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SonicOffline

SonicOffline

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SonicOffline
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  • @playhard said:

    maybe we can asked instead, Do killer hate gen rush ?

    Yes, we do. We also hate SWFs that actually play tournament style.

  • @Wintresun said:

    The first three replies pretty much answer your question I don't know how it became 3 page discussion.

    I replied to all 3. If only you read to post 5, let alone the other 3 pages.


    Tsk tsk tsk

  • @humanbeing1704 said:

    Personally I find it funny when the killer tunnels me because I made them salty and tilted

    And in my experience, this is the best way to look at it. If you get off the hook you guarantee the Killer is tilted. lmao

  • @[Deleted User] said:

    Play survivor for awhile.

    Once you get tunneled 3 or 4 matches in a row you will change your tune.

    Tunneling denies the target an opportunity to participate in a game. It can be highly frustrating.

    Plus it's never worked for me as killer. All my 4k's come from hunting people and patrolling generators. Just hit everyone in proximity.

    I'm a rank 4 survivor. Rank 2 killer.


    Not that ranks matter now.

  • You could force them into the gas with high placed goldey bois, then throw purple at them like normal.


    Aim the goldieboye at like, the trees, on the top of the shack, etc. etc. Just cover hella area and make the cloud huge.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422281#Comment_2422281

    Then you need to understand that you are fostering the exact same mentality with the bully squads that'll frustrate the hell out of you later.

    I already accept that's a thing. I even admitted it somewhere in the thread.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421398#Comment_2421398

    Those games are exactly why I feel the way I do. If I agree that friends should be allowed to have fun at one players' expense (how dare BHVR let people have fun!!1!11!!) then why does it not work both ways?

    Eye for an eye makes the world go blind and no one's having a lick of fun along the way.

    Seriously, this game is held together by the goodwill of both survivors and killers. The only reason you get to play this game is because there's survivors that refuse to clicky-clicky, teabag and genrush, and there's killers that refuse to camp, tunnel and slug.

    An eye for an eye makes the world blind, but a bully doesn’t stop when you say no. In the case of the entity’s realm, you take two just because you want, let alone “to be even.”

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421514#Comment_2421514

    You asked why people hate tunneling, you got the answer.

    This is the "someone called me a tunneler and now I need to go vindicate myself on the forums" march.

    i haven’t played killer in days.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421539#Comment_2421539

    There is no set win condition. Players determine their own win conditions, whether that be escapes, kills, Bloodpoints, pips, BBQ stacks, WGLF stacks...

    The end screen that says "Entity Displeased" vs "Merciless Killer" is the closest thing to telling a player whether they won or lost, and that's determined by the emblem system.

    but what if I judge wins based off speed? Now the emblem system isn't measuring what I consider a win.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421398#Comment_2421398

    Because if you can't down anyone and Camp/Tunnel them to secure a Kill, that's a skill-gap.

    Good matchmaking, a Killer is always going to get a few Hooks which they can leverage into Camp/Tunneling if they feel things are going south.

    Killers always have that option.

    Survivors can only start and stay strongly ahead, they don't have much of a catchup mechanic if someone screws up. I don't count Hatch's current implementation as one as it's state-based reliant entirely on the Killer's skill, or bringing in a Key.

    And don't get me started on BNP's, think those need to be nerfed.

    Good matchmaking, in the opinion of Komrad_Karnage, the killer is always going to get a few hooks that they can leverage into a camp/tunnel situation. In SonicOffline's opinion, good matchmaking makes the killer work for his food, and the survivors actually have to deal with pressure appropriate for their skillset as a player.


    Also, let's not ignore the hatch. It's based of the killer's skill as much as it is the survivor's. I can spawn under your feet, or under theirs. Or around the corner form you, or them. Or across the map from you, or them. It's 100% RNG and is not ignorable just because it's uncontrollable. It's still part of the game.

  • The emblem system dictates pips and BP gains. Not if I win. That's like saying having gold medals in Overwatch means you're carrying.



    lmao.

  • @Razorbeam said:

    https://forum.deadbydaylight.com/en/discussion/272328/why-do-people-hate-tunneling

    No, your objective is to squeeze as much crushed hope and suffering as possible from each survivor for the entertainment of the entity which is why she docks your pay if you don't put a lot of effort into extracting as much as possible from each survivor and just outright murder them.

    Last I checked, I win when I eliminate all the survivors.

  • @GoshJosh said:

    Yes, it is. Does that mean the survivor should enjoy earning 2k after burning a Sacrificial Cake, just because they were found and targeted first?

    Also, have you played survivor even once that you need to ask that as a question?

    I don't recall signing up to be on the survivor's team if I'm on killer. And yes, I have. I think rank 4 is enough to understand.


    @Zokenay said:

    People dont like not being able to play more than anything, tunneling causes that to happen, specially if the target isnt that good at looping (or the killer is too strong on 1vs1)

    When you get tunneled, specially early on, you get almost no points unless you loop the killer for ages, which is hard when youre injured and likely close to him when unhooked.

    I guess the solution is don't be seen?


    @ohheyitsbobcat said:

    Why do people hate spawn camping in shooters?

    Why do you let them push you to your spawn?


    @[Deleted User] said:

    Do you like 4-man SWFs with Commodious and BNPs and you don't get a single Hook?

    Sure, those Survivors are doing their objective, does that mean it's fun?

    Those games are exactly why I feel the way I do. If I agree that friends should be allowed to have fun at one players' expense (how dare BHVR let people have fun!!1!11!!) then why does it not work both ways?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419681#Comment_2419681

    If the killer doesn't close the hatch, then the gates aren't powered unless all the generators are done. So the solution is first to go do gens, assuming they aren't all done yet.

    If the hatch isn't open, then the killer isn't blocking the hatch. The game mechanics are.

  • So find the gate?

  • @[Deleted User] said:

    It's a shame that somehow the idea of playing with friends is regarding so negatively in this community.

    As a SWF player, I Honestly don't see why we cant have that visible. Let us name our lobby and have it show up above our names that we came from the same lobby into the match. But then, you got Killers that would DC the moment they think they are playing against a group, and others that would probably go out of their way to be toxic to the team out of spite.

    I wish teamwork had been in the game since the beginning so that that kind of mindset hadn't developed. Would have been cool to have built in game speak with "Walkie Talkies". Team speak could have been messed with, interference perks. Maybe a killer could hear snippets for seconds with a psychic style perk. It would have added a whole new level to the game. But nah, instead some people just hate people that have friends lol

    It's mostly the unfair aspect to the killer than anything that makes it "shameful." Personally, I find it frustrating, and some games are actually straight up infuriating, but I'm not going to tell some people they're not allowed to play video games with their friends. I just wish it wasn't all of them vs me.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416496#Comment_2416496

    That's of the problems with SWF that DBD is facing, you can't differentiate between such survivors, so you approximate. Your original idea doesn't make any differentiation too, it's just luck-based.

    But you can keep it into consideration and decide how you reveal information. You think the killer's memory shouldn't be tested. I believe the killer wanted the information it shouldn't be free. Should we start making scratch marks permanent, too?

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416473#Comment_2416473

    This idea would be balancing out SWF and comms, there's no need to balance out something, that's already balancing out another thing.

    But as an example, you can give the same information to other survivors, if they see that someone from an SWF group is hooked, they will know that they don't have to rush to a hook, some other SWF buddy will do it, so it's safe to continue repairing a gen. Just an idea, not a real suggestion.

    You're not taking into consideration the survivors not in coms, just on SWF. You're making it unnecessarily harder for them.

  • You've never gone against a good Wraith then, my friendo. He's definitely nowhere near as bad as he used to be.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416456#Comment_2416456

    Yes, balance is important and survivors too, but this is not the right case to be worried of that and not the right way. It is an overcomplication of a feature that doesn't really have huge impact and can't be controlled by survivors in any way: once you know it as a killer, you know it and by hiding that information you don't tweak the balance in any way, it would be a false sense of "restoring the balance". Balance can be tweaked in other ways.

    What would you tweak to balance out knowing who's in coms, while also knowing the game is currently balanced around the intention of having no coms?

  • That straight up looked like a whiff to me, like he ran through you as you tried to M1, thus missing.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416440#Comment_2416440

    That means there are even less reasons to hide it, once you already know it, because this information is static. It's just a matter of your memory capabilities and it's a good game design if this information stays. But we can agree to disagree, we don't even know if DEVs would implement this feature.

    I just think it's bad balancing to ignore one side outright when introducing new ideas. New information is being provided to the killer with zero regard for the survivors. They're players, too, and need to be considered.

  • Why was this moved to feedback? I really wanted the community input, not to provide it to Behavior.


    I'm not allowed to tag staff, but @Rizzo90 's name is in the edit timestamp. Legit question, not BSing you.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416424#Comment_2416424

    You are thinking in a too complicated way. This is static information (unlike survivor location for example), like the number of gens left to be repaired, number of hooks. We don't play games with that information and reveal number of gens that is still to be done for 3 seconds right after a gen was just repaired. It's the same thing here. You are given a chance to see who is in SWF and once you know it, there's no need to check Killer's memory capabilities by hiding it.

    This is an unfair comparison. The generators are literally the objective of the survivors, and thus that information is absolutely VITAL to the killer's success. Knowing you're against a SWF is not.

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416414#Comment_2416414

    It's just bad design to force players to pay attention to gfx that disappears fast, it will be just luck based: did you have a chance to pay attention or were you in the middle of a chase. If we want to reveal that information, then it's fine for it to stay revealed for the entire game, since this is not something that's going to change in the middle of the game.

    I don't know if I agree. Right now this idea already half-applies to Nemesis players. There's been more than once that zombies have tackled some campers and I had no idea because I wasn't watching for it. If it was a longer than a few seconds thing, then maybe we could do different tiers of the offering? It could be intensity of the highlight or the length the information remains available. I'm not even opposed to like 20 seconds, but I still don't think it should be permanent. We do need to consider the survivors, too.


    [edit]

    Sorry for the edit, fam. I just had an after thought.


    Basically, the thing is I'm trying to find the balance between extra information and you needing to actually look for it/want to know it. I don't think some information should just be free, especially in such an information-driven game. If I burned an offering that does a specific thing, then I need to go in with the intention of that specific thing is basically how I feel about it.

  • @Troman said:

    Theoretically this is not such a bad idea. It would be bad if the killer knew that he is dealing with SWF in the lobby or right after the beginning of the game, he could just DC, but in the middle of the game it should be fine. SWF has an advantage that they can communicate information about the killer, why shouldn't the killer know that he is dealing with SWF and adapt accordingly.

    I would actually do it this way: as soon as a survivor is downed/grabbed/hooked (because this is when team-play kicks in), all his SWF members become color-coded, like if there are 2+2 SWF groups and you down a survivor, then his own icon and his buddy's icon are highlighted in the same color and stay this way for the entire game, there's no need to hide this information again. The killer still has no information about the other 2 survivors, until one of them is downed. This way the killer can adapt his strategy.

    Sure, survivors will adapt to it, but the killer has the right to know, as long as it doesn't allow him ruin the game for others by dodging the lobby or DCing after the start of the game.

    I feel that keeping the information visible all game is too much. I was attempting to avoid the neon sign approach, so that it's another thing players have to look for and isn't just given to them. If you didn't care to pay attention when the information was given, then you don't care to know. It's not functionally much different than not paying attention to how much you've hooked which player.

  • @Hot_Pockets said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416400#Comment_2416400

    who said hes using his pc??? console always crash espec if u play billy

    Sounds like his failing console is ruining my games, and that the DC penalty is working as intended.

  • Your ######### computer is ruining my games. I feel the DC penalty is working as intended.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416353#Comment_2416353

    I would consider being toxic sandbagging teammates and BM stuff when killer has no way to counter it like tbagging at open hatch or exit gates when everyone is already safe. I understand the strategy behind clicking and tbagging while in chase to try to make the killer mad and make mistakes but the other ones I said is like, ok dude congrats.

    imo if it's a situation you can't do anything about, like lining up on the exit gates and flashing til they run out of batteries, or teabagging the hatch, that's not toxic. It's just celebratory. It would be toxic though if they ran into you and DH'd away, then ran back in after shooting themselves with a styptic agent to do it again, baiting whiffs both times for no in-game gains.

  • I think they should make the distance longer and let it exist outside of stealth for a second or two, but put it on a cooldown; like for only so long after going into stealth.


    As a ~500 hour Wraith player I don't feel this addon is strong at all. I just feel it completely nullifies some cheese hiding spots in corners. If you're behind a wall it doesn't help me because I still have to get to you, and you can do /something/ about that. If you're shoving your face into a pile of wood behind the barrel in the tall grass though, hoping I don't see you because you're on Blendette or Adam, then it's practically no different than playing with washed out colors and on stretched resolution.

  • What do you define as toxic? The definition seems to have been shifting over the past couple years to mean "Something I don't like."


    Imo toxic survivor behavior is when they're actively screwing with you, or themselves, like moonwalking during chases or repeatedly bodyblocking their teammates into unfavorable situations.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416142#Comment_2416142

    possible. cause as said, tactically it's a major disadvantage. especially if the keyholder is decent at chases.

    edit:

    https://forum.deadbydaylight.com/en/discussion/comment/2416144#Comment_2416144

    and here they are even admitting it.

    Y'know, if you'd trust in your skill and hone them you can very well get your 9-12 hooks in without any bms against good players.

    Let's play for hooks, I guess, and ignore the free escape the keyholder gives everyone. That'll end well. 🙃

  • I want MMR because I want players that take the game as seriously as I do. It really sucks when I'm trying to just do dailies or have fun and those games are the games survivors bring 4 toolboxes with spare parts, Iron Will, BT, DH and someone or two bring Prove Thyself.

  • Why would you ever want this? The last thing you need is killers with gap closers to see behind them.


    Hnnf a Nurse who can see around corners would be absolutely god awful to play against.

  • While you're gone can you learn to press shift, too?

  • What a fun an interactive free kill. Survivors unhooking in front of my free damage mechanic? lmao

  • Since doing things the player doesn't like is generally considered toxic, yeah I think I have.

  • I want to play as sasquatch. Give me the ape man or I quit.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410120#Comment_2410120

    i'm a wraith main and this doesn't make sense to me. You can bait DH as Wraith by clicking M2 (first seconds of the bell animation look like he's about to hit and many fall for it in the heat of the moment). But how do you counter DH for distance? A good survivor will not use DH while youre cloaked, there is no reason, and if you mean the speed boost afterwards, if they time DH right they will just dodge you. Also, that's not exactly a "DH for distance" situation. No one will DH for distance while you're cloaked, they can just position themselves while youre uncloaking.

    I spam M2 to annoy people and set up a frame trap. They don't know if I'm gonna continue into stealth or not until I actually do it, and the punishment for cancelling stealth is only like ~1 second before you can swing. That ~1 second is an eternity, yes, but that's one eternity less than also swinging and missing and not being able to do things as efficiently.


    -[edit]-

    Also, just clarifying, I hope you picked up on I was being facetious with my response to gilgamer.

  • My favorite is when people take what you said out of context to fit a story they made up.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410120#Comment_2410120

    It's probably best that we end the discussion here because it's not going anywhere meaningful. Looking at your quote history here with others, it seems like you don't want to discuss why DH is powerful and just use cherry picked arguments to fit your narrative.

    Have a great day!

    Sorry for having thought out why I think it's a bad perk. 🤷‍♂️

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410017#Comment_2410017

    What do you expect me and others to believe when you praise that Wraith is your go-to strategy? This is going to make me and others think you're implying that DH is fine because you have Wraith to counter it.

    If you read out quote history, this is essentially what can be interpreted:

    You: "Just bait it out"

    Me: "Doesn't work against DH for distance"

    You: "I have Wraith to counter DH for distance"

    Me: "So, your point is for me to play Wraith to counter DH for distance?"

    You: "Uh, no, quote where I said that"

    Me: "But you just said that you use Wraith to counter DH for distance, which is just one killer who can hard counter DH for distance"

    You: "Now you're twisting what I said to fit your narrative? Here's other killers who can do the same thing to counter."

    Me [RIGHT NOW]: "No, you ONLY mentioned Wraith against my argument that DH for distance has barely any counterplay. So in my eyes, you implied that Wraith is the ONLY solution since that's all you meantioned, which isn't healthy for the game."

    If you look at the quote history, you would know why I interpreted the way I did.

    Another thing I want to bring up, if you so claim that DH can be countered by the entire killer roster — Why do survivors still use it? Just want to hear your reasoning behind that.

    Ok. I said Wraith was the counter. You're right. 🙃


    And survivors still use it because it's still a mixup.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2404299#Comment_2404299

    Too easy, here's the quote:

    "On baiting it as a wraith main with the invisibility, which gives me a massive speed boost."

    You implied that Wraith is the go-to / effective strategy against DH. Therefore, from what I'm getting from this, I must play Wraith to counter DH. You never offered other solutions against DH for distance, just your "Wraith beats DH for distance counterpoint" — which is flawed because all killers should have natural counterplay against DH for distance that doesn't involve playing Wraith.

    So you're taking something I said out of context and twisting it to fit your narrative. Where did I say that Wraith was the counter? You said I said that.


    -[edit]-

    Let me be clear, I am not responsible for what you interpret. I am responsible for what I say. And I did not say that Wrath was the counter to Dead Hard. I just said how I handle it. If you really want to split hairs though:


    Huntress, Demodoggo, Nemesis, Freddy, Conehead, Slinger, Nurse, Hag, Doctor, Clown, Plague, Legion,, Blight, Victor and Trickster all can directly respond to it using their powers, too.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2409720#Comment_2409720

    Okay these are 2 very different uses of dead hard one is hoping the killer f*cks up and the other is legitimately uncounterable. I commented about how dead hard FOR DISTANCE had no counter play and you told me to just bait it out. Smart survivors aren't gonna get caught in a dead zone unless they have literally nowhere else to go, which means either the map royally screwed them over or they messed up what gens to do, so yes dead hard in a dead zone can be baited out but if the survivor has a few brain cells that's not how its gonna be used unless as a last resort.

    Thank you for admitting Dead Hard can be baited. Now you will eventually realize how to do this in most situations, and force it onto a cooldown under some form of condition you can control. Let's not talk about indoors, where you can either push them to use it to get to a pallet, which is a new mind game where you bait the pallet drop, or you could possibly force them to a window where you can now start playing the Window mind games, or to a corner that leads nowhere, etc. etc.


    It's amazing what happens when you realize "It's ok to drop chase for two seconds, and let DH just be on cooldown."

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2408384#Comment_2408384

    Okay think of this you are closing in on a survivor but you aren't within swing distance but you will catch them before they make it too the next pallet/window so they also realize this but they press their E key and now they make it and extend the chase by who knows how long. So can you tell me how that's baitable?

    It's baitable by pressing M1 super late. Imagine you're in a corn field, and they have nothing to hide behind except the generator. They use it out in the open to get away from you, when they assume you're gonna strike because you got close enough.


    How is intentionally not swinging, knowing they will use DH, not considered baiting? Just because it doubles as a boon for the survivor to get to some form of cover doesn't mean it wasn't baited.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2407915#Comment_2407915

    You cant bait DH for distance how did you not understand that?

    I'm not understanding the complaint. Holding w is distance. Does chasing somebody mean they're gaining distance?

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403914#Comment_2403914

    Dead hard for distance doesn't care about your patience. Anybody who thinks DH is counterable or not that strong just doesn't use it correctly

    I never said it was counterable or not that strong. I just said if you bait it then they don't have it.

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