SmarulKusia
SmarulKusia
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@foxsansbox said:
I'm still reading through the notes, but:
General Killer Improvements
The average kill rates (how many Survivors are killed each trial, on average) are a little lower than we’d like – a sentiment echoed by many community members.
_________________________________
Oh man, Imma copy and pasta the crap out of this anytime it becomes relevant in a thread. That is all. Share your favorite fresh take from the notes if you feel like dragging on this pointless thread. Happy hunting!
My favourite was them wanting to make killer an unstoppable force, cheers for that BHVR
Yours sincerely,
A survivor
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@The_best_killer_main said:
Ok this event is the WORST thing ever it's unfair .
I was in a match and 5 gen's where done in less than 3 minutes. That is not acceptable , what's the point of playing then . Your just going to get gen rushed anyway. Even if you bring strong perks like blood Warden and ruin you still can't do anything. Either they get rid of ruin In 30 seconds or you cant even catch anyone to hang them to activate blood warden. You stand no chance as killer in this event.
the events always bring out the worst, the snowmen at christmas (people started running killers that voided the reward), the crowns that demanded a kill/escape but also showed you held them (increased camping and tunneling).
its always like this
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@MikaelaWantsYourBoon said:
I have a lot fun honestly.
As survivor i am using more chill perks, not sweaty to killers. I am trying to get max bp i can get.
As killer i am chasing survivors for 8 hooks. I am not killing any of them (except toxic people). Farming is boring tho, so i am just playing normal but not killing any of them.
Most people are using flans, so we all getting so much bps and that's best part of event ofcourse.
It is great break to sweaty games for me.
Ive had a mix, i had a lot of sweaty killers, but some chill ones too
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@Seanzu said:
I'm just curious is all, it happened multiple times but I feel absolutely nothing at all, I don't feel personally attacked or targeted and see absolutely no rational as to why so many people are upset by survivors doing it?
GF can trigger his power by tbagging
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@Neamy said:
Would be nice by now if the event items were all in a shared pool, so I didn’t have to wait to prestige so I don’t lose them
Considering the strange generosity of the flan offerings this event, Id recommend playing a character where u got the flans, playing them every game, and just leveling up other characters and etc. thats what ive been doing and in the last day, ive gotten about 4 prestige levels
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@HungrySnek said:
Please
Last year was horrible with all the people who just hoarded the cakes. Fun fact but if you use your cakes you can get more anniversary items and more cakes :D
is everyone forgetting that the cakes didnt work so ppl hoarded them??
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Good news, they adjusted the numbers for the first challenge and we completed it! I hope that will follow suit for the other challenges too cause they still look very big!
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@PNgamer said:
hey,
yes, I would prefer the Perk changes to the Prestige changes because they have a huge impact on current gameplay and I think that's more important, but that's the way it is. DBD, in my opinion, was designed primarily for solo players and when the developers decided to include SWF as well, they didn't anticipate the impact it would have later on.
After all, DBD is no longer comparable to 2016 and a lot has changed in recent times. However, I've also noticed something important in the last few years: When DBD was made more Survivor-friendly, oddly enough, player numbers dropped. If the game was made more killer-friendly, the player numbers suddenly increased and that doesn't come from somewhere. Do you understand what I mean? I wish the developers would manage to make the game a bit more difficult for SWF players, or "the higher the MMR, the more difficult the game," but I'm afraid they will never be able to do that, because they also often come up with the argument: we don't want to punish SWF players just because they play together.
Well, SWF players just have the luxury of being able to choose any perk they want because they can communicate via voice at the same time. Solo players on the other hand are a different story because they use more perks like Kindred, Small Game, Spinechill ect.
The thing is: Even if the surviving Perkless would play, they would always have it easier than killers, because there is a good reason why killer players mostly need to bring Genslowdown Perks. Gens fly around their ears otherwise, and that's just not fun and frustrating in the long run.
Just try it out: Perkless Killer versus Perkless Survivor. You'll notice the difference. I don't think the developers will ever succeed in making DBD so good that it's just perfect for each side. Just wait until they nerf all the genslowdown perks of the killers. Then it will get worse and gens will fly even more. Especially with higher MMR you won't be able to build up enough pressure.
How do you see the whole thing?
Greetings
How do i see it?
I see the issue - SWF aren't a problem. It's the comms that SWF have that ruins the balance of the game. Why do they have comms? Because there are third-party apps to communicate with the people you are playing.
How do you fix people communicating outside of the game giving them a natural advantage over other survivors and killers? By removing the advantage of having open mic communication and bringing in voice chat. Plain and simple. Then you can balance around the idea that everyone can communicate with eachother - beyond me that bhvr has yet to add it
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3003506#Comment_3003506
The devs have said several times they have no plans to add in-game voice chat. Among their reasons are language barriers and the plentitude of third-party options for it already out there.
I also doubt they want something else to have to code into the game, and to police as well imo.
Except the literal reason that SWF is only an issue BECAUSE of third-party options - as for language barriers, that is literally a lame cope-out, literally nearly every single modern multiplayer/team game has voicechat, you are part of a minority if you don't include it.
SWF wouldnt be a problem if third party talking didnt exist, so why not make the gap between SOLOQ and SWF smaller by naturally having the option to communicate in game as an ACTUAL option? like.. most games do?.. None of the reasons you have provided are legitimate lol
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@ChurchofPig said:
I honestly think the answer is that they've ran out of ideas for challenges.
Man, im heavily disappointed
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@Sludge said:
Kicking gens is worthless what do you expect
thats why im saying i doubt we will get thru it
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3003518#Comment_3003518
I don’t camp nor do I tunnel. I didn’t mention it either.
I didnt say you did, but you are not helping the situation. You go full sweat-mode on some innocent players trying to enjoy the game, just like you did, and then those players will go sweat because why play nice?
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3003499#Comment_3003499
So? If you have one bad experience you should prepare for that same experience to happen again, especially when we all know the odds of the big three meta perks being used by a survivor. If you knew every killer was going to run NOED wouldn’t you are your buddies not want to have a Totem Aura perk? I saw the way they played and recognized that this event should be treated like the last. Going in hard and getting as many blood points as possible. Especially so I can help level killers that don’t do well.
You are just not helping the situation whatsoever, everyone wants to get bp and to get everything they can.
The most unfun games ive had so far have been killers tunnelling, camping especially when playing haddie to deny me getting a chance at a challenge.
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@HarlockTaliesin said:
https://forum.deadbydaylight.com/en/discussion/comment/2999550#Comment_2999550
There's a problem with that, though: Having to be in voice comms with the other players of this game. I'd rather deal with hook camping bubbas than listen to some sweaty dudebros greatly overestimating their skills every trial. The very thought makes my teeth itch.
More on-screen info would be better received (base Kindred, et al).
Then just like any other game, you have the option to mute individual players or opt out of voice chat, seems like a self-inflicted issue with a long-winded solution than to JUST have voice chat lol
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@Ath4nat0s said:
Yes
Make more killers realize that tunneling is the best strat
Cuz before the strat was tunnel the guy with the key
It was really fun for the survivors right?
I dont understand this argument, tbh
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@MikaelaWantsYourBoon said:
SWF teams are stronger than solo teams for sure and they have so much advantages against killers. For example;
+Solo teams needs to use aura perks for information. SWFs can just talk in discord.
+Solo teams needs to use Small Game for totem counter. SWFs are just telling each other how many totems cleansed.
+Solo teams don't know who will go to save, who is going to solve Pinhead's box, who is in chase etc. But SWFs knows.
Balancing game around solo teams makes game unfair for killers. Balancing game around SWF teams makes game unfair for solo survivors.
So SWFs have some advantages but are those reasons enough to remove SWF from game? (except custom games) Or it will be bad decision? What are you thinking?
Or they could just add voicechat to the game so that people have the choice of open communication, and it starts to eliminate the skill difference/perk difference between SoloQ and SWF, and the game can be balanced more around the philosophy that everyone is playing with the capability to communicate.
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@IlliterateGenocide said:
I Just got toxic for finishing a gen IN front of a artist face.
I Knew she had pop because I saw it before.
She still won.
I asked "Why BM" and that was her response "Did a gen in my face"
Do you guys consider this toxic?
Edit: The Bm was letting me bleed out on ground while constantly shaking head and slashing the air
No, doing the gens is the survivor objective.
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I think it's alright but it's a bit too dark, or maybe the zone that you can see is a bit too small imo,
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@toxik_survivor said:
He's simply too modern. You have all these old school killers and dbd is generally a rustic feeling type horror game, and out of no where this k pop killer drops and he has a futuristic bat that makes laser sounds and throwing knives. Trickster just doesn't fit the game at all imo. He's a cool concept but ruined the feeling of the game.
A dev must of been a bts/k-pop fan.
With the right cosmetic, i think hes the scariest tbh bc there's been multiple times where i didnt react to the trickster bc i thought he was a survivor
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Ah yes! lets prepare for more poor performance :)
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@Tsukah said:
https://forum.deadbydaylight.com/en/discussion/comment/2863797#Comment_2863797
Couldn't of said it better myself
Of course a confrontational response will be completely ignored by them though, doesn't surprise me after they were quick to strip Dowsey from everything they gave him just bc of a joke he made.
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/F2K3VTL8PJFE/image.png
According to Steam Charts (only counts Steam but still it is one of the biggest platforms DbD have), since the Boon big mid chapter patch, less and less people are playing the game. During this time we had Artist chapter (very end of the November) and now Sadako. Both chapters didn't increase the playerbase at all.
So my question is: Why do you think people are not playing anymore? What do you think are the biggest issues right now with the game?
SBMM, taking forever to work on Map/Killer/Perk reworks, performance issues, underwhelming chapters.
People have been continually losing faith in BHVR, some issues being longstanding. The biggest offender on BHVR's list is their anti-friendliness towards players, by constantly up-ing the demand on what you need to run the game smoothly, despite this game being less demanding than something like Overwatch or GTA. Two years back, the biggest thread topic was about optimisation, with 1k+ responses if I'm not mistaken. But they don't listen, they continue to 'graphic' update the game, adding un-needed details whilst thinking nothing of the players that are already struggling to even run the game for 30 minutes without their platforms turning into a private jet.
The reworks also take far too long, we've known about a GF and Legion rework since what? December? November? we had two chapters release in that time. Maps get disabled for these reworks for far too long. More than likely, players will be disappointed from these reworks too after they so heavily pushed for the metas that we have now.
SBMM was also highly dreaded among the community. There's always been complaints about splitting the playerbase between a competitive cycle and a casual cycle. But BHVR fears what they've caused themselves anyway, which is the splitting of playerbases. The only real escape you have is a joke of a mode, KYF, which is so limiting, I don't understand why it's still on the menu tbh. This SBMM is probably the worst that I've ever seen in any game, never have I experienced a game where you can have 300+ hours and still be paired with new players that have less than 20. NEVER.
Then the chapters. Lack of variety. In just the last year, prior to Sadako, we had 4 back to back anti-loop killers. With literally very little loop concentrated compensation for the survivors. The biggest chapter for survivors out of the 6 that involve all of these anti-loop killers didn't even come from any of those chapters, it came from the singular chapter that had Mikaela in it. Players are bored, playing anything than meta is far too risky, and players don't want to be participating in an active workout just to get results for ONE match.
It all comes down to BHVR's lack of care? attentiveness? These issues have been vocalised time and time again. By even the biggest content creators. Look no further than Dowsey, who publicly went against them and criticised them - what happened? He's been punished for speaking his mind on the state of the game, and the Devs' response to the worries and concerns of their customers. Some may sit here and be critical of Dowsey, but it all started as a joke - jest towards the Devs' obliviousness of just how big hypocrites they are.
You want your problems fixed? No, have a rift, 3 new cosmetics, another P2W DLC, and a free weekend! Because hackers are welcome to join in on the fun:)
Please.
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@Mandy said:
DbD is heavier on CPU rather than GPU - which is why having low/medium/high would not change anything for consoles with regards to framerates etc.
Part of the problem is that the GPU's are getting older and might not be quite so reliable as they used to be, and yes they will definitely start to struggle with newer games if you wish to play on higher graphical settings. I'm still running a 1070Ti in my PC and so far I've not had any issues with any game, but it's only a matter of time.
Optimise your game. Fix the coding.
It's been 6 years too long. DBD, to this day, is the ONLY game that consistently overheats my PS4 within a matter of one/two games - and there are many games which are far more demanding in terms of map area and graphics that take much longer to do what DBD does in just 30 minutes of playtime.
If games like GTA, Overwatch or any RPG game (say Dragon's age) with larger scale maps, larger scale player teams and larger scale graphical details can run smoothly then DBD has no excuse. My PC isn't even a year old, has some of the freshest parts available yet it only experiences jittering and freeze frames on THIS game.
Stop giving the game graphical updates and details if you're not willing to work on the longest standing issue in the game yet - which is the performance.
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@Mooks said:
In before people say linked sets are a detail.
The Make-up in Yuis Lunar New Year Head cosmetic. It was missing an first but it looks worse with it on
It's too extreme, I agree, they should've lightened the hue, and made it blend a little instead of being a stark contrast.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2862546#Comment_2862546
Exactly, dullards like the poster you're responding to cannot comprehend anything past their humongous nose.
It was on the game so there's no visibility and then I get mori'ed.
Locker would have done nothing apart from instant down but Myers would have dropped me anyway and continued chasing the other guy.
At this point Myers didn't even stalk me so he lost out on more uses of tombstone piece anyway because he didn't juice me.
To be honest, getting 1 player out early game pretty much guarantees a 4k. The other poster is either a troll, or someone who plays killer and wants exactly scenarios like that to help boost his game - hence the justification of it happening and blaming you for it happening.
The real issue behind all of this is - No communication in SoloQ and disproportionate matchmaking
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@geovana_manguette said:
https://forum.deadbydaylight.com/en/discussion/comment/2862546#Comment_2862546
ASSUME he has it. Reading is difficult for you? Also, you have a third person view. You can check your surroundings. Stop making excuses.
Lol, except according to the poster, the addon defied all logic because the Myers tiered up very quickly - there is no way for a solo player to understand exactly what had happened in this game:
Which was that a teammate fed the Myers from the beginning of the game, allowing him to tier up aggressively. This is a communication issue in SoloQ. The player had done nothing wrong than to play instinctively, and with the little information that they had. Myers tiered up very quickly, Myers is nearby, attempt a loop/chase. Not to mention there are far more perks to help engage in a chase/down than there is for a locker. Depending on WHERE exactly the player was, a pallet/vault might've been closer than a locker too.
Stop being a troll or trying to play Devils advocate in a situation that doesn't demand it.
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@geovana_manguette said:
https://forum.deadbydaylight.com/en/discussion/comment/2862535#Comment_2862535
Then your spatial awareness is at an all time low.
How would you know that he has tombstone if only one chase happened? And the player hadn't seen Michael up until he was led to him?
You're making it seem as if one person had already been mori'd or as if the poster was actively in a chase with him, give it a break. As far as the player was aware, he was exposed, running to a locker would help nothing but give the killer a free down with no hope for escape.
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As if he knew he had tombstone????? lmao
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2835454#Comment_2835454
Well, if you don't wanna go with Otz, then go with me.
Go with someone who was more dedicated to that killer than anyone ever was and ever will be. Just ask around if ya doubt it.
I can, without a shadow of a doubt, assure you that he was not the worst killer. Not even close.
Not to throw my cents into this,
but did you play other killers at the time, or was it almost exclusively Freddy? Because that changes the argument a hell of a lot.
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@Zwergz112 said:
Just a simple/dumb question from a "Survivor Main". Play both sides but more of Survivor and this question goes to the "Survivor Mains". Why wait at the Exit Gate after they open? Assuming everyone is safe, nobody is hooked and everyone is accounted for, why? I know it's a dumb question but I'm honestly curious, unless it's to try and make a last min save or make sure everyone is safe, why not just leave?
Sometimes it's for a challenge, like take protection hits, or be the last one to leave the trial, to escape thru hatch..
Otherwise Im always the first to leave lmao
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@Notionless said:
There has been a massive playerbase dropoff in recent months since sbmm was introduced. And instead of asking: "Why are people leaving?" I want to discuss another, far more interesting question:
"What incentivises people to stay?"
Instead of looking at circumstantial stuff, lets look at other games with a similar profit model, like CSGO, LoL and R6.
What keeps players going is the will to reach the next rank with stronger opponents, with whom you compete again. The need to improve manifests itself by players commiting time to discuss what the best strategy is, to explore different ways of executing a certain play, to practice. Due to this competitive nature, the highest ranks also gain a lot of prestige, and form a goal.
Apply that to DBD, and in particular the modern sbmm system, and what you immediatly notice, is that there is no incentive to compete, no next rank to reach. All you get by winning is a lessening, short dopamine hit and maybe stronger opponents in your next match. The reason sbmm fails is because no one has a goal to work towards, nobody can in the end say, i have reached X after all my trials and tribulations, i am proud.
What this leads to is for the desire to succeed to be almost entirely suppressed the more you play. People can only satisfy that competitive itch by doing challenges outside of the game, like doing 50 wins in a row with a certain killer, or trying to get 500 survivor escapes. Not something your average player is going to care about.
So what reasons are there to continue playing?
There is only one, and its the conglomeration of all elements i call the atmosphere of the game.
The amount of horror icons and the way theyre handled, the killer and survivor designs, the music, the lore, the quirks and details, the ambiance of the maps, etc. are masterfully executed.
My only gripe with this is that games that rely on this type of stimulation instead of competitiveness sadly do not tend to last long. They reel in a lot of new players, but lose a lot of their hardcores.
Will a COH nerf help a lot? Yes, a lot. Will a camping/tunneling change help? Yes, a lot. But in the end, truly reinvigorating will be a goal. Even if its as simple as hitting rank 1 pre SBMM.
Most games that have a strong and re-visiting population also have an active reward system for performance.
In CSGO or LoL, if you perform well, you are awarded in the fact that you get currency to get better equipment, or to buy upgrades in the match. You are directly compensated for your plays. If you misplay, you are put to a disadvantage because you get equipment and upgrades significantly slower to the successful counterparts.
after a match ends, you get assessment of your performance, your KDA, eliminations, and etc. you are actively competing to be no.1 in that lobby.
whereas DBD has nothing of the sort. Your performance in a match can be completely meaningless. YOU don’t get anything for looping and running the killer for 2+ gens, YOU don’t get anything for completing 3 generators, YOU don’t get anything for unhooking and healing every survivor.
you are never directly compensated for your actions in the trial or feel as if your actions have an active effect on the trial unless your team is working their socks off to escape too.
most of the team games you see, you are rewarded or punished as a collective - which can also be its own problem if you are mismatched within a team, but there is more of an emphasis on your actions, and the impact you have.
Whilst DBD decided to make the MMR system work in the style of a 1v1v1v1v1 whilst also never actively rewarding you for your individual performance - where in a trial, you need a collective effort to escape.
you cannot just do gens, or just run the killer because each match has RNG of who the killer spawned to the closest and who they will find first, it’s RNG of who the killer is, and every map has an aspect of RNG in it too.
there is no pattern or flow in DBD that incentivises people to perform well, or to care whatsoever about performance.
all your other examples have consistency and a direct correlation between performance = reward. DBD hasn’t got that whatsoever.
not to mention that the only legitimate reason to want to “win” games is for BP to unlock perks - but that is literally meaningless grinding, with no real effort being put into unlocking them.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2830492#Comment_2830492
Oh when theres like 1 gen left with 50% progress and they hide instead of doing it.
Been there so many times its painful
Yep.
one time, it was me and a Claudette. Working on the generator together, after helping for about 10 seconds, she got off and crouched behind a tree.
for the next 40 seconds, I worked on that generator by myself before the killer found me and she hadn’t budged. after killer smacked me, I ran right to where the Claudette was and the killer luckily understood what happened and killed her lol
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2827074#Comment_2827074
Which is why she still only averages out to 2K at highest levels of play possible, and even lower if you play with completely zero restrictions. Everything about her chase is the the epitome of mindgaming. Whoever makes the better read/play gets the success. Nurse makes the right read/survivor makes the wrong read, a hit happens. Vice versa and a hit is dodged. That’s as skillful as you can possibly get.
You’re ignoring the fact that Nurse has an incredible large player base, from low to high MMR.
that’s going to dilute her kill rate because low MMR players definitely outnumber high MMR. This was true for several killers last time BHR released stats, Huntress and Wraith followed the same trend.
You’d only look at kill rates as an effective measure of balance if the killer has a low play rate + kill rate because it means that even players that are trying to specialise in that killer are struggling - the only killer following this trend was Twins.
or alternatively if the killer has a high kill rate and high play rate - which was the case for Bubba, and shows that he is far too effective at securing kills.
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@Barbarossa2020 said:
I don't get the endless need to call certain tactics cheap or dirty.
Give killers a reason to not camp/tunnel and it wouldn't happen.
With CoH giving endless free heals, and gen regression non existent there is more chance of winning a game by tunneling survs early than going for wounded survs or kicking gens.
Eh??
a lot of killers tunnel or face camp without either of those
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@EntitySpawn said:
FIX YOUR GOD FAMN SBMM!!!!!!!
The worst feeling is when you run the killer for so long when it’s u and one other person left, just to find out they’ve done absolutely nothing the entire time :))
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@Real_RUBB3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2822538#Comment_2822538
"Being able to mindgame the nurse player" I wouldn't call that a direct counter, mindgaming is something you need to do with every killer. The direct counter to Trickster would be to lose line of sight, that's no less of a 'direct counter' than, in your words, mindgaming a nurse would be.
Except you dont need to lose LOS with nurse.
You can play around pallets, windows, or anything with a nurse.
Trickster? yeah, goodluck.
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@dallasmedicbag said:
why are people moaning so hard over this stretched res? every other game has it, and granted they are symmetrical games, but why shouldn't dbd? because of all the complaints, particularly from the killer mains, stretched res has finally gotten patched out, and i'm left wondering why in the world they would complain so hard about something that benefits them, and in some cases, more than the survivors.
survivors:
can see over very, very specific tiles, and there aren't many.
expose ghostface - very, very unlikely.
killers:
free shadowborn for all killers with res 1440x1080 or below.
blight can see where survivors are going when recovering after rush.
nurse can see where survivors are going when recovering after blink.
overall: smoother game and better FPS
I used to run stretched res back when i had a crappier rig, and when i switched over to native, its not like i played worse at survivor/killer. These people who complained about stretched res were really just looking for an excuse.
RIP stretched res.
no
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@Real_RUBB3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2822126#Comment_2822126
What about Nurse? As far as I know, there isn't a "direct" counter to her power, not any more of a counter there is to Trickster's power.
Nurse's direct counter is being able to mind-game the nurse player. She cannot win the chase until she gets close and hits you.
Trickster, on the other hand, doesn't need to get near you whatsoever. It doesn't matter how much distance you make because that killer can still down you from any range possible (obviously gets harder the longer the distance). Not quite like Huntress either, as he is less reliant on reloading and has a spam-like kit, rather than a precision kit. Even the only 'counter' he has, which is walls, has an addon which can render them useless.
I'd 100% rather go up against a nurse, than a trickster, any day of the week.
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Trickster,
he is the only killer that doesn't have a direct counter to his power.
Any other anti-loop killer has some sort of mechanic that you can use as a survivor to your advantage, but he doesn't have that.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2815320#Comment_2815320
It certainly isn't getting 4 hooks and camping end game because there is nothing left to do.
It isn't protecting 3 gens for the entire game and then getting out attritioned because of a stupid boon.
It isn't Running around groaning storehouse small window loop 3 times and losing 3 gens because of it while every chase leads you there.
If they fixed maps and increased 2 man gen time to 60 seconds instead of 47, this game would be better..
But then what is? my question wasnt ever what it wasnt
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2814409#Comment_2814409
Ability to actually win. Shes not difficult just bad.
What is qualified as a win?
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@kate_best_girl said:
I keep seeing people say "Killers being C tier is perfectly fine!" And I can't help but wonder why you'd think that? Killers being at C tier literally cannot win and seeing as you're forced into constantly being matched against people who are great at escaping specifically you (MMR) I don't see why its okay for a killer to be in a bad position. Wasn't the standard previously "Every killer should be A tier."?
But what is the tier based on?
fun to play?
how difficult a killer is to play effectively?
how difficult it is to secure a 4k?
what is the tier based on? Because depending on the answer you provide, might explain your own question
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@spiritsLeftball said:
ive had a couple games today where survivors brought RPD map offering and running boil over.
I refuse to play a match that I know won’t be fun! They did all but 1 gen and refused to go. I end up DCing and incurring a penalty.
All I want is a couple normal matches, back to not playing killer. Gg
havent they literally increased the amount of hook spawns on rpd??????? lol
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@NOEDENJOYER said:
I had a game the other day where a survivor deliberately didn't do anything for 60 seconds so they could let me down them and hit their Decisive Strike, after I came from the other side of the map, finishing a chase and hooking another survivor before coming back to them.
''But they didn't do anything for 60 seconds!'' - Okay, and? The perk is designed to be an anti-tunnel perk, and I did the very opposite of tunnelling by chasing a different survivor, hooking them, and then coming back to them.
It does need to be changed. Hooking another survivor should immediately deactivate all active DS on the other survivors, because that means YOU aren't tunnelling a specific survivor. But if you try to suggest this, the survivor mains froth at the mouth.
This logic doesn’t really apply because what if you down at an unhook and chase after the unhooked survivor?
just bc you down’d someone after, doesn’t mean that it’s a case of not tunnelling
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@Crit said:
There are a type of people scared for their life more than the teams. While most of the time it's selfishness sometimes they have a reason for that. That causes some emotions. So what's your feelings about most of them
Prior to MMR, leaving teammates behind makes sense because MMR promotes selfish play - which contradicts the emblem system which values altruism the most.
On the surface level, you should be saving your teammates because you're in a team, and altruism is heavily promoted - but MMR does not consider sacrifices or altruistic actions whatsoever.
Do i think someone leaving when there is still a huge chance to rescue the survivor scummy? Yeah, but do i blame them? no.
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@Nos37 said:
Didn't the devs say they put a Bloodpoint cap in place to limit the damage cheaters can do?
Speedhacking, god flashlghts, sprinting while dying, flying, insta-healing, and the devs are worried about cheaters buying perks, items, and addons??
This doesnt stop them though..
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794847#Comment_2794847
Yes. If the team is good.
We can't balance around bad players, then it becomes a mess. It's not a lack of communication, it's a lack of ability and/or game knowledge, which can be corrected with practice, but isn't helped by dumbing down the game for them.
If the killer "let" the game go to 5 completed gens with less than 2 hooks, then why exactly were the survivors unable to do the one thing that you can do with NOED, that you can't with any other perk, and stop it from activating? Especially given the boon meta, where you can see a booned totem across the map, through walls and floors, so you don't need anyone to tell you it was blessed.
In the last 20 matches I've played as solo survivor, I've yet to see less than 2 people running boon perks (usually it's 3). That by itself drops the amount of totems you need to remove to prevent noed, and gives you far better odds of finding the lit one if you don't choose to prevent it. As far as "well the other survivors get mad if I break the totems" argument I've seen lately, I have to say, at that point they're literally asking for NOED to activate.
I’ll respond to u later, if I remember to.
im going to sleep rn, in the meantime, have a good day
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2794824#Comment_2794824
Yes, a bad killer can get a down with NOED, but a bad killer will also flounder and get flustered after that point, which is the point at which you'd be looking at countering it. When I brought up that it's one of the most counterable perks in the game, I brought up the other part of its counterplay that you glossed over- you can deactivate it after it's lit up.
I'm not talking about SWF here- I don't have the luxury of knowing firsthand what playing in a SWF is like, I exclusively play solo when I play survivor. I am talking about playing alone, and if it's a bad killer like you're describing, there's no reason why NOED can't be found, deactivated, and then the killer outplayed again when you go in for a save. Alternately, just leave while the killer's hooking their one down, a single kill is still a loss and NOED didn't actually do that much for the killer.
You do not need to cleanse all five totems. The lack of communication is irrelevant- you don't need to know what your teammates are doing to remember where the dulls are and go check them. In fact, your anecdote explains why that's the better tactic- if you don't have means of ensuring you can get all five, it's actively harder to properly counter NOED when it procs.
In that anecdote, by the way- if the first survivor was hooked by the NOED totem, how on earth did that killer get any more downs...? Presumably they didn't leave that spot, so the only way they could get more downs is if the other survivors ran into them, which is hardly a case for NOED being OP.
I never denied that you can’t cleanse it afterwards - I even acknowledged that point by saying that killers can specifically hook survivors by the totem to prevent that strategy - maybe in a different post, but I know that I’ve acknowledged that factor somewhere.
I’ve never heard of waiting until activation to be a good thing, it is an option but it certainly isn’t the best of the options that you have, because you are allowing the killer to have value. Not to mention that you are now having to scout for the lit totem, versus trying to scout for totems prior to activation.
As for the first bit, ehh no. A killer that uses NOED, uses it with intention. A killer that is aware their weakness is chase, will not feel phased by the completion of generators because most times, that’s what they’re anticipating.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794827#Comment_2794827
Except you aren't being forced? You have the choice. If you think your team is good enough to coordinate the trade and snuff, go for it. If you don't, leave. By your logic, it's "terrible game design" that there can be 1 survivor left, because by that point, all they can do is run for the hatch, (unless the killer gets to it first) it completely takes their agency away in exactly the same manner as you are claiming here.
Look at your own post, “IF” the team is good.
thats conditional, and eliminates a player pool that doesn’t get the chance to coordinate due to a lack of communication.
As a killer, allowing the game to go into end-game with less than 2 hooks, and securing a kill via a perk that insta downs and gives you a speedboost is not healthy, and tilts the game
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2794795#Comment_2794795
That's when you just leave with the rest of your team, and leave him to his 1k. Same as you would a bubba camping at egc.
Except, forcing a game condition that takes away player agency is terrible game design.