Somna
Somna
About
- Username
- Somna
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Comments
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I don't think aura detection should be basekit. There are perks that can block those. What I would like to see is, as a survivor, some kind of proximity indicator next to the survivors so that you know who is close by. Maybe the survivors who are far away have faded portraits?
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Yes. Zombies are the secret MVPs of Nemesis rounds.
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Compared to pre-nerf Undying Ruin? I would take Pain Resonance + Dead Man's Switch/Pop over having to find and blow up practically all totem spawns every single game, easily.
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Does no one look for blood on the ground anymore?
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@sulaiman said:
Title says it all. Why is that? Because it gives you too much information. You might think that is a good thing.
But in a lot of games, you see one guy in a chase, one on a gen, one hidding behind something (preferable far away from the killer, yet hidding, or coming in and out of lockers) and one guy just running around, doing next to nothing, but sometimes self caring when 2 guys are on the hook and you have let the killer somewhere else.
When i dc or give up, it is seldom about game circumstances (like the killer camping or tunneling, or bad luck or anything) but about my teammates, when you realize this match is a waste of time. Bond only shows you how often it really is.
No offense, but hating Bond because it shows you how bad people are and using that as justification of giving up doesn't paint a great picture of how well you do either. It makes it come across like you have to be carried by your teammates to enjoy the game.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/2873626#Comment_2873626
You have serveral similar situations on each side that are basically the same if you are not biased towards a specific side and/or killer.
If a Legion hits a fourth survivor, it is either a very lucky Legion, or a very skilled one. In both cases you can let the Legion that little fun.
It is hard enough to chain between serveral survivors, if those survivors not running around in packs. Something usually newbies do, but not experienced player anymore. If you don't believe me, play the Legion and tell me in how many matches you were able to really chain between 4 players.
TL:dr You worrie about a situation here that anyways will not come up in a normal match.
It's not like Lethal Pursuer is a common pick for Legion anyway, nor do people start all clumped together very frequently, right?
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Well, the thought of the second part is that it tries to force you to find someone else to help you. Otherwise you have to hide for a long time.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2871309#Comment_2871309
can you elaborate more? I dont really get what you mean with that sry I am dumb xD
It means it is a contributing factor, not the main reason, and stuff like "well I don't do that" are pointless to say.
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I got reported for cheating because I finished the last gen that was literally right next to the exit gate, saw the killer coming for me from the hook across the map with kindred, got the gate to one lit light, and then hoofed it over to the other gate and opened that one instead. I couldn't have possibly made it to the other exit gate "that quickly" without speed hacks, apparently?
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It depends on the totem location. The ones that are in the main building and annoying for the killer to get to are bad to cleanse early because booning those can waste a lot of the killer's time to track them down. Cleansing totems that always spawn in the same location first is equally bad because if NOED is involved, you just made tracking it a lot harder.
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If anything was going to be base kit (and had to be a perk), make it Lethal Pursuer.
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I think the most amusing thing I have seen so far with her is people Dead Harding through me while I am demanifested anyway.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2845391#Comment_2845391
Most survivors haven't learned how to play against her yet. Wait until Otz or OhTofu puts out a video on exactly how to counter her. I went verses a group yesterday that took away my ability to teleport for the whole game. And the craziest part of it is you would think that holding a tape is dangerous, but it's the opposite. Holding a tape guarantees that you can remove condemned stacks. As survivor you should be turning off TVs at every opportunity and reducing your condemned at every opportunity. If you do this, the extra time that you spend is made up in the difficulty in chasing survivors because she can no longer teleport to survivors.
When survivors play correctly, she has nothing, no condemned, no teleport, nothing.
You can't do that if she's actively using them though. Survivors being able to get the tapes frequently enough to stop her teleporting is more of a naturally occurring punishment for trying to "save" uses.
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I think putting the tape in should have the TV turn on, rather than off. I feel like that would also make more sense.
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You are only really punished by losing points for being in close proximity. It's not really a punishment if the survivors don't do gens or suicide on the hook.
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Given the change to Franklin's, who wants to predict that the key change in mind is to make opening the Hatch require a certain amount of charge?
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2288775#Comment_2288775
heres a magic trick
https://us.v-cdn.net/6030815/uploads/2WL1C4PISBQ9/image.png
see this here, just press this button and most of your problems should disappear
when it looks like this your succeeded in pressing the button
https://us.v-cdn.net/6030815/uploads/MU6DAWHYAA8I/image.png
suddenly better players (not that much better but better is better)
plus other benefits
IIRC, this means you only get paired with people that have it turned off rather than only PC players, which is a lot smaller population to work with. Which means longer queues.
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I'm finding the zombies just existing adds a "I need to pay attention" feeling to the match that I don't have with other killers when I am on survivor. It's weird in the sense that for something that is moving so slow, they always seem to be where I need to be.
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If they report you for unsportsmanlike conduct regarding tunneling and camping, just report them back for unsportsmanlike conduct by harassing you out of game after match and trying to bully you with a reporting threat, then move on. If you get in the habit of doing this when the "auto-ban" system kicks in, you will actually be helping in weeding out Karen survivors like that with no penalty, because someone who reports you for tunneling and camping is going to report others for the same, and the automated system is going to pick up on that.
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For those of you guys who don't watch Otz's stream, a couple things to keep in mind.
- People found that it's not possible to get Pyramid head in the current version of the quiz because he gets overshadowed by other killers in the options that are picked, so there's likely going to be another option or question in there to help get him and other killers like him (I think Plague was mentioned) boosted.
- The chase question is likely getting reworded to be more clear what it means.
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This whole thread is why whomever decided to associate the characters with the sounds in han yu pin yin had no idea what he or she was doing.
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It's way too short at 45 seconds and if you want to use it for chases, it has to be combined with other perks. This is because the killers hearing you injured is one of the most reliable ways to know you are still in the area. The way it is designed, the only way to get the most out of it is if you go down quickly after being injured, so that the majority of your injured time is from being unhooked and running to a relatively safer location to be healed. And if you really wanted a perk for that, Off the Record is honestly better.
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@Xayrlen said:
Wnat do I press to breathe?
Alt+F4. It'll force a breather.
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I think auto-banning can work if it also automatically bans someone for excessive reporting to be reviewed. If you are reporting in most of the games you play, for example, that's a pretty big flag of where the problem might be.
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The only change I want to see with Main Event is to let the knives ricochet endlessly while it is running. If they don't want people to save when to use it, make using it more useful.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2140148#Comment_2140148
Not if you manually put it down, to be fair.
True; I just wanted to be clear since the post wasn't making that distinction.
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@FondaDix said:
I agree with a lot of the sentiment here that Franklin's is fine. If you want your item, go and pick it up. It's not as if it vanishes. Killers need some sort of counterplay to the keys and flashlights and toolbox.
Franklin's dropped items despawn after a certain amount of time.
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I sort of like this thought, but think it should be more like this:
If you are grouped, one perk is automatically locked to Kindred.
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The point of Poised is so that you can't be tracked as easily when you finish a gen. If it was getting reworked, it should hide your aura as well when you finish, instead of trying to counter Tinkerer and essentially getting less to no time on it triggered when you finish.
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You know what would be interesting to see? Main Event having like 4 or 5 ricochets for its knives while it is running.
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Starstruck is fine. It sounds scary on paper, but it doesn't notify the killer that it triggered on you. The way it is designed, if you don't want to respect the terror radius, that is the price for it.
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I'm curious how many times people are getting tunneled because the rescuer wasn't willing to take a hit, didn't have BT, or vanished into thin air.
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I wonder if it would do anything if re-hooking someone within 1 minute of them getting unhooked puts them in the same state they were in when unhooked instead of skipping to stage 2 or dead.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2075605#Comment_2075605
Right, if i as a killer player see you're not good and can down you easy then ill do that till you're dead. Cant blame me for killing the weak link, they have to learn to play better.
Sometimes it's not even killer priority so much as it's the other survivors making the one being tunneled the only available target. For example, having the killer chase them to where you are and, instead of veering away when they realize you're there on gens, they try to ditch the killer in whatever is near you. Or unhooking you in a risky situation and not even trying to take the hit for you when they can when they don't have Borrowed Time.
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Speaking of Devour Hope, I've been running Starstruck, Hex: Crowd Control, Hex: Devour Hope, and Whispers for now as I level him up, unless and until I find something that works better. The biggest problem with Trickster is locating survivors. The second biggest problem is being able to catch one in a reasonable amount of time. They are such big problems that outside of Whispers, it feels like his other perk slots need to either be ways to down survivors quickly or contribute to that. Starstruck lets you snowball when they play aggressively and Whispers lets you find them again when they run away, so those two are pretty much set in stone for me.
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I don't see them ever disallowing at least one key to open for all survivors considering there is a hidden achievement for doing that successfully.
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I tried him out today and yesterday as well, and having him be an M1 killer did yield better results for me too -- but I'm only at rank 15 on killer, so I'm sure it's completely different at red ranks. It was enough to get the Adept achievement at least.
However, I don't think you're actually supposed to down with the knives normally. It's been feeling like the normal knives are to herd survivors where you want them to go when you're not being looped, or punish them for not dodging, so you don't really care if they hit or not. Main Event's the only time the knife throwing is fast enough to pile on laceration quickly, and I think that's the time you're supposed to use knives to down the survivors.
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I've been loving the DS changes while on survivor. I'm finally not getting cheated out of blood points/emblem for safe hook from an abuser going down early because they're still "safe" with DS and want the free minute, and I haven't seen red rank killer swarming anymore at all. I also don't have the character with it in the first place at the moment, nor spent on it in the shrine, so it's never affected my own personal playstyle directly.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2064661#Comment_2064661
I hate to break it t ya but tricksters recoil makes it so its 90% luck where the knife goes. It is not at all fixed even in the slightest and is extremely horozontal. Getting caught with no cover is a death sentence against literally every killer especially ranged ones.
Giving it some thought, I think we went down fast from the blades because of Main Event. There's no way his normal throws could fill up laceration that quickly. Also, with someone like Huntress, as a survivor, you still have a decent chance to dodge the hatchets even if you are caught out in the open. If Main Event is running, you are very screwed.
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I saw (through the UI markers) a Trickster down survivors just with knives quickly and consistently enough in one game to feel like he has a high skill ceiling. I think it was in Autohaven? (Note: we absolutely did not survive that game.) Getting caught with no cover against him is pretty much a death sentence when dealing with someone who is good at aiming with him.
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It's always funny seeing people try to do a flashlight save on Billy, when it turns out later he was trying for Adept.
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This is a bug? I thought it was awesome they finally put in a harsher punishment for dying.
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@kurtisohhbee said:
Devs will never nerf camping and tunnelling because on top of all the OP perks that killers run, (taking all the work out of killer completely), the killer mains are just too fragile and devs are too scared to do it.
Dealing with camping requires cooperation, and survivors are selfish. Gen rushing in response to camping requires the survivor on the hook to not suicide, which is not going to happen if everyone is either doing nothing or not bothering to rescue. Dealing with tunnelling is a "git gud" moment, as it backfires a lot when tunnelling a good chaser. Both of these requires the other survivors to not waste time. Until the game can show examples of dealing with these in action regularly, camping and tunnelling will be rewarding enough to justify for some killers. Especially when doing some challenges (like hook the obsession).
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1827944#Comment_1827944
I never said I was bothered by camping. I said it doesn't take skill.
https://forum.deadbydaylight.com/en/discussion/comment/1827907#Comment_1827907
Yea that's still not skill on killers end. Putting someone on a hook and jut standing there waiting is the most passive way to play killer and should not be rewarded more that it already is by stupid survivors.
If I meant that comment to be directed to you, I would have specifically said "you" rather than "people." You're quoted because I'm answering why unskilled play is getting rewarded, and then pointing to the people doing the rewarding.
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@thesuicidefox said:
Camping doesn't really show a lot of skill. Literally anyone can camp a survivor to death, it's not at all hard. I don't think you deserve to rank up by playing unskillfully, do you?
They rank up because survivors let them rank up. Whether it be mass rush the hooked person so that the killer gets rewarded for it, or suiciding on the hook for whatever reason to free the killer to move on. People who are bothered by camping tend to not take responsibility for being contributors to making it a worthwhile tactic.
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@Mastermind said:
https://forum.deadbydaylight.com/en/discussion/comment/1783653#Comment_1783653
Even if the killer opened the exit gates, he'd still have to go for 2 minutes before the game could potentially end.
And why shouldn't a survivor DC? How is DCing worse than suicide on the first hook then which is perfectly fine without a shred of penalty in the game's eyes?
And what exactly is bad about the two minute wait? Two minutes to allow everyone to eke out some points instead of an instant end doesn't sound bad. It might even create a circumstance where killers plays endgame only perks and triggers them right away. It would certainly be a faster game overall.
And why shouldn't a survivor DC? That's like asking "why shouldn't a survivor cheat?", because that's the context disconnecting is being viewed and used as from what I've seen.
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@Smoke51090 said:
https://forum.deadbydaylight.com/en/discussion/209484/raise-disconnect-penalty-timer-hook-points
You do know the time penalty increases with disconnects right? I have disconnected due to face camping because I was already going to lose a pip anyway. I'm not going to sit there and waste my time in a match with a killer that lacks any sort of skills to play the game normally. Now, with the increase with the time penalty which I think is flat out stupid, if I'm getting face camped and know i have no chance I'll just die and move on to the the next match. If it's unfair for the other survivors then oh well. Maybe killers should not be face camping, ruining matches. Maybe there should be a penalty for people who face camp.
I didn't originally, but did after Mastermind brought it up. However, you are ignoring the second part of the suggestion though, which is that if they do increase the time, they also give you a passive bonus on points from what the others are doing.
The main problem with staying on the hook is that there is no incentive other than depending on other peoples' altruism (and greed for unhooking points). Which is not an incentive at all. That's what the second half of the suggestion is trying to address.
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@Mastermind said:
https://forum.deadbydaylight.com/en/discussion/209484/raise-disconnect-penalty-timer-hook-points
Oh, big scary penalty. Guess I'll just attempt escapes and happen to miss my struggle button presses on my first hook then.
What I'm also pointing at is that survivors get to end a bad game as fast as they effectively want by killing themselves on a hook. Killers have no such option. They're forced to either DC and suffer a penalty or get bullied by survivors in a lost game.
You can't stop survivors from leaving a game if they want to.
That sounds like a totally separate topic. Like maybe allowing the Killer to always be able to open the Exit Gates when they want to in order to force the Endgame Collapse.
Edit: Also, the goal isn't to force them to stay in the game. The goal is to force them to only use the allowed exits given by the game.
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Thanks for the feedback @TheresAGameInYourBug. I've only seen two types of disconnects so far (granted I'm only clocking 204 hours in a month of play):
- Disconnecting on joining a game, which causes the game to cancel.
- Disconnecting mid game, which does not cause the game to cancel.
I should probably clarify that I'm only talking about the latter one, because it pretty much leaves the other players hostage to the session. Out of the latter category, there's been so many survivor disconnects when someone is downed or on the hook that if even half of those people stopped playing because they didn't like length of the penalty, the game would be far more enjoyable.
I wasn't aware that the disconnect penalty scaled up, but that just means that whatever timeframe is being used to determine things right now is far too lenient if people still see an intentional disconnect as a valid option to take.
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Killer Perk
"Into the Labyrinth"
Gain a 1% movement speed increase for every 5 seconds you move. (Stacks) You must turn (without strafing) at some point during the movement between each check. This resets if you stop moving or fail to meet the turning requirement.