SpaghettiYOLOKing
SpaghettiYOLOKing
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@JimPickens666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859981#Comment_1859981
Which content creator? Noob and Monto were apparently blacklisted for being toxic which is absurd
Monto is a troll and a half lmao but that's what makes him so great.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1862733#Comment_1862733
As a killer main, there's absolutely no way that 56.9% of your matches have a key in them.
Bro, I haven't kept track of how many times a key has popped up since the Mori nerf by excel or anything, but for me being in red ranks, keys and hatch blueprints are easily at 50%. I see keys very frequently. It's gotten tiring.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1857564#Comment_1857564
I been recording it on a Excel spreadsheet and I also record my gameplay.
It's around 70 games worth of data.
I also recorded how many times I've been camped or tunneled and by whom. It has data such as how many gens were done, how many ppl escaped, how many totems were cleared, what map the game took place. Who the killer was, wrote down if undying/ruin combo used, or NOED, Was the escape thru the gate or hatch, etc.
I did not pull it out of my butt.
How could you possibly know how many totems were done?
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1860916#Comment_1860916
sorry guy, but killer is easy as hell. If you don't 3k on average play pokemon go
I find that most people that say this don't even sniff red ranks at killer.
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@Ivaldi said:
So.. Undying didn't get nerfed, if anything it just got a lot stronger. Instead of Ruin/Undying, it'll be Haunted Ground/Undying or Huntress Lullaby/Undying.
The survivor buffs were hardly buffs; they turned worthless perks into "somewhat" useful perks.
The Haunted Ground/Undying combo is massively nerfed, what are you talking about? Haunted Ground is back to once per match now. Before, it was the same as the Ruin combo in terms of possibilities. That is the most useless Undying combo now because it does nothing.
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@EuphoricBliss35 said:
you sure it’s not “16” after your name instead of “96” because you sound like a 5 year old. “Timmy got chocolate milk, it’s not fair!”
Yeah, the Game Developers, in an evil plot, of THEIR OWN GAME, are biased to half their game, as evidenced by allowing Undying to now work with more than just one perk, and buffing one of the weakest killers in the game, effectively giving him cloaked wraith movement speed with the toss of a bottle on himself. The horror!
Killers slug, survivors bring UB. Don’t slug if you have bad dreams about UB. Don’t pick up a survivor in 60 sec if DS haunts you. Tada!!!
Yeah, a killer buff that also benefits survivors if they get in the gas. That makes SO much sense. Imagine the survivor that runs through that and also gets hit and gets that speed boost as well. Amazing.
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@Junylar said:
Why do you all say that facecamping is one kill? Whenever I tried to facecamp against SWF, they always save the hooked person. Is there an actual way to stop them from saving the hooked one completely or what?
Seeing as how the times I do camp when gens are done are rarely successful, I'd say it comes down to the killer you're using and their downing power and simple timing. A Bubba squatting is obviously really dangerous because he swings back and forth and he has three tokens for the chainsaw, meaning he is going to keep going until everything moving in the general area is on the ground. Killers with instant downs are much more efficient at face camping than killers that HAVE to do two hits.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1853827#Comment_1853827
The SWF's 5th Perk: Comms is problematic. If you go back through my history you will find that I'm a strong advocate for breaking Solo and Team into two different Ques. I think it would be win/win for Players and Behavior. I think most people would play in both Ques, i.e. with their friends when available, and Solo when not. See below:
SOLO QUE
- No more than two Survivors may enter a Lobby together, as a 2-Person SWF won't tilt the game.
- No Survivor information (identities) will be shown until the end of the match to prevent setting up Comms on the fly.
TEAM QUE
- Teams must either be 3-Person or 4-Person, and no Solo will be added to round out a 3-Person Team.
- An additional Generator is required to power the Generators, i.e. a 3-Person team will need (5) Generators, and 4-Person team will need (6) Generators.
- The Killer will have an additional Perk Slot unlocked for games in this Que only.
CUSTOM GAME
- Nothing changes for custom games as they are fine, and already let you play with your friends.
Once Solo and Team are split into different Ques, the problematic Perks which were created and made very strong to help balance the SWF imbalance could be tweaked and made more reasonable so they no longer strangle Solo. In other words, the extra objectives and Killer Perk will balance the SWF so the Perks don't have to carry that load. That would be great as any Perk designed to balance the SWF Gen-Rush was 10x for Solo.
Moreover, having a Team Que opens up many lucrative opportunities for Behavior. See below:
- Custom Cosmetics so Teams can have matching jackets, outfits, logos, etc. can be sold.
- Team Ques are a basis of being setup for DbD run Tournaments which can cost like a Rift Pass and have prizes.
So going back to your original question, do I see SWF as cheating? No. Since the DEV had already given it their tacit approval, it is just part of the game. I suspect they know it is impossible to police in the current Que setup, and so regardless of what they really think, that is the only option they have unless the adopt a suggestion like mine. While I think SWF abide by the letter of the law, I do not think they abide by the spirit of it. I think they are a problem. I think it should be addressed in a way that allows people to play with their friends, but not gain a competitive edge. In any event, since SWF currently is not against the rules as set by Behavior, playing in one does not make those within it "bad sports."
I like this because it gives the option of what kind of experience you want. I know that I need to approach SWFs more calmly and not get as angry about it if they start being toxic or just straight up steamrolling me. It's not their fault the devs couldn't foresee survivors using comms when comms are readily available through a console's menu screen or Discord on PC. They're only responsible for how they conduct themselves and let's face it, some people simply don't care about good sportsmanship. We all see it with the survivors that DC before even getting hooked or killers that facecamp at 5 gens.
And SWFs have helped me improve at the game, but certain killers that I'd really like to practice with without some team smelling blood in the water and swarming me with flashlights, body blocks, and teabags. Learning Nurse was especially hard because I picked her up when I hit purple ranks and still use her in rotation. And I'm still not that great with her against sweat squads. Those games make me question using her lol
And yeah, I'll agree with your logic on my question to you. Really I was just interested in how you'd answer it. That's why I stated I'm more in favor of the game being rebalanced and taking comms into consideration.
And thanks for just not being dismissive and saying I should just 'git gud'. That's what we're all trying to do, which is why your suggestion is a really good one in that regard.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1853508#Comment_1853508
Well, I totally agree with you. But I must say, I recently had the misfortune of running into a facecamping Leatherface. The first hooked survivor (who died on his first hook, ofc) had Kindred, so we all knew we had to leave him (he was in the basement, and the killer was hiding where the chest usually spawns) and kept working on gens. In the end, I completed the last gen, while the other survivor was downed. The killer came after me and, guess what? He had NoeD. I died on my first hook, without ever being hit other than in that occasion. (Map was Lery's, not very clear for totem spawns).The thing is, such things should not have a reason not to do them, as someone else suggests. Those things should be punished, outside of certain instances. You are effectively cutting out a player from a match, much sooner than it should happen. It literally means that you are helding the game hostage for that player, until he dies.
https://forum.deadbydaylight.com/en/discussion/comment/1853801#Comment_1853801
People who are half decent at playing don't usually run Whispers, though. And even if that is a thing, I don't really see the issue. What a killer should be doing is stopping gens from being repaired. To do that, he wants to have as few survs on gens as possible. If he doesn't manage to find said survivor in a short time (which is already kinda ridiculous, since this game is not really built around stealth. Although it is possible, it is never gonna fully work) he should move onto some gens. That means there will be one hooked survivor + at least a rescuer = 2 people not working on gens, for the time it takes to unhook + heal. As much as SWF is concerned, I always wanted to see it reduced to a max of 2 people, but still. SWF and camping are different things. SWF is hard to face (although not always), more challenging and sometimes frustrating. Camping is just cheap and toxic. SWF is making things hard for the killer, not having him in a corner, unable to move. If that was a thing, you could get away with the comparison. But it really isn't. There is a reason why one of the categories killers get points for is called "Hunting" and not "Staring at a survivor you hooked until he dies, because you know you won't be able to get a kill otherwise".
Of course, EGC camping is another thing. Still kinda cheap, but not the same thing.
I will say I don't understand why people still play Bubba like that. I've never played Insidious Bubba. That's just not my style. I played him the same before as I do now, but his buff was SO good. There's literally no reason to be Insidious Bubba anymore. Even his add-on reworks were mostly good. Wish I could say the same for Billy. They absolutely butchered his add-ons. Most of them are just miniversions of his own perks now. A few of Bubba's are like that, but not the majority.
And I wouldn't agree with SWF being limited to two people. If I'm survivor, I'm usually in a full party and it's fun as hell. But we're also not a sweat squad or constantly communicate where the killer is or abuse things like Object. The times I've ran Object, I've not even communicated where the killer was. I've told who it was when the match starts or if they're hovering around a hook, but that's about it.
I just think the SWF problem needs to be considered when they're balancing the game or looking at perk stats. Saying Object isn't a problem at all because the Object rarely escapes is a very gross understatement and doesn't take into account everything. Sure, stats say the Object doesn't escape much, but what about their teammates? What about when they're in a SWF, which they usually are, what's the escape rate for everyone then? I played a game on Ormond against a full SWF with TWO Objects and I was Freddy. I couldn't do ######### until I caught one slipping up and basically camped to make them come to me and in the end I still only got one. For as good of a killer as Freddy is and can be, and I am pretty good with him, it was absolutely insane that I was shut down by a team abusing a perk and comms like that. Definitely a learning experience though and one that made me unfortunately take lobbies of people that are mostly or all on the same platform very seriously and I go overkill if I'm able to with the killer I have since we can't switch anymore.
And that's another thing too. They said they were bringing back MMR, so they're not allowing killers to switch in lobby anymore. Still not back and survivors able to switch to a survivor with strong perks or keys. Another example of the imbalance the devs create with their shortsighted ways.
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I think it's perfect where it is. Yes, it becomes strong in certain combos. Like one of my Freddy builds is Pop, Tinkerer, Thrilling Tremors, and the fourth is determined by my read on the lobby, but it's usually been Franklin's or Lightborn because lobbies lately have been bringing a lot of keys or flashlights.
Why Tinkerer on Freddy? Because it lets me know where people are, the gen most in danger, and if I down someone, I can try to force them off that gen by faking a teleport. Then I can pick up the survivor, the gen gets blocked, I hook them, teleport to that gen, and Pop it. Like the rumored Freddy nerf of taking away power from his rope add-ons doesn't really worry me. I rarely use Forever Freddy. This build right here ensures a constant flow game.
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@Moundshroud said:
To further address this issue, let me talk about some other games. I will do so in broad terms to be polite to them. There are some war games that have Snipers. These guys and gals can get into position and literally kill people the second they try to step out of the building in which they spawned. In some cases, you can be killed the moment you spawn. There are games where you can be blocked and locked and held down for hours at a time. There are games where you can build up your peaceful little farm, never harm a soul and along comes some black-hearted raiders who kill your sheep and cows, burn your crops, rob you blind, and then as an afterthought, kill you.
All of these games have one thing in common; they are PvP games. They rely on the agency of the Players. Rules are clear, and everyone knows that bad things can happen to you at any time. The games aren't at fault, because you CHOOSE to play them even if you don't like getting a bullet in the brain every time you spawn. Those black-hearted raiders aren't at fault for being black-hearted raiders. You knew they existed. You knew it could all fall apart when you decided to be a defenseless farmer. You CHOSE to play that game. You CHOSE your role. You rolled the dice. Do you see where I'm going with this?
Dead by Daylight is a PvP game where some Players take on the roles of people desperately trying to Survive the onslaught of brutal murderers, and some people play the horrific Killers. We all know that the Killers mean harm. We all know that they can choose to camp you, tunnel you, slug you, and/or Mori you. We know they don't have to be fair about it. There is no Geneva Convention in the Entity's Realm. Survivors don't owe Killers anything other than playing by the rules, and vice versa. That means you can click your flashlights to be annoying, body block, choose Survivor friendly maps, and do your crazy SWF builds, using communication outside the game too. The Killer is going to decide how he/she feels it is best to try to destroy you and they are not obligated to any unofficial morays you want to apply to them.
So let me repeat, the only thing people should be remaining true to is:
- Don't cheat, either by hack or lag spikes.
- Don't quit; if you start a game, finish it.
- Be humble in victory and gracious in defeat.
And for the record, giving people grief (or trying to shame them) because you feel they camped or tunneled you is not being gracious in defeat. It would be the opposite. Nobody loves being camped, tunneled, or left on the ground for long periods of time. It means that even if things are going well for the group, it is not going well for you personally. That is something we all endure. Some of us accept it is part of the game and get on with our lives. Some of you just can't stop whining about it.
I agree with you. But since the game is balanced around no comms, wouldn't you say that survivors using comms are against the rules of the game? Devs have explicitly stated that is how the game is balanced because they wanted an immersive experience. Granted, they've also acknowledged that people use comms, but still state they're not officially adding comms to the game. That's not what the game is. So by your logic, those survivors are playing outside of the rules, yes?
Other than that, I agree with absolutely everything. I played against many SWFs today and the game gets laughably survivor sided in those instances. Still, I recognized areas where I was doing quite a few things wrong. Did I get annoyed at the blatant disrespect that comes with a SWF? Of course. Did I camp people? Only when the gens were done. Because now that hook is going to be a prime spot for people to be. And with SWFs, I already assume one is at a door when the last gen pops and sure enough, there usually is.
But I'm not complaining about toxic behavior so the devs change something. I would like them to balance the game to account for comms. I think that's the main problem. People really downplay the amount of SWFs playing. Even if it's just a two man, that's an advantage for those two people. But I mostly run into 3-4 man SWFs and it's almost always a sweat fest. It's made me better in areas and it's made me better with every killer. Really, I just want certain perks adjusted on the survivor side to match or be applied at the same time to their killer counterparts. That right there is a huge problem and creates major imbalance and lately, it's been survivor sided.
The fact that they're already talking about nerfing Undying is a bit ridiculous in my eyes, but it is what it is. Keys and Moris should have been nerfed at the same time. Pop and DS should have gotten the same nerf at the same time, plus DS shouldn't be active if the survivor does any offensive action like a gen, healing someone else, healing themselves, or cleansing a totem. No tunneling is going on in that moment, so why keep it? One could make the argument if a killer hits someone, Pop should deactivate, but what if they're hitting someone off a gen they're about to kick? So I'd say no to that adjustment to Pop. But that's just my opinion.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1852161#Comment_1852161
I believe that survivors doing gens has nothing to do with a killer deciding that facecamping is the way. It has to do with the fact that he wants to have it easy, killing a survivor on the first hook, much like having old Mori available.
https://forum.deadbydaylight.com/en/discussion/comment/1852467#Comment_1852467
The easy solution would be to have the timer stop if the killer is in a certain range and not in chase. I can't see how that would be severely abusable. If the survivor being chased keeps looping close the the hooked guy, the timer will still go on (as I said, timer does not stop if in chase). If the killer chooses to stay there, he will gain nothing, as the timer will stop. If the survivor keeps going back and forth, not only will he be wasting time, he will also start a chase, and then another, and then another. This way, survivors will not get camped as easily, but killer who have to rely on camping because they aren't able to keep up can still do it.
That's still abusable. Say you're hooking someone, see another survivor nearby, your Whispers is active, so you search the area. Some survivors are very good at sneaking around. So while the killer searches the area for the survivor they KNOW is there somewhere, a chase isn't active and the timer on hook isn't progressing. That's BS, plain and simple. Killers still get penalized for doing exactly this because they're close to the hooked survivor, but they're searching for one they saw nearby just a moment before. They get penalized if they're in chase around a hooked survivor. That's too much power in a survivor's hands and if you add in a SWF? Why even play any more?
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1852126#Comment_1852126
Orion and others have mentioned that anti camping mechanics were tried a long time ago on the ptb. Survivors abused those mechanics so they never made it out of the ptb.
Lmao go figure. I play killer mostly, but I do play as a survivor quite a bit. Having made it to rank 1 Killer, the amount of SWFs at that level is seriously downplayed by many people. And a good portion of them are sweat/bully squads that will abuse many gameplay mechanics so they can do their toxic BS. And I've gotten messages from those same toxic survivors no matter the outcome.
Basically, survivors need to realize and accept that they are their own worst enemy. They need to accept that comms is a huge advantage in a game that is balanced around no comms. They need to accept that certain behaviors have consequences and complaining about them does nothing in the end because they're not recognizing their own part in creating the problems they complain about. And they need to accept that they need to change their own behavior as well.
Doesn't mean killers are all innocent. I accept my part in my demise as a survivor. I'm probably mildly toxic as a survivor. But I've also had many games where I did absolutely nothing but exist and I get facecamped or tunneled out. At this point, it's a vicious circle of toxicity. But I think if survivors scaled back their toxicity just a bit, they'll have more legs to stand on. I've never had ten games in a row where a killer facecamped. That just sounds ridiculous to me. So it makes me wonder what info is missing. Is OP part of a SWF? If they are, what are they doing every game to ensure the killer facecamps right away? It's this information right here that is always left out of complaint posts.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1837366#Comment_1837366
65% is red ranks. Don't try and tell me that you should balance for grey ranks.
On an interesting note however, people always say that killer starts off easy in lower ranks and then gets harder... these stats prove otherwise.
So you're cherry picking the stats you use. All ranks have to be considered when balancing, not just the sweat ranks. And I have to say that to maintain rank 1 as killer, the work that has to be done is FAR more than a survivor has to do to maintain rank 1. Had a game last night where me and two buddies died, but the random rank 1 that came in last and did nothing but farm me off hook and did a couple totems, one heal, and a gen got to keep their rank 1? That's utter nonsense. That's 5 separate things they did to keep their rank 1. But if I only get 5 hooks as a rank 1 Killer? Depip.
Point is survivors have it too easy in some areas. It gets easier if you're running a full four man squad, which is disgustingly frequent in red ranks when you're a killer. Teams running Object x2, DS x4, For The People, Soul Guard, etc.
But that's a whole other argument. The debate right now is balance and you're trying to say that the game should only be balanced around red ranks, which is completely wrong. That would kill it in the long run as it would be unforgiving to new players and even average players. This game isn't about sweating and degrading each other like red ranks just LOVE to do.
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@AskingForHelp said:
https://forum.deadbydaylight.com/en/discussion/comment/1828331#Comment_1828331
as long as you have constant information coming in (audio if you have a headset and visual via perks and add ons) and react to that information constantly, it’s almost too easy. I’d love to find one survivor who can loop me long enough to get 5 gens done. You need to be a super team. And quite honestly that’s not fair the 90% of players who go in with uncoordinated teams. If they want to make this game functional where it’s even and fair then they would not have made this cross play without the option to party up. A game that’s based on teamwork why would you add that option if you can’t party up with them across platforms? Survivors suck man. They really do. Anybody that’s a god at playing survivor id like you to show me how I won’t down you in 10-15 seconds lol
Because SWFs prove that voice chat breaks the game. I'm not talking a SWF that's just there to have fun. A SWF that takes it serious and has constant communication and similar builds with one or two differences on two different people.
That's how BHVR balanced this game. With no communication. They wanted you to have full immersion. Should they update the balancing and enable game chat at this point? Sure, it's already there. People downplay how many SWFs are out there, especially at red rank. I hit rank 1 last season and it was a constant 3-4 man SWF team that was just sweaty af. The amount of people abusing Object is just ridiculous. I've had games where there's MULTIPLE Objects. First time it was really bad luck as I was Trapper and they used an Ormond offering. And because of the constant communication, I never saw two of them, never trapped one person, and the Objects constantly watched from a distance.
Not a frequent example, but one that would become common with the game getting game chat with the balancing as it is right now. Some perks would have to be straight up changed or removed.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1801278#Comment_1801278
No, it's just that most Perks are actually good and most people don't realize that because a handful of Perks are just better.
It's like comparing a 9-milimeter pistol to a 10-milimeter pistol. The 9mm is just fine, but the 10mm is objectively more lethal and accurate.
Wouldn't even say better. Every perk is situational. Both sides fall into crutch traps.
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@AskingForHelp said:
Clown is already too much as his gas allows one hit downs and has a wide area of effect. He doesn’t need anything 😂 they need to stop empowering killers
Only if you use an iri add-on, which requires you to hit them directly with the bottle. His reload time is atrocious though unless you use add-ons to speed it up.
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@TeabaggingGhostface said:
I'd honestly say make endgame collapse start immediately after gens are done, but the timer is extended by a minute
I'd actually argue for less time. Puts pressure on everyone and reduces toxicity at the gates as well. If a bunch of survivors are teabagging and pointing at me from the gate, I'm not going to go give them more points. Yet a dev said that's not holding the game hostage, just go hit them out.
Uh, no. There's nothing for me to gain in that situation, yet plenty for them to gain. So in those times, it's always waiting out a couple of pricks who could easily leave and end the game. It's just annoying after a bad game.
Doors that are 99'd resetting is a bit much. But say Ruin is somehow still active, I wouldn't mind the door regressing, although at half the speed of gen regression. This would entice survivors to really do totems and to also try something other than 'meta' perks because let's face it, many perks are viable in this game. Anyone that argues they're situational seem to forget that most 'meta' perks are situational.
BT needs to be in the terror radius, DS requires a killer to pick a survivor up, Adrenaline requires all gens to be done. Sometimes those things just don't happen. DS ends up being a waste of a perk if I equip it and definitely a waste if someone equips it against me. All of Laurie's perks should be reworked tbh. The fact the devs refuse to acknowledge how strong OoO can be in a SWF, even an average skilled SWF, is ridiculous. I've had games where there's two OoO and it makes it impossible to do anything. But since they can't do anything about party chats and communication, they can rework certain perks so the game isn't balanced around no communication.
Sorry, went down a bunny trail there. But I'm all for slight changes that take both sides out of comfort zones and makes them try new things. Keeps the game fresh.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1770848#Comment_1770848
On Killers like Legion, Spirit, Freddy and Blight, you get a ton of value from BBQ. Although I can see the argument being made that Killers without mobility to follow up on BBQ are wasting a slot.
Thrilling Tremors is by far much more useful on Freddy. Run it with Pop and Thanatophobia and you will control the game 9 times out of 10.