. But how much that needs to be likely can't be ascertained until soloQ is closer to SWF level. It may not be much at all.
Then they are free to do that. I think that's a significant enough pain in the ass to prevent a sizeable majority of players from doing it. I also completely disagree with the basic premise of your argument that SWF doesn't provide an inherent advantage. Simply knowing who the best player on your team is provides an advantage, simply knowing that at least ONE player on your team won't hang you out to dry when you're on hook, simply knowing that if your friend isn't doing gens when they should be you can tell them what the right play is. These are all significant advantages, and don't even come close to the level of coordination that high level SWF can utilize.
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Literally anytime its advantageous. Slugging in and of itself is a terrible idea, unless it leads to a win. There is no "is it permissible" argument, only a "is this even a good strategy" argument.
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I press escape, for the flavor.
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@C3Tooth said:
Everything will be okay.
Convince me I'm wrong and I agree.
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@HellDescent said:
In order for solo to be on the same level to swf they need coms, which I'm surprised we still don't have. Pretty much every multiplayer team game has voice chat. Not everyone uses mics, so adding communication wheel is a must and its not hard to do.
The question is how do we buff killers? I couldn't come up with any solutions. Increasing their movement speed can break the loops, shortening attack cooldown is not gonna let survivors to reposition. Gen kicking and hooking speed are the only things I could think of and they won't be enough. Any ideas?
I have no problem with solo Q, its SWF that I need a handicap.
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This game is an absolute joke for killers above even medium skill level of play, if it weren't so fun to just humiliate and swag and on people nobody would bother playing survivor because it certainly isn't for a challenge.
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@Marc_go_solo said:
It's not a huge issue for me because, despite its longevity, it is only active until you do something that progresses the game. If someone wants to get the most of it, then they daren't do any gens or heals in the meantime.
It's simply an anti-tunnel perk. It's not that much of an issue, especially now it no longer activates once the gates are activated.
K except you don't realize that unless you tunnel at high level of play you lose
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No this is an absurd idea
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probably not with your daddy, but BHVR doesn't care
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troll thread
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post rank
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The obvious reason camping can't be realistically addressed is because any reason not to be in the proximity of a hooked survivor would inevitably be abused by survivors during a legitimate chase. Also, want killers to stop camping? Stop making it impossible to win without it. 3-4 gens left and you're on your second hook with 2 survivors running around like chickens? Damn straight im sitting right on your ass til the claws come to take you to your new home.
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You do realize EGC was added only a few years ago right? Specifically because survivors thought it was funny to hold games hostage after the gates were opened
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No they recently released a roadmap that extends into early 2023 which translates to mid or late 2023 in game developerese.
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@johnlikesguns2 said:
So im a killer main, i always enjoyed this mode. I always thought it was fun to haunt for suvivors with different killers that had their unique powers and playstyles. Before 6.1.0 i thought it was fine. But after this update, besides the buff to killers. Which pretty soon after was pretty much reverted, i face a sweaty team each match i play. By sweaty i mean gen rushers with the best of perks in Dead By Daylight. I can start with the most problematic ones in my opinion. Prove. Fast gens, paired with hyperfocus and toolboxes. Even faster. And the most problematic case for me, Circle Of Healing. This boon has a great range and provides a great advantage for the survivors. If you have a team with 2 CoHs. You spend time kicking them, rebooning and that's the whole cicle. Meanwhile you got the other survivors doing gens which with the perks it's fast as hell. So the problem here is, a coordinated good SWF with the perks i mentioned above. They make it very difficult for the killer to do anything. And now i want to ask, is any of this fun? Is it fun gens going so fast you can barely react? I have tried quiting Dead By Daylight before. I tried to find my own game but i didin't suceed. I eventually came back because i loved this game alot. And with the recent approaches by BHVR i feel more and more demotivated to play. And i have to do it, because i have no idea of what else to play because i started playing this game almost one year ago and enjoyed it alot. But now, not so much. It just feels tiring with all i said above. Am i just a bad killer, or are sweaty teams just overpowered? Thank you for reading this, just wanted to share my recent feelings about this game. That i once enjoyed alot, nowadays. Not so much.
Well ######### man, 1.5k hours played? I'd call that $20 well spent. Should BHVR also cure your back pain?