StarLost
StarLost
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@Iliketoplaykiller said:
Yet I still get bm'd and teabagged on SWF weekends, gotta love the community.
I've actually moved away from regression perks almost completely. I find that they can help me turn a strong game into a winning game, but often they fail to help me turn a bad game around. Ruin gets found immediately, Pop takes a while to use. The only one I still use a fair bit is Surge.
I have a lot more luck with info and pressure heavy builds. Nothing slows down a game like 2 people on hook and me chasing a third.
That said:
@glitchboi said:
People will do that no matter what. It's natural.
I'd say more 'typical'. It's the old as dirt 'Anonymity + Audience = Massive Jerk' formula.
I'm pretty much the nicest killer you are likely to come up against unless I'm doing an Adept or something, and I still get BMed a hell of a lot.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650466#Comment_2650466
right, that's why I specified I prefer normal gameplay.
Fair enough.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2650504#Comment_2650504
Never thought I’d say this, but LoL did something right and honestly LeaveBuster should be implemented into this game
now excuse me while I go vomit for saying LoL did something right
Haha - LoL actually did a great deal right.
The Tribunal was one of the most effective and original ways I've seen of taking among the worst communities of any game I've ever played and massively improving it.
The game itself I'm...incredibly tired of. But Riot was pretty damn creative once upon a time.
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@ukenicky said:
So I was thinking about it recently and realized that Pyramid Head has two niche perks that actually really help in countering Circle of Healing and Shadow Step (Somewhat).
Forced Penance and Deathbound, both of which have no cooldown at all which is nice.
Forced Penance allows you to inflict Broken on survivors who take protection hits which helps negate Circle of Healing for a while and Deathbound can reveal the position of survivors who are healing up in a Circle of Healing as long as you're within 32 meters of them which isn't too difficult if you're tracking them.
I've yet to try these but I'm going to next time I play killer. The only problem is making space for them since I do love my spread of BBQ + some regression..
Additionally Bloodhound has been helping me track survivors via blood through Shadow Step and Iron Will and Haunted Grounds is always a great choice for anti boon help.
Honestly just the Exposed status effect in general counters so much in this game. But yeah, personally I think Forced Penance might be the better choice since a lot of people try to tank hits then run off to heal themselves in CoH. When Overcome hits live especially I think this will be an even more prevalent play style and I think FP could help with that, what do you all think?
Plaything works quite well. As does Devour Hope.
TOTH is...ugh. It always seems to get cleansed super early.
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@douggie123 said:
Sorry am I missing a trick here or something that makes it so bps make the users the most ridiculously toxic and unbelievably god like whenever they are used.
Nope, never seen this.
The only strong indicator I've seen of an incoming toxic game is a specific offering, a TTV in the lobby or Dwight in his 'jester' skin.
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@douggie123 said:
Can you please all stop your dcs its unbelievable and it ruins others experiences when you dc cvos you get downed. Is there a way devs can just remove the leave the game button on the pause menu. So that when ur in your in. Killers and survivors cos apparently the penalties don't phase the rage quitters they continue.
Yeah, it can be pretty damn miserable at times.
Yesterday I had 7 DCs in 7 games, back to back.
@DragonMasterDarren said:
You are never going to get this community to not DC whenever they feel like it, nor are you going to stop people from getting disconnected by bugs or bad wifi
unless you have a metric ######### ton of money and a mind control device, DCs are a fact of life in this game
They could if they wanted to.
LoL dealt with the issue perfectly with their LeaverBuster system.
One DC every so often won't even do anything.
A few DCs - you get warned.
Several DCs in a short period of time - you'll get a penalty, but it'll be up once you've fixed your internet.
Consistently DCing - you'll start getting bans, which will eventually escalate into a perma.
I don't think I've seen a single incident recently where someone seemed to DC because of a bug/internet. It's always:
- When I find them early and they notice I'm playing 'x' killer (it can be literally any killer).
- Almost as soon as the match begins, when they notice they've got a specific map.
- The second I down them.
- The second I hook them.
I seldom see killers DC, and then it's usually because of an offering, but survivors...woof.
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@DragonMasterDarren said:
I’ve had a few, the 2 that I remember the most are the one time a Trickster role played as a cashier on Gas Haven and the entire team played along for like 5 minutes, and the other is when a old classmate of mine from high school messaged me in the post game lobby
Needless to say, those moments were pretty funny
Yeah okay, that's pretty damn cute.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2649826#Comment_2649826
I would not. It is at the very bottom of Slightly Survivor-sided, nearly Neutral.
The main building and Shack are extremely strong when the walls are up, and breaking the walls costs you precious time that you may not have. Even without the walls, the entire front portion of the map is pretty good for Survivor. The thing that keeps it even is the ability to hold a 3-gen sort of behind the Gallows. It's desolate back there and that's what keeps it almost neutral for us.
Huh.
I almost always have easier matches on DDS. It's not a big deal for me to break the two 'key' walls (the one in the bedroom especially) in passing and as long as I'm willing to give up two specific gens, I can usually win a war of attrition even in hard games by forcing a very easy 3-gen.
That said, I'm probably playing at a somewhat lower MMR than you are. It could well be that better survivors handle this map differently.
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2649829#Comment_2649829
Léry's is very unpredictable and it is easy to approach a Survivor from pretty much any direction you desire. Gens can also be a bit though to find.
Not to mention that it was Old Freddy's best map, so this has an effect on my opinion :)
Lery's is RNG central.
Some games I completely flatten them. Some games I get three strong vaults into that bloody office area and every survivor will run directly there, and I'll get 4-outed.
It's also a misery to play on ranged killers.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2649492#Comment_2649492
We actually went through all the Autohaven maps, so you can totally watch and see our thought processes, they are near the beginning.
Yes, we ranked Badham IV as the weakest of the Badham's.
Grim Pantry still has a very strong main building, plus Shack and a decently strong side building.
We had Sanctum of Wrath closer to Neutral because both sides have benefits. It's like a fatter version of Aazarov's without a chokepoint in the middle. It's fairly wide and somewhat difficult to 3-gen on.
Dead Dawg's main building is actually insane. The front street-side of the map is also super good and there are 3 walls you MUST break.
Midwich is miserable for everyone, but it favors Survivors because it accentuates the problem with the strength of holding W. The pallets are okay, but you can see the Killer from a mile away and you can get around 35-45 seconds just by running away.
RPD has the issues of every indoor map but also the issues of Mother's Dwelling. It's huge, the gens are indefensible and you either have to deal with a god loop or with multiple god pallets depending on the side you pick to defend.
I find RPD to be a nightmare on either side. I've died on hook because people weren't sure how to reach me. I've also had an office spawn as a 'House of Pain' with an absolutely unstoppable loop.
Midwich I love. Visually, it's brilliant. I've never had issues playing killer on it either. The gates are absurdly easy to defend.
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@Bennett_They1Them said:
I also had a game where I played against a solid nurse player who let me survive unharmed (barring when I took hits for people).
I thought maybe they were farming, but in the postgame they said they saw my pronouns in my name and couldn't bring themselves to hurt my digital avatar.
They were good and I probably would've had more fun playing against them normally, but I appreciated the sentiment.
Side note: Just adding your pronouns to your gamertag, whether or not you're genderqueer, is a great way to do a small bit of activism. it'll take less than a minute to do, and It'll make the world a better place. (same thing applies to sig files for email)
Eh. I'm not really a fan of this - it can very easily come over, intentional or not, as seeking special treatment.
I already have the odd person threatening to report me for 'tunneling them because of the pride charm' or 'camping them because they play Claudette' - and one particularly bizarre game where I was told 'it wasn't right' for me to play Hag because I'm 'wyt' (yeah that one had me scratching my head).
That said, if you enjoy it and find that it grants you some sort of personal fulfillment, go nuts :).
@Bennett_They1Them said:
Here's another.
I was playing against a brand new demo on hawkins a few days before demo got removed from the store.
they weren't confident enough to play super seriously, and clearly matchmaking had not been kind to them.
so, I refused to leave, and got them to hook me.
after I got saved, they refused to kill me, and tried to carry me out, but I stayed for the endgame collapse so they'd get a kill.
Yes, I often try and give the last person the gates/hatch and sometimes they'll fight me on it. If they don't want a free lunch, I'll just finish them off.
@Pizzasauce said:
I'm not sure how well this fits but here it goes....
For whatever reason I wanted to save these two girls. I can't remember now. Whatever the reason was I dropped one off at the gate and let the other one go. The other crawled back to me, got under a hook, and the other one pointed for me to come over and point at the hook. I guess yhey didn't want me to let them win the game, and wanted me to win the game instead.
The only other story I got is playing against 3 absolute dirt bag SWF who finally exited and the one solo left her item behind I felt, as an apology.
Yeah. This has been the one and only time a survivor has given me a pity hook.
Full on toxic sweatsquad, Haddonfield offering, 3 further hook offerings and clicky clicky teabag teabag all the way. They constantly hugged the infinite and would abuse it the second I chased. Ended up with like 2 hooks the entire game. The last person gave me a pity kill, I think she was genuinely embarrassed by the conduct of her companions.
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@Chocolate_Cosmos said:
I can't even tell when was the last time I played againts him :(
He was popular when he came out (like any new killer) but then I just can't find him anymore.
I try, but woof can he struggle against people that know what to do. And that's before the addon nerfs hit.
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@Pulsar said:
Me and my friend (@Shdw_Void) were discussing what maps are traditionally Killer-sided versus which are traditionally Survivor-sided and we wanted to know your opinions. We spent about 5 hours on this, so I hope it's good lmao. I've included a stream of us discussing each map, so if you want our reasoning/justifications, you can watch it. We both have about 3K-4K hours.
We couldn't quite agree on Haddonfield vs Cowshed, he said he'll sleep on it, so we'll see. What do you all think of the maps in DBD?
https://us.v-cdn.net/6030815/uploads/17S6ZBO02J45/dbd-png.png
Here's a brief breakdown in case the image is fuzzy or otherwise funky:
Very Killer-Sided ~ Shelter Woods and Aazarov's Resting Place.
Slightly Killer-Sided ~ Suffocation Pit, Coal Tower, Hawkins National Laboratory, Wrecker's Yard, The Pale Rose and Wretched Shop.
Neutral ~ Torment Creek, Father Campbell's Chapel and Family Residence.
Slightly Survivor-Sided ~ Mount Ormond Resort, Blood Lodge, Grim Pantry, Rancid Abattoir, Treatment Theatre, Temple of Purgation, Ironworks of Misery, The Thompson House, Sanctum of Wrath, Rotten Fields, Midwich Elementary, Badham Preschool I, Badham Preschool IV and Dead Dawg Saloon.
Very Survivor-Sided ~ Fractured Cowshed, Lampkin Lane, Disturbed Ward, Badham III, Racoon City Police Department, Groaning Storehouse, Badham V, Gas Heaven, Badham II, The Game and Mother's Dwelling.
here's the link to the stream:
Interesting.
Otz did a pretty in-depth video on this too.
Haddonfield and Badham need a serious rework.
Out of interest - wouldn't you consider DDS to be killer sided? I know that it's one of my 'easy' maps on most killers.
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@supersonic853 said:
I remembered reading that even after the hatch is closed no way out can still activate. So i tested it and i kinda found the killers version of tbagging at the exit gate i guess lol. I felt so bad though and wonder if this is a good thing. Before no way out didn't do this if i remember correctly. Do you guys think it should activate after hatch is closed?
Eh.
I don't run NWO much for this reason - I really like the ability to give 1 survivor or even 2 (on the rare occasion, when they've played a fantastic game) gates. I feel legit bad when I accidently 'troll' with NWO.
I'll try to give hatch at times too, but sometimes it's hard to convince survivors to go there :D.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649588#Comment_2649588
Read and understand what you read before posting. It is not Otz DCing, it's the survivors he plays against because he is tunneling.
Tunneling is not toxic.
Tunneling is how the killer is supposed to play.
Also, yep. We have fallacy bingo!
This is known as the Motte and Bailey. You started talking about facecamping being ultra common and causing DCs, but when people pointed out that this was bogus, you switched to tunneling.
Motte and bailey (MAB) is a combination of bait-and-switch and equivocation in which someone switches between a "motte" (an easy-to-defend and often common-sense statement, such as "culture shapes our experiences") and a "bailey" (a hard-to-defend and more controversial statement, such as "cultural knowledge is just as valid as scientific knowledge") in order to defend a viewpoint.Just...stop. You aren't doing yourself any favors here.
Manner up, stop DCing because you think you can't win that game.
Facecamping is vanishingly rare.
You have a plethora of anti-tunneling perks at your disposal.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649448#Comment_2649448
And why should the survivor be penalized when the only thing he/she can do in the game is either stay on hook doing nothing and not even earning points + getting a MMR loss or DC ?
Either way he/she is punished, with the latter he/she is not loosing time.
If you allow the killer to be toxic and use a broken anti-gameplay mechanic then allow the survivor to be able to dodge this withotu any penalty.
And as i have said before, you guys crying because survivors are DCíng is your fault, you clearly camp/proxy camp and tunnel first hook. I never have any DC, even with Nurse. But i knew you were all mostly killer mains camping and tunneling, if you were fair players, you wouldn't defend camping/tunneling. No way.
You are now doing what is known as 'concern trolling'. Basically, you are inventing a hypothetical situation and pretending that it's your everyday experience.
You are also...wrong.
The killer does get punished. You take a pretty nasty score hit for facecamping. This is why killers barely do it anymore, outside of endgame collapse or situations where you want to punish a teabagger.
But okay - want to dodge without any penalty? Try to unhook yourself, fail, die and move onto your next game. Bravo - you've escaped the match and didn't get a penalty.
Or - hang in there and wait for your allies to help you. You will be hooked sometimes. It happens.
And yay - that's a perfect example of a Kafkatrap. All I need now is a Whataboutism and I have my fallacy Bingo!
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2649563#Comment_2649563
Small nitpick on your post, but its the Otzdarva's Law, not Rule
You are correct!
Here's an honorary red shirt.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649532#Comment_2649532
Well when i face a killer that has a ton of message on steam saying "-rep tunneler camper first hook" and that's what he/shed did in the trial i have just played and when i see streamers with a DC half their games, sure there is a problem but don't turn it around, the responsible of the DC is the killer as he/she is the common denominator in all those games.
If the way he/she is playing result in a high DC rate, 10,20 or 30% higher than the usual average rate of the global playerbase, the problem comes from this player.
If you ever did stats in your life you would know it's the plain truth. But most of you disagree because you are killer mains, surely camping and tunneling in all the trials you play. Cannot be otherwise.
You guys defending this are exactly the same as players defending teamkills in FPS competitive games.
Just no.
No. No. No. No. No.
NO.
Stop trying to turn this around. The common denominator here is you. Clean your own room before worrying about the rooms of some hypothetical people.
I play a goodly amount of DbD. I also watch plenty of streams.
I never facecamp unless someone is BM. I get DCed on constantly.
The streamers I watch get DCed on constantly too. It's almost expected and it's insanely frustrating, as you are denying the killer BP and messing with your allies. Just search for the 'Otzdarva Law' on YouTube if you want to know more.
Hell, as any killer would tell you, the hardest part of doing an Adept is finding a group that won't DC.
When you decide to throw a sulk because you got hooked first and DC, you are just punishing the killer for winning and punishing your allies while you are at it.
Slugging, tunneling and proxy-camping are playing the game *as intended*.
Facecamping is BM, but it's vanishingly rare as killers take a pretty big penalty when they do this.
Also - well done. You've mixed an Ad-Hominum into a Red Herring fallacy to make a Red-Hominum. The world is a worse place now.
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2649517#Comment_2649517
I already feel the ban for D/C system is quite poor because it already can't tell the difference between losing connection, "legitimate" D/Cs and people just D/C'ing because they can't take an L.
I don't think it will get any better if the game now also punishes you for other peoples behaviour or internet connection.
And even if you say any type of D/Cs are rare, it still just doesn't seem right to me.
I'd rather the devs invested time into making the game more fun and fair, to stop people D/Cing, rather than doublign down an already poor ban system.
League of Legends nailed it with LeaverBuster.
One DC once in a while? No problem.
Lots of DCs in a short time? You'll get a penalty, but by the time your internet issues are fixed, it should have expired.
DC regularly over a period of time? You'll eventually start getting 3 day, 1 week, 2 week and finally a perma ban.
I would give my little toes for DbD to have a similar system. DCs are frustrating as now I have to either waste my time giving the enemy team a break because they got paired with a jerk, or I have to wipe them out and get shouted at in postgame.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2644989#Comment_2644989
Because it's not purely dependent on ping.
A survivor could have 100 ping, the killer could have 20 ping...but if the survivor did the action first and early enough then it would count first - it's what information the server receives first...in those circumstances if the survivor did the action the same time as the killer, then the killers action would count first due to lower ping.
I understand this.
But the problem is that this often provides a 'fake hit', which gives the killer false information and often results in you losing chase.
If this can't be fixed, then this quirk of DH needs to be considered a mechanic and you are going to have to balance around it. Ditto it seeming to eat certain killer powers.
The previous incarnation of DH, with it's possibility of failing, was already one of the most meta perks in the game. Now it can be outright oppressive.
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@Canas said:
There are so many issues right now which are making DbD one of the most unfun games you could play currently, especially for killers. Here's a quick list of things which are adding to the dirtpile which is the killer experience right now.
- Dead Hard still being abused for distance or as Mettle of Man 2.0 due to the hit validation rework.
- Boon Totems (mostly Circle of Healing) invalidating any pressure the killer is applying. Sloppy Butcher in particular is completely worthless now.
- MMR isn't working, survivors still vastly outclass the killer in terms of rank and skill. No hope of winning.
- DDOS attacks crippling the connection of killers. I had that happen to me today, it was absolutely dreadful.
- Recent surge of hackers who keep finding new exploits just to make the game even worse.
- Too many survivor sided maps, trying to down any decent survivor will cost you 2 gens at least.
- Only a handful of viable killers, the rest is borderline unplayable against genrush squads. Nemesis for instance gives survivors an additional health state and speedburst.
Now I haven't experienced the basegame back in 2016 but I dare say we're on our way to reliving the dreadful balance of these days if the devs don't do something about the current state of killers soon. It's truly unplayable.
- Yes, the current DH is completely broken. The 'fake hit' bug and it eating killer powers isn't likely to be fixable and is probably going to mean that DH needs to be balanced around this.
- CoH definitely hard-counters attrition based killers, but that will definitely get a nerf. Otz hasn't been this adamant since OoO.
- MMR works...a lot of the time. I get the occasional Kakfa matchup, but mostly I feel like I'm facing survivors near my skill level. Problems arise when I start winning too much or when the system seems to be offline.
- I think that's lag-switching. I've seen it from time to time. Not much you can do about hackers.
- See above. Report them, that's all you can do.
- This is the key issue with killers right now. Haddonfield needs it's infinite fixed, as does Badham.
- Here I'd disagree. 'Weaker' doesn't mean 'non-viable'.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2649513#Comment_2649513
It can happen but honestly, on my side when i play killer, i have 1 DC every 20 or 30 trials. Almost never happening.
So between 5% DC and 40% DC there is a huge margin.
I think you are underselling how much people DC.
Yesterday, for example, I had 7 DCs. One game was 3 people almost simultaneously.
I'd say, maybe 1/4 of my games have a DC. I never facecamp. It's not even someone I'm tunneling - people will DC the second you down them or hook them. It's entirely meant as pure BM.
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@JohnWeak said:
There are killers out there, like some streamers with DC in 30 to 40% of their trials because they are toxics, hard camping and tunneling first hook. You clearly have stats about it, why do you still let them playing the game while half the time someone is DCing ?
Personaly, when i play killer, no one is DC'ing, it happens like 1 time out of 50 trials.
Ban those toxic players and the toxicity will hugely decrease.
As I said to you in the last one, no - you don't get to DC on demand and no, tunneling and proxying are not against the rules. Facecamping...if a killer does that, they already get penalized. I've seen literally 0 killers do this outside of being teabagged/flicky flicky macroed.
Stop DCing and you'll stop getting banned.
If you really want to get out of the match ASAP, run to the killer and suicide on the hook. Otherwise you are just punishing them for winning and messing over your allies.
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@kingsparda97 said:
Imo we have reached a point in DBD where they are cranking content out to a point to where we barley get to breathe anymore and enjoy it, which makes the grind harder and harder with each chapter being around the corner from the next. Imo legacy should return but in a different way ik a lot of people get touchy about this topic and some people even think having legacy makes them better than others. But it would be nice to see platform based legacy colors. Switch:Red, PS:Blue, Xbox:Green, PC: orange.
Then how would I be able to spot hackers and queues to dodge?
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@mrmain21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2648931#Comment_2648931
What would happen if they made the hook timer much longer though, would it be worth proxying if the first stage alone took 2 minutes? Ideally I think if the first survivor is camped to death, after they die the timer is reduced and most likely reduced enough for the remaining survivors to all leave.
I didn't take into consideration people who just enjoy the camping play style and only assumed most would enjoy chases like me, so should be interesting to see what other opinions I get on this.
I think what you'd see is people getting frustrated because they spent the majority of the game on the hook because it was better for their allies to just slam out gens.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2648985#Comment_2648985
I'm old, i'm allowed to not pay attention.
Haha you have my sympathies.
I've reached the age where I can remember every word to cereal jingles from 40 years ago, but not where I put my damn phone.
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@SunsetSherbet said:
slowdown/regression, Information, Offense in that order.
Lately I have traded straight regression perks for perks that slow things down rather than regress.
Yeah. I'm really starting to see the value of secondary regression via pressure rather than straight regression.
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@BaschFonRonsenburg said:
Regression? Never heard of her.
offense? Never heard of her.
BP? Bbq, beast of prey, distressing, noed
edit: on Doc, Legion, or Pig EZ max points. Can even let survivors leave and end the Match quickly due to no regression and still walk away with tons of points.
Pig?
Interesting.
I really struggle to earn on her unless survivors are giving me easy ambush hits.
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@Laluzi said:
Blast Mine. It's pretty useless for a perk slot, but damn if it's not satisfying to see that gen light up in the distance.
Had a Wraith ragequit on me today because I lightburned him with it. I was just running it for the current tome stun challenge...
Honestly, Blast Mine always gets value against me. It's one of the rare perks that I genuinely dread seeing.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2648983#Comment_2648983
If you put enough pressure on them, they won't want to get near you lmao. I went from Ash to Iri 3 in 2 days. Double pipped every match with a Merciless each time. Bamboozle to block long loops and gets you into the chase faster, so you can pelt them with even more knives. Never let up. His strength is in quick chases. The faster you can down them, the sooner you can chase another. They try to heal rush, they get penalized. They don't heal, they get penalized.
Huh.
I may have to try that.
I almost never run Bamboozle, as I struggle to get much use out of it once they know it's there, but it's certainly worth revisiting.
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@Grandpa_Crack_Pipe said:
Agitation.
LITERALLY won me at least one game, you can't tell me it's not the best perk in the game.
Survivor perks, lol.
Although yeah, Agitation+Starstruck on Doctor is demonically good when it works.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2648972#Comment_2648972
My build for Trickster is Scourge: Gift Of Pain, Thana, No Way Out and Bamboozle. It's disgustingly good. Don't tunnel or camp but also don't let them breathe and get free unhooks if they're in the open and running while I running away.
Bamboozle on Trickster...that's certainly going to surprise people. I'd have gone with Agitation or something, I really struggle to get people to the right hooks on time without it.
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@Aurelle said:
Yes. I would rather get Haddonfield than RPD.
Agreed. I frigging hate Haddonfield, but at least when I lose there, it's usually because I've been outplayed (or they got that damn window spawn...another thread) and when I win it's because I outplayed.
Far too many wins on RPD happen because survivors just can't find their way to the hook on time, or because I went right instead of left and 2 gens popped before I could correct myself.
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@Thusly_Boned said:
As a frequent Plague player, I am a big fan of survivors who refuse to cleanse. Yeah, just an M1 killer, but with 4 broken survivors, I still feel at a huge advantage. And I'm getting at least one run of corrupt purge regardless of what the survivors do.
And hitting survivors with corrupt purge can be a really fickle thing, I'll take sure one hit down over trying to chase survivors down and puke on them twice more often than not.
As a survivor, I cleanse as soon as I hit the injured state.
Also, at higher MMR survivors seem (to me) to be able evade the vomit much more frequently. Corrupt purge is really only game alteringly lethal when survivors let themselves be caught out in the open, or in proximity. Good survivors tend to spread out and run loops much netter, which really hinders the snowball potential of the red vomit.
This.
What'll almost always happen is I'll get a down, slug, down someone else, hook both of them and then proxy. It's usually a way easier game than if people were cleansing at least somewhat.
There are also not-infrequent times where I'll see they aren't cleansing, grab my pool and then go completely monkey bananas on them.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2648930#Comment_2648930
Yeah, for the amount that is does, there is a good chance that the hooks won't be able to be reached. Honestly, it should be a minimum of 6 hooks since the value isn't very high but I do love it. They never guess that healing causes them pain >:D
I've been thinking about trying a build with Agitation+Scourge+Thanato. It's probably way more interesting in theory than it'll be in practice.
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@Zyie said:
When MMR came out, if I was playing as a survivor, my experience was that both the teammates that I was paired with and the killers I was facing, were way worse than before. They all honestly seemed like people that had played for maybe max 5-10h.
I mean, sure, I was able to escape almost every game, eventhough my teammates all went down in 5-10 second chases and died, while I did 3-5 gens, most of the unhooks (with bt), cleared hexes, healed people, took protection hits and tried to get the killer to chase me instead etc. It was not uncommon for me to have 30k+ bp at the end of every game, cause I basically did everything. It wasn't much fun though.
On the killer side, it was the opposite. I was facing much tougher games on average, got steamrolled quite often, and it wasn't much fun.
I honestly believe that I am a much better survivor than a killer, and I do play more survivor, but it feels like my MMR was switched between the two roles, so I just got the worst of both worlds.
With that being said, while I do still get terrible teammates sometimes, and face hard swfs as killer, the games I'm getting now is much more fair and even for both roles, so while it took some time for it to balance out, I think my MMR is fairly close to where it should be right now.
I do get a few of these matches - 1-2 excellent survivors way better than me and 2-3 potatoes without even a full line of perks.
It's probably people waiting in queues for ages and the system instead trying to futz together an 'average' team MMR close to mine.
That said, I had a genuinely heartwarming game where a clearly very experienced Nancy was using gestures to lead a trio of obvious newbies around.
I ended up giving 3 of them the gates on 2 hooks a piece.
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@Bennett_They1Them said:
or, at least, ones you really need to force into situations where they'll do anything.
I'm not sure if it qualifies as 'terrible', but Distortion.
I know how much I rely on aura reading as a killer.
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@mrmain21 said:
Sorry clickbait title...
Im having to rewrite this entire thread so this one is a little irritated and more sloppy than the original unfortunately.
I'll preface this by saying if your going to critique me please critique my concepts and not the numerical figures as those are just guesses as to what would be stable. Also this is probably not a new idea but let's continue the conversation.
I play roughly 60/40 survivor and killer. I sympathize with both sides as solo games can be super brutal. You get teammates who do nothing and you have zero chance of winning and sometimes you get teams on your level and you dominate killers outside of nurse.
I feel I dont speak just for myself when I say I'm tired of the slowdown, camp, tunnel, and genrush meta. I personally enjoy chases as killer and as survivor its easily the best thing about this game. We need a minimum game time with some caveats, let's say roughly 8-12 minute minimum depending on very simple variables.
Lets say the gens are done in 5 minutes and you have 1 hook. The doors should be powered on and be able to be 99nd or opened entirely but the survivors shouldn't be able to leave.
I dont have all the answers but that Is why I'm making this thread, what to do about emersed gamers, maybe BP rewards for everything done after the gates are powered?
However the caveats being you can't hook and face camp, I think with this change the hook timers would have to be significantly upped and I think the game would be better for it, if all the changes occur. So you won't have the time to face camp everyone. Also I think this nerfs ruin ect because games with slowdowns automatically take a little bit longer.
You could then focus on chasing survivors gaining hook states and removing resources for the EGC it also shifts the smashing gen priority of survivors to then opt to try and save resources instead, especially if brutal strength, enduring, noed, bamboozle becomes meta making your more dangerous in chase throughout the game instead of trying to pressure gens which is boring anyways.
This minimum also would apply to games that the killer is already having a great game, say 2 gens are left and someone is already dead. For every person dead before the gens are completed X amount of time is removed, say 2 minutes? Along with upped hook timers you would actually have an incentive to chase unique survivors and gain hook states vs tunneling or camping to secure a kill.
You would in theory be shooting yourself in the foot by slowing the game down with perks vs being more lethal. I prefer this over the meta now. I'd like to hear ideas from both sides and see what we can do to bring in a chase meta and bring this game out of the stale power creep perk game we have now
It's a tricky one.
I do sympathize - it's never nice to get stomped (and honestly it's not all that much more fun to be the stomper). Fortunately MMR has resulted in significantly more even-handed matches, where I'll at least get a 2k without having to sweat my change purse off in about 2/3 of my games.
The meta is...unfortunately what it is.
Looping is mostly dead outside of crazy safe pallets or pseudo-infinites like the various Houses of Pain. Now it's predrop pallet and hold W until the next vault/pallet or hide and do all the gens as fast as you can.
I do think that both killers and survivors should get more BP baseline on games where they tried hard but got rolled. Survivors honestly have the sticky end on this one.
That said, a few tricks I've found to farm BP rapidly:
- Find one killer and master them. Preferably a good BP earner - Nemesis, Doctor, Hag and Cenobite are excellent for this. Avoid Plague, Myers, Ghostface and Pig if you value BP gains. I also find Wraith, Nurse and Bubba to be mediocre earners.
- Always run BBQ.
- Don't be afraid to slug. Sometimes the hook is less important than the pressure you get from having a slug and a chase.
- Ditto to proxy camping. Don't facecamp, but always have an eye out for incoming survivors and don't be afraid to patrol back.
- Sometimes you'll earn more BP by easing up when you are stomping than going for a hard 4k early. Even if one or two get away, you'll wind up with 30-35k before BBQ.
- Always bring offerings when you can. These help so much when it comes to offsetting losses.
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@RainehDaze said:
I like the chatterer's tooth, so it's at least cool that's getting a minor buff. But the rest are going straight into potato town now.
No way to reasonably extend solving time = not near box, can't prevent chain hunt ending. Iri box getting its radius increased is just kind of irritating. Engineer's tooth spawning less chains makes it way harder to possibly get that second hit because mediocre and easily-defeated anti looping is literally all his active power does.
Slice of Frank here is so situationally useful it's only going to be worth it because your other options are pointless. You need to be chasing a survivor, with the box, with an exhaustion perk off cd, which they then use. His chains also stop such things. That's a very niche situation.
As for his other addons... greasy black lens reeks of pointlessness (unless I'm misreading it; it says possessed chains), because the aura of someone you just hit with an ability is not amazingly new info. The Deep Wound one would be more useful in any other meta. The extra chains for breaking them on env is, at least, one thing that's reasonably useful for anti-looping. Extra chain length and turn rate are outright detrimental (you want short chains or to hit the floor if you miss, what are long pot shots you can't capitalise on going to do? Turn rate makes the start of the aiming an even twitchier nightmare for maybe some trick shot potential). Longer portal-opening distance is somewhat handy for threatening box-picker-uppers, but it still takes the same sloooooow time to actually extend its range. 6s to solve the box, and I can spend three of that waiting for my portal range?
Honestly, Engi's fang is still going to be fine. I'm astonished that it escaped so lightly as to my mind, it was the only problematic addon he had. It combines stupidly well with Lens or the addon that gives them Deep Wound and the nerf doesn't really do much to prevent this.
I'll still probably be running that combo (I've got a nutso stockpile of black wards on him somehow) or faster hunt addons as that's such a crucial part of his kit.
Sadly, the Franklin's+Hoarder build is DOA now.
Iri box...yeah that was annoying, but it's not too bad. It'll still get you free hunts a lot of the time.
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@kingsparda97 said:
I'm curious to know who everyone mains or who they favorite characters are. It can be because of lore, cosmetics, etc.
Yui for waifu points, a Blendette for practicality.
@GoodBoyKaru said:
Claudette because she's literally iconic, and genuinely she's the reason I didn't grow up to be a racist 🧍
Also David because I want him to [REDACTED]
That's...oddly wholesome.
@RaSavage42 said:
I play Feng Min the most... also I have the most perks on her
As for my favorite Survivor... I kinda don't have one
Feng is pretty decent too. I prefer smaller models in general.
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@CashelP14 said:
Here is my guide to save as many bloodpoints as possible, while also completing the archives.
Red Line = Collect
Yellow Circle = Save
https://us.v-cdn.net/6030815/uploads/H8I271V00Y9S/sketch-1637177535215.png
Since the game only allows you to hold 1 million bloodpoints at any given time, this is a way to store extra bloodpoints for a later date.
Apologies for this one being so late. Logging onto the game has been a problem recently and needed help getting the picture (thanks Karu). Also have a family wedding coming up so I've been busy getting ready for that.
-_-
Dammit, I wished I'd thought of/seen this earlier. About to start stockpiling BP for Artist.
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@AVoiceOfReason said:
BBQ, No Way Out, Pop/Scourge Hooks Of Pain depending on the killer and a random perk, also depending on the killer. Gotta get them BPs with BBQ no matter who I play.
Scourge is such an interesting perk. If the benefits were a little better or a few more Scourged hooks spawned, I'd definitely run it more.
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...Yeah, wow. That looks amazing. Lighting might need a tweak, but I'd really love this.
On the other hand, DbD and Path of Exile are what's allowing me to put off my new GPU until prices are sane again.
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@Zozzy said:
Its shocking how much time plaything buys you as killer. I took it off and gamers went 10X faster and i didn't get any sneaky shots in. Put it back on and i get closer to survivors before they run away or just straight up grab them off a gen or totem.
On it's own, it's a solid perk unless you are facing an SWF.
With Retribution, it can be incredible. Especially on any killer with traversal or instadown abilities.
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2646671#Comment_2646671
Did you just call bhvr a indie developer team? Lmaooo I'm dying
You realize they are the biggest game developers in Canada right
Let me caps that for you so you get it
THE BIGGEST NOT THE SECOND BIGGEST THE BIGGEST OVERALL
it even says so right on there website
I really wish people would actually research before they just spout bullshit
You are splitting hairs.
They were pretty small when DbD came out, and nobody expected the game to explode like it did.
The engine/netcode is pretty janky - and the fact that certain pretty nasty bugs (silent survivors, hit validation etc.) still exist is a testament to this.
By and large, they have been doing a steadily better job and they have created a remarkably fun (if maddening) game. It still has a lot of issues though.
Now what you should have pointed out is that 90% of new AAA releases are bugged directly out of the butt to the point of unplayability :)
@Alphasoul05 said:
All Exhaustion perks are stupid. They reward greed, being outplayed and being out of position. With four survivors that can use them multiple times.
Most of them are fine now. They have play and counterplay.
DH is the exception. It gives too much for too little.
@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2648870#Comment_2648870
I don't live in Canada nor did I look hard to get this info
IT SAYS SO RIGHT ON THE WEBSITE
I wasn't aware of this bit of trivia either.
Relax, mate.
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@Zozzy said:
I love MMR for the simple fact that people who said the game is fine and that they get 4k's in 99.9% of their games are now seeing the real balance of the game.
This isn't specifically directed at the op and just in general.
It's certainly meant a lot less smurfs stomping on my face, I will say that.
I saw quite a few a few months ago, so either I've risen past 'that' MMR bracket now, or more likely they've realized it's more trouble than it's worth.
I'm still leery when I see TTVs though. Bad memories...
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@Brokenbones said:
I find that perks that stall the survivors seem to be quite effective
Deadlock is probably one of the best perks we've got in a very long time for prolonging the game.
No Way Out is also an incredible perk.
NWO is brilliant, but I find that I have to pair it with NOED to really make it work.
Deadlock...man. I loved it for awhile, then I had a few games where it resulted in the final 3 gens popping at almost the exact same time which lost me the game.
@Maliken said:
https://forum.deadbydaylight.com/en/discussion/comment/2648891#Comment_2648891
Corrupt Intervention, Dead Lock and No Way Out are reliable game delay perks. Should be enough to kill survivors, and perhaps combine with NOED to finish the rest.
CI...yeah.
I really like using it, but I've been having more luck with LP recently.
More and more survivors just end up playing hide-and-seek or doing totems and all that it does is waste time early. Every now and then I'll get an early hook out of it, but I'd rather have something more reliable.
It is pretty awesome when they don't try this though.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2648893#Comment_2648893
for sure.
I love plaything/retribution (or devour if you're feeling particularly cruel - most people assume it's someone else's plaything totem)
I was partially making a meme build, I know plaything's better for stealth. this one's a bit more semi-random stealth.
also, I haven't unlocked plaything on nemi yet.
Get it, it's loads of fun. Easily one of my staple perks on non-stealth killers right now. The only issue I have is that it's basically hard-countered by voicecoms.
One thing I do find though is that I can't use other hexes with it. Most of the time, whatever else I've brought gets cleansed along with Playthings.
If I'm doing DH, I'll probably go Undying+Retribution.
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@Maliken said:
Unless there’s a line of sight blocker there’s no way in hell you should ever miss Corrupt Purge, you have no idea how quick I can down survivors when there’s no tall object for cover. They’ll go down before the speed burst of the first hit runs off.
Trust me, it’s better to play safe and be generous with pallet drops before taking a down then it is to have a Plague snowball. Survivors that are running all the way to a corner to cleanse and then go back are wasting time not doing generators which is what they should be doing and can easily do by keeping Plague a m1 killer
Granted, I'm nowhere near the best Plague in the world, but even at my likely intermediate MMR, survivors have gotten pretty savvy regarding dodging it.
You really start to notice how many crouchable-barriers maps have when you play Plague.
They are also quite smart at juking little pukes or turning 90 degrees into an obstacle for longer ones.
I guess we'll have to agree to disagree. It's entirely possible we are just playing at different MMRs.
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@Bennett_They1Them said:
-Trail of Torment (works really well with zombies and the fact that you can infect people without losing stealth)
-Hysteria (synergises with Trail of Torment's stealth)
-Tinkerer (for information + random stealth)*
-Eruption (because it works somewhat well with all the gen kicking)*
*Alternatively, you could swap these and still be true to the build. the real meme would be using Nemesis and Deathbound.
Addons:
Serotonin Injector
Nemesis Ne-Alpha parasite (this one's also flexible)
Playstyle (the one I like, at least)
- kick gen/zombie
- infect/punch some people
- change targets since people are unaware of your presence.
- repeat.
Essentially, the build snowballs stealth.
let me know how it goes! (or don't)
Interesting, not quite what I was expecting.
I also enjoy a stealthy Nemmy. I usually run Monitor(the extra FOV really helps on him)+Plaything+Retribution (above all else, he needs info)+BBQ/Discordance (to get the zombies doing stuff).
The amount of times I've straight up grabbed people thanks to plaything...it's amazing.
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@TragicSolitude said:
BP. I prioritize BP.
On all my killers I run BBQ + Distressing + Beast of Prey. My fourth perk these days is Lightborn, which prioritizes avoiding annoyance. If I replace one of those perks with something else, it's usually replaced with Whispers.
Interesting.
I've played around with Distressing, and I don't find it gives all that much BP for what amounts to much harder chases. It's maybe 1-2k difference tops, after BBQ. If I'm not hitting them and hooking them, I'm not really earning BP.
The only time I'll use it is occasionally on Doctor, when I want to do a cheeseball Starstruck+Agitation game.
I usually have more luck with offerings+BBQ+Cenobite/Doctor (reliable BP farmers).
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@lauraa said:
Slice of Frank is weird. Its effect is devastating but I feel its application isnt as exciting as I 8magined. Definitely weaker than other exhaust addons.
I'm looking at this from the SWF angle, though. This addon will surprise the 1st person, but after that the survivors will likely be more cautious ie no Box grabbing while injured.
I personnaly believe in my humble, boosted opinion think his most overlooked addon is Chatterers Tooth.
People read the addon and process it as "gain stealth in exchange for Pinhead being punished for picking up the Box" but being able to see the Box is honestly more huge than people give it credit for.
That usually feels like the only benefit of the tooth, which is mediocre for an UR (although it's not the worst UR by a long shot...that's not a good thing).
Even at 30s, the fact that the box automatically spawns far from both you and survivors means that you barely get to use Undetectable on a lot of maps.
It's a blast on Midwich or DDS though.
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@BadLooperQ said:
It's way better than waiting in a 2 V 1 with 4/5 gens left. It's Just a matter of giving BP's to the killer mains so they won't cry about it.
Rather run to me and I'll kill you off ASAP.
All you are doing is punishing me for winning, and denying me BP and probably whatever challenge or Adept I'm working on.
The hardest thing about doing an Adept shouldn't be finding a group who won't DC on you.