StarLost
StarLost
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@RoachesDelight said:
For me when I started the game and didn't understand it I used to think perks were useless and that the best perk in the game was Urban Evasion.
Oh man...
Where do I even start?
- I facecamped. Every game. On Bubba. In my defense, it was when killers had no matchmaking protection and I was getting clobbered game after game and I didn't know that 3 hooks autokilled survivors. I thought that they had to stay on the hook for a certain duration.
- I thought that I had to break every pallet and kick every gen.
- I thought that different survivors moved at different speeds.
- I thought that Unrelenting was a brilliant perk.
- I had no idea what pallet stuns were, I thought the survivors were attacking me somehow.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2646507#Comment_2646507
Basically the reason I run it on Freddy is because many survivors will choose to stay asleep so that they don't have to deal with the oblivious status. Because their choices are to look for the totem and waste time or stay asleep and deal with the dream effects.
More than anything I am using Plaything as a support to Lullaby. It confuses survivors because they do not know which totem is lullaby. Unless they are affected by Plaything and can see their own totem. One thing I have noticed playing killer is survivors OPT to cleanse anything that looks like a hex totem in the beginning because it is the more optimal thing to do. Plaything allows those regular totems to stay "camouflaged" until you start hooking people and those totems now become important to survivors.
All in all, this build is really meant to force survivors to look for totems. Because the thing is by the time they have found their own totems + Lullaby most of the time they are sitting at 3-4 gens, with several hooks in between.
That sounds like a cool build you have tho!
Fair enough. I'm glad it's working for you :)
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Yeah, it's a thing.
I have no idea whether it's a hacker, latency or some sort of fancy addon but in the brief period where my killer looks slightly sideways as I pick up - blam. Blinded. It doesn't happen often, but it definitely happens.
@Thunderfrog said:
More often I seem to blind the killer after pickup and NOT free the survivor.
So yes, fix flashlight blinds please.
This sounds like latency actually. I'd love latency issues to be fixed.
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@Johnny_XMan said:
It is one of my favorite perks to run with others like Hex: Lullaby. Alone, their effects are very mild but together they can break a team's coordination in completing their objective. Simply put, this is the only time they will not wish to touch a generator. 😈 Plaything comes into play when they have to look for a totem, and they have to spend time cleansing hex totems.
For reference,
Here is my full build load-out:
https://us.v-cdn.net/6030815/uploads/S7G1FCQWR05J/freddy.png
(I prefer pallet Freddy, but you can opt for Snares. Just find it more optimal with pallets since you will have more time to chase ( because they will be looking for hex totems more than touching gens) you will be getting rid of a lot of their resources (pallets).
I also like the idea of challenging myself to have to gain those tokens while also giving the survivors a challenge each time a token is gained. In other words, it feels rewarding when you know you have 5 stacks, and they have to find the totem if they want to continue repairing with normal skill checks.
I have not tried this build on any other killer, but on Freddy it can be very deadly due to his Teleport ability and Dream effects (via add ons or main power)
By the way I am very aware that if the totems spawns in an unfortunate spot, it can kind of kill the build, but honestly even then I have found it useful as survivors will want to remain asleep because otherwise they don't hear me coming.
Have you guys had luck with other Plaything builds?
I'm a little confused why you'd run it on Freddy, yeah. But I'm really warming up to Plaything and include it on several killers.
My build is usually BBQ (the grind is real)+Plaything+Retribution+Discordance/LP/Surge depending on killer. My priority is always info.
I generally don't run other hexes (other than Ret) with it as it often gets cleansed because they are searching.
Lullaby...I struggle to really get working unless I'm playing Doctor and running Overcharge. It feels like it shouldn't be a hex, as the benefits it gives are sort of mediocre.
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@Raccoon said:
....And I find that it is not nearly as bad as people make it out to be - Approx 60% Escape Rate
I never get facecamped multiple games in a row, have 10+ game losing streaks, get bodied by NOED, etc.
Certain challenges (mainly Glyph + Escape and Survive + have X people Escape) can lead to ME throwing the game to try and get them, but most of the time I lose, it's my own fault.
I honestly feel like the constant exaggeration of certain issues makes it way harder for the devs to implement actual/meanwhile fixes.
Current Builds for anyone interested...I hardly ever bring items
WOO/Dead Hard/SC/BK
SW/WMI/Lithe/WGLF
QQ/HO/Detective's Hunch/Inner Strength
Yeah, this.
I play survivor at what's probably a pretty embarrassing MMR. I mostly play killer.
On my survivor 'chill' games, I've never seen the killer facecamp someone out unless they've BMed them or it's endgame and they haven't got a kill.
I've also never facecamped anyone outside of the above reasons, back when I was brand new/playing Bubba excepted.
What I do see a lot of is AFK survivors, suiciding survivors and DCing survivors.
When I play killer, I'll usually ease up if the enemy is having a rough game and at least let them get some BP. Because we are all playing a game together, ostensibly to have fun. I'll do the same for killer if they are struggling. I wish more survivors would.
@Sluzzy said:
Solo Q is almost always a slaughterhouse. I genuinely play survivor expecting to lose and if the gates are opened it is a celebration. Killers need nerfed so solo Q is winnable and fair game mode.
Sigh. Hi, Sluzzy.
You know, if you really wanted to throw people off, you'd do a thread on how you'd improve the experience for killers. That'd fox 'em for sure.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2646302#Comment_2646302
Like, just to use the game I just had as an example. Entirely solo.
- Queue for 20 minutes to get into a lobby.
- Get dodged by killers for another 10.
- First game loads in, killer disconnects in loading screen because... I guess Bloody Party Streamers (only offering) are scary?
- Back to the queue for another 20 minutes.
- Finally find a game that loads in. RPD.
- Black ward double range ruin undying tinkerer infectious Nurse
- I last the longest in chase, die on first hook because nobody saves
Like yes, what a fun engaging and enjoyable experience that leaves me thrilled to play more!
And people ask why I like killer more
edit: for a bit of perspective as to how long this game was for me, i didn't even finish the song i was listening to, sub 4 minutes.
Yep. Tonight has not been a good night.
Here's my evening thus far:
Game 1: 3man SWF. Offering for RPD. I get skunked and teabagged from the exit gates until I chase them out.
Game 2: Okay game. 2-out, let two people go because the first survivor I picked up DCed.
Game 3: 4man SWF. Offering for Haddonfield. They get the good window spawn on the basement house infinite and hug it every time I chase. I get skunked.
Game 4: Swamp. First person I hook DCs. Two more DC immediately after. The other one plays hide-and-seek until I physically carry them to Hatch.
Game 5: DDS. Someone DCs the second they load in. Next guy suicides on hook. I'm sick of it, want to get to the next game so I wipe the other two out. Get yelled at in postgame.
Game 6: DDS again. Someone crawls away and I can't find them, not realizing they are Broken. They DC. I give the last chap hatch. I get yelled at in postgame for 'slugging'.
Let's see how Game 7 goes.
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@throwaway79465468797 said:
I know theres no way to tell but if I can consistently get 3-4ks on most killers then I can only assume my MMR is, at the very least, above average
It's really hard to tell.
I seem to oscillate wildly between crazy good 3-4man SWFs who roflstomp me with like 3 hooks max, or almost complete beginners without a full perk loadout.
Some nights are much more consistent.
Tonight has been bananas.
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@Sluzzy said:
It's a very badly designed perk and at the same time grossly overpowered for how it works. It basically punishes survivors for doing the objective and rewards the killer massively for doing nothing at all. It's broken on killers like Blight. When only 2-3 survivors left, there is no way to do the objective. It needs changed.
Why is other perks like Eruption and Surge require effort on the killer has a cooldown and tinkerer doesn't?
Tinkerer needs a nerf.
It was only a matter of time...
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@BaschFonRonsenburg said:
Perks like brutal strength, shadowborn, unrelenting. I feel like there are plenty of QoL perks that I’m not seeing any killers use. Are people that committed to the 4K they feel the need to run the same build over and over? Do you feel the current survivor meta doesn’t allow for non gen regression perks?
Brutal I'll run sometimes on an unga-bunga chasedown build.
Shadowborn is nice to have, but it feels like a bit of a wasted slot. Monitor at least has some other benefits.
Unrelenting...I totally forgot that existed. That's how worthless it is. I almost never whiff attacks and I'm barely an intermediate killer.
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@PNgamer said:
hey,
there have been many threads posted about this totem perk and I'm not saying that all survivors are too lazy to make totems, because that's just a bad statement and doesn't help anyone. The only real reason many players complain about Noed is because they lost a game because of this perk. There is no other explanation for this and it doesn't matter what justifications come from the players involved. In principle, it's always the same.
But there are also moments when the game is very tight and the survivors just don't have time to look for all the totems. Especially when someone uses a strong killer with 3 slowdown perks on a map with very well hidden totems. ( Meanwhile there are very many tools to find totems, no matter how well they are hidden ) However, I would like to point out the following points, which are often ignored by survivors. ( I play both sides myself and can therefore judge this well )
1. the killer plays the whole time only with 3 Perks before the Exitgates are activated.
2. noed can be completely deactivated by survivors.
3. for example, if the killer is not lucky enough to get many survivors before the Exitgates are activated ( for whatever reason ), then the survivors should still be able to clean/destroy totems without the pressure ( the time pressure to make yourself ) that gives the killer no noed advantage.
I think, if the survivors allow the killer to get kills at the end with noed, ( for whatever reason ) then they have made mistakes in the endgame. So it is up to the survivors and not the killer. Do I think this perk is perfectly balanced? Yes, definitely. You can't balance a totemperk any better than that.
Eh.
On one hand, I'm not a fan of NOED. It can be frustrating to play against, especially when combined with NWO.
On the other hand, it's really not that strong unless your team is crazily altruistic. Just sacrifice the person, wait out NWO and leave. It's mostly a tool for securing 1 extra kill. If you've lost more than 1 person before gates, you were probably going to struggle anyway if they had brought any other perks.
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@Bennett_They1Them said:
Personally, I'd go with some more impactful addons, a way to recall victor while he's stationary/attached (without waiting), and removing the massive stuns when you switch between them.
that, and the ability to hide victor under gens, in lockers, and in chests to ambush survivors.
it could also be fun to be able to summon charlotte to your position as victor in order to get pickups and such (with a hefty cooldown, of course)
It'd also be nice to be able to switch while within range of things you aren't supposed to camp. (I'd accept some system that automatically moves you away from the thing you aren't supposed to camp. AI maybe?)
what would you do?
Note: just, in advance, I love the Twins, and I'm just wondering how other people would improve the experience of playing them further.
Some addons need a small buff, most of theirs are rather mediocre.
Also there are still bugs, like Victor getting frozen on some maps.
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2646203#Comment_2646203
Oliver Twist x Fagan, please
Okay, this is both disturbing and amazing. Take my upvote.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2645808#Comment_2645808
ok again like ive said like 7 times here i probably worded the original post not so good but i was just asking specifically about tinkerer im not saying tinkerer is massively op unbeatable crazy to oppressive that equipping it literally insta moris all 4 survivors im just asking whether people would like to see a cooldown or something on it, it really isnt that deep
No. And don't strawman.
There are many aspects of killers that need buffs right now, and only a tiny amount that need adjusting. Tinkerer is fine.
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@HealsBadMan said:
I've got nothing against russians, and I'm sorry you have to go through that.
People from Brazil though... /s
This is actually a fascinating cultural/gaming phenomenon. There's a specific word for it (I'm forgetting) but gaming culture in Brazil is very different to gaming culture elsewhere - in that a lot of the time, the goal is less to 'win' than it is to straight up sow chaos.
That said, I have met some pretty awesome BR players in WoW.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2645800#Comment_2645800
no i mean real good swfs like actual comp players/ og players with heaps of hours that 100% could stomp me of they tried their very hardest but i have an extremely laid back playstyle and just love fun chases and so do these good players so they cater to that and dont try so hard and instead focus on fun chases instead of gens before friends and then just leaving
Okay, yeah. I'm confused as I'm talking to you in two threads simultaneously.
In one you seem to be defending SWF stompcomps. In the other you are claiming that Tinkerer is OP.
And sure, this may be the way you enjoy the game - but it's not the case for everyone (I'd say the vast majority). Most people want to play against folks of a similar skill level that they have a chance of winning against. This is how most games are balanced.
There is nothing fun to me about a Spinechill+PTS SWF with crazy toolboxes that get 4 gens done before I get my first hook. There is nothing fun to me about a group that brings a Haddonfield offering and runs directly to the infinite every time I chase them. There is nothing fun to me about a group that brings multiple further hooks offerings and a Badham offering.
But go nuts. If you play sweaty, you will find all the sweaty SWFs you could want at high MMR.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/2645788#Comment_2645788
nah i didnt have any rough games i just think tink should have a cooldown or something because its incredibly oppressive in the current meta not on its own but if theyre arent going to change ruin then i think tink should have a small cd and im speaking from both side i play both equally and i have alot of hours im talking from pure game balance imo i think they should take all the top perks on both sides AND NERF TF OUTTA THEM and then make all the bad perks alot better and bring everything to a decently equal level so that we see some actual perk variety
Hang on - didn't I just see you in your other thread talking about how you play killer at a god-tier level and the most fun you have in the game is playing against tourney-level SWFs on a 2-perk Trapper or something?
I'm legitimately confused. Something doesn't quite gel here.
Also - no. It's not oppressive.
Hell, it's not even part of the current meta.
The current meta is either Ruin+Pop (old meta, some people are still comfy with it though), unga-bunga chasedown builds, Starstruck+Agitation, NOED+NWO or weird stuff like Plaything+Retribution. At least from what I'm seeing on high level streams.
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@Zachcjjj said:
Why do people on this forum ######### so much about good swfs they're by far my most fun games if you're playing sweaty (as killer) then its a good challenge and a good back and forth if you're playing chill and just having fun chases these people are good players and can provide and actually good players don't really tryhard unless you are so when your just going for fun chases they're always down to have fun or 1v1 shack or something and they're always so sweet in endgame chat. i love good swfs.
It depends what you mean by 'good'.
A coordinated group of a similar skill level to you? Can be a fun game.
A coordinated group of people way better than you? Generally not a fun game. It's never enjoyable to get stomped.
A coordinated group of people way better than you abusing infinites, map offerings, teabagging and refusing to leave? Yeah, I'm done for the day.
It sounds like you enjoy playing really sweaty games where you have to go all-out to have a chance. Not everyone likes this.
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@shitman said:
I already wrote that I constantly receive messages in the game chat and I really don't understand why all English-speaking players are so angry. I have less and less desire to play this game because of such players and it upsets me that BHVR does not block them, they continue to play and the funny thing is that I continue to meet in the game with those players, which I once played against. Please make sure that I only come across players from Russia, I really get tired of the negativity, and there is much less of it from players from my country.
I also notice this tendency to write "russian * insult *" and they think that this is not racism, because russian is not a race. Lol and? you are still insulting my belonging to a nation that I did not choose.
Understand, I can't just turn off the chat, because in addition to a bunch of negative ones, there are sometimes good ones and I don't want to miss them.
I hate to tell you this, but everyone gets nasty messages from time to time in this game. It does get under your skin sometimes.
Report them. BHVR can't do anything unless you do.
That's all you can do.
I also like to leave post-game chat on because sometimes you meet nice people, but it's honestly best just to have it off.
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@Zachcjjj said:
ngl tinkerer should get nerfed in some way especially with ruin undying meta but i dont know what that nerf should be what do you guys think?
Okay, I'm not sure what you are talking about. It sounds like you had a rough game or two and decided to blame it on a perk.
Tinkerer is fine. There is nothing about the perk that is overpowered or problematic. It's not even a meta perk. There are better info perks out there.
Ruin/Undying isn't as strong as it used to be. It's a streaky, 'win more' perk combo that has a strong impact when it works, and turns out to be two wasted perk slots when it doesn't. I'm finding Pop+Oppression to be a way more consistent regression tool, but these days I'm having more luck with pure, early aggression than regression. Regression barely helps in games you are already losing.
But okay, let me see if I can help.
A big part of what separates 'good' survivors from 'okay' survivors is the ability to figure out what perks the killer is using.
- If he's hitting people and recovering much faster than usual, he has STBFL. Get the obsession to distract him.
- If he's one shotting people getting out of lockers, he has Iron Maiden. Don't use lockers.
- If he is constantly finding you when you are working on a gen with friends, he has Discordance. Split up.
- If he is constantly ambushing without a terror radius when you are about to finish a gen, he has Tinkerer. Note your escape route before getting a gen to that point and be ready. Don't repair gens injured. Pay attention to audio queues.
- If he has a 'blank spot', expect NOED. 2 = NOED+NWO.
Once you know what perks he has, you can easily play around them.
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@filipeaa said:
English is not my first language, so be kind.
It's impossible play as killer since the SBMM and boons release, gens fly and if you don't use a full gen regression build, you can even hook 1 survivor and the 5 gens are done.
Now i'm with 5 hours of dc penalty only because the game put me in a terrible place of being stressfull , i'm not good with killer and i only get the same swf with CoH, Adrenaline, Dead Heard. My last game was with Wraith and it's almost impossible hit someone with his lunge nerfed.
SBMM was being terrible for me, as survivor i loop, do gen, save, heal and died from facecamp in m,y first hook because the teamates do gens e leave, so they mmr rise and my goes down.
SBMM is not healty for the game, the emblem system was the most approximately good we used have. They need to rethink the MMR, bring back the old system or add a casual game mode.
I don't want play Blight with Pop, Ruin, undying and Corrupt every game, and as survivor i don't want use DS, Unbreakable, dead heard every single game.
Thank's for read mine complaint and let's be nice to each other.
Hi!
A few thoughts, as a fellow killer player. I hope that my English is simple enough to be easy to understand.
- SBMM does not always work right. Sometimes it puts you up against very difficult opponents. If you keep playing it should get better.
- SBMM is supposed to put you with people who want to play the same way. If you play in a relaxed way, hopefully you'll be put with people who also want to play in a relaxed way.
- Sometimes SBMM puts you into lobbies that you can't win. I think it's when someone else dodges that lobby.
- It's better to AFK than DC. I know that it's frustrating sometimes.
- I'm not having luck with regression perks either in hard games. I like to run Lethal Pursuer, BBQ, Plaything and Retribution on a lot of killers, because this lets me attack them at the start of the game and put pressure on them so they can't do gens as easily.
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@Vampwire said:
It's because a majority of solo survivors are terrible at the game. And those terrible survivors are usually carried by one person on the team who knows how to actually play survivor appropriately. It's not because they're toxic or want to bully killers all day. It's because they don't want to run the killer for 5 minutes and watch as only 2 gens get done. So the natural solution is to play with other players of equal skill. It's just a massive improvement to the survivor experience. You can talk to people and have fun instead of watching the randoms crouch in the corner while you get hook smacked. It gives you a reliable team.
There's so many more avenues you could take with SWF gameplay wise. You can do challenges with your friends. You could go for bold plays and have someone back you up during it. Or you could just troll the killer the whole game (which is the part that gives swf a bad rep). It also solves a lot of the issues survivors face which is tunneling and camping. With coordination you can get a save and body block. Some solo survivors will do this but most of the time they run away even while having BT.
It's crazy how much being able to communicate with your team improves the game. Part of the reason I don't play survivor very often is because of the solo-que experience. SWF's are equipped to deal with the killer meta, where as most solo's will lose because the killer brings oppressive builds that require communication to handle.
TL;DR: swf removes everything that makes solo stomping so easy.
Mm.
I run into 4 main types of SWFs.
- A couple of friends playing together to fool around and have fun. Once I've realized that this is the case, I'll usually play along. If you aren't BM, I'll try to give you a good, close game and I may even let you escape.
- A group of people of mixed experience levels, queueing up to gain an advantage. It could be a rough game, but you tend to be overly altruistic and once I've got a kill, you fall apart.
- A group of people of very high experience levels, queueing up to gain an advantage. You'll bring map offerings and a full set of perks, and will abuse infinites and rotate people onto gens in a coordinated fashion. You are probably going to stomp me. Hopefully you at least give me a few hooks so I don't depip/get no BP.
- Either of the latter, but queueing up with the express purpose of stomping and being jerks. You are often a streamer. You probably have one or more members who've deliberately sandbagged their MMR to bring the group average down. You'll send me to Haddonfield, flicky macro and teabag the entire game and just make things unpleasant. If it looks like I'm giving you a run for your money, you'll DC.
The main issue with SWF is that it creates a very difficult balance situation. Killers that are strong enough to challenge coordinated SWF groups are going to be difficult for solos to deal with. Killers that solos can reliably beat struggle against SWFs.
I'm not sure what the solution is. But the sheer power that voicecoms and being able to coordinate perks and addons gives is a problem.
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@pyramidheadmain6233 said:
I regret to inform you that I have been shamed and humiliated, and probably won't play this anymore.
Palewater Swamp, I was Nemesis. I did everything I could, I tried every trick to help myself here but it was all meaningless. At least three of them had Dead Hard and genrushed the absolute oblivion out of me. I was running Lethal Pursuer, BBQC, Spies from the Shadows, and NOED, because I just knew I was going to need serious help.
Not even NOED helped me. I was humiliated beyond belief, even standing in the exit gate was worthless because they all saved their Dead Hards for that precise moment. After the trial I was filled with nothing but shame, should I even be playing this game?
This game is not killer-sided, complain about NOED all you want but these Survivors are nasty. I don't even deserve to be salty, literally everything that happened was of my own incapability. I feel like I don't even deserve to play this game anymore after the stunt I just pulled.
Yeah, you had a bad game. It happens.
One thing I'm learning as I play killer is that games follow one of three patterns.
- I get a kill early. The game is mine to control, and any survivors escaping is entirely at my discretion.
- I get a kill at around 2 gens left. The game is probably winnable.
- I have no kills at 1-2 gens left. It's almost certainly going to be a 4out.
Sometimes the MMR also throws you up against teams/map combinations that you have no chance of winning on the killer you are playing; I'm guessing that another killer dodged the lobby and it grabbed me. If you get an instant queue into a full lobby full of fancy skins and you aren't playing your best killer with strong addons, dodge.
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@jamally093 said:
SBMM still isn't good all it is just so broken and just because i get a kill my MMR goes up way to high making it extremely unfair god forbid I got a kill whaaa he got a kill he's doing to good we need him to face survivors better then him.
SBMM has some weird quirks.
Maybe about once every 2 days, I start getting instant queues into very tough/very easy matches with no rhyme or reason. I think the system is down for maintenance or something.
Maybe 1 in every 4 or 5 games, I also get an instant queue into a 4man TTV SWF with fancy skins and thousands of hours played between them. I think this happens when another killer dodges.
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@Sunbreaker7 said:
If you could remove one feature/thing in this game, what would it be? It can be any aspect of the game, any killer/survivor perk, map, gameplay mechanic, absolutely anything. What do you wish to not see in the game, even if it had nothing to do with balancing. Just something that either annoys you in general just because.
The 'House of Pain' infinites on Haddonfield and Badham, plus the pseudo-infinites on Swamp.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2643830#Comment_2643830
If these were going to happen, they'd have to happen together. And that doesn't feel likely.
As far as I know, and as far as I've seen, this is exactly how everyone wants it done??
https://forum.deadbydaylight.com/en/discussion/comment/2643846#Comment_2643846
An in-game ping system would be ideal, and I'd absolutely love that, but let's also not forget exactly who we're talking about needing to create it here. They'd be more likely to do things relating to existing mechanics than creating new ones imho, especially when the new mechanics aren't related to new DLC.
Sure.
But just because everyone wants a thing/agrees that it's how it should happen is no guarantee that this is how it'll happen. That sort of change would be a massive shake-up to the game at a pretty fundamental level and would need to be done very carefully.
I just think that there are easier solutions, like the aforementioned pings and emotes.
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2643782#Comment_2643782
I look at it this way. Why are SWF so strong? Communication. How do we close the gap between Solo and SWF? Communication. Should we add in game voice chat or proxy chat? No. Are you bonkers? Last thing we need is some 12 year old telling me about my mom all game.
This would be enough
https://us.v-cdn.net/6030815/uploads/SGZX2A4M9D2X/image.png
An in game quick message system, and to avoid spamming the messages. Make a 10 second cooldown between messages.
Yeah, this feels like the most reasonable solution on the solo-end of things. I wouldn't be surprised if this was added in the near future.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2643804#Comment_2643804
Totem counter...you mean a numerical indicator or something like Small Game? I find my hexes get cleansed way too often as is, which is why I've moved away from using Ruin almost entirely.
Yes, because Totems vs solos and Totems vs SWFs are two almost entirely seperate mechanic. Once they're on an even playing field then you can superbuff Totem spawns and the cleansing/blessing mechanics
I'd be reluctant to do the former because BHVR have a tendency to drag their feet when it comes to stuff like the latter. I'd worry that you'd be completely gutting hexplay with the faint hope of hexplay being buffed in the distant future. If these were going to happen, they'd have to happen together. And that doesn't feel likely.
As things stand, some maps can spawn your totem on a hill directly in front of a survivor spawn and next to a gen. These are things that have never been fixed and thus likely won't be. Which is a sad trend (see: Haddonfield House of Pain).
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/2643762#Comment_2643762
I think a great start to buff solo without buffing SWF would be to make a map wide Bond base kit, aura changes colour when they're injured, and see the killer aura within 8m of the hook - then delete or replace Bond Empathy and Kindred, which aren't really used by SWF who already have that information through voice comms most of the time.
I still don't think this would make solo as strong as SWF but once this is done to close the gap between the information the 2 have, they will be able to give killers some much needed love.
Problem is atm that if they buff killers to combat SWF then solo gets screwed, if they nerf killers to make it fairer for solo then SWF dominate. I don't think they can do much balance wise without hurting solo or killer without closing that gap between solo and SWF first.
The MMR idea is a good one, but it only works against teams who play together a lot and punishes higher MMR survivors who team up with lower MMR survivors. I have a lot of friends who barely play this game because of the difficulty they have and as I play quite a lot (performance problems not withstanding) they really suffer if we get a killer who knows how to play around the same level as me.
Eh.
I'm fine with survivors seeing each-other.
I'm definitely not fine with them seeing the killer aura. Being able to tell where I'm heading post-hook is crazily strong information that should rightfully take a slot. Even SWFs don't communicate that perfectly.
EDIT: I don't think it would punish this situation, as all that would happen is that the average MMR of the group (which is how SWFs work matchmaking wise) would be slightly inflated.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2643762#Comment_2643762
Idk man giving a basekit totem counter (info SWF have for free) as well as deleting blindness and giving a whole lot of aura reading base (so info SWF have for free) would be pretty good
It's a fair idea. I wouldn't mind some lesser form of Kindred being baseline for solos - but I don't think BHVR would bite on it (they've always been resistant to treating the two differently on a mechanical level).
Totem counter...you mean a numerical indicator or something like Small Game? I find my hexes get cleansed way too often as is, which is why I've moved away from using Ruin almost entirely.
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@aknitus said:
https://forum.deadbydaylight.com/en/discussion/comment/2643736#Comment_2643736
I like how killers think they are entitled to 4k. Makes it all the more fun for survs to make the chases and the game as hard as it can get for the killers.
If you want 4k, work for it. Think ahead of the swfs. Turn their own game against them. Or at least try to do so.
...We do?
I think most killers are aware that their 'win state' is 'any more than 2 kills'. We frequently give survivors hatch too.
What do feel 'entitled' to is a fun game against opponents close to our skill level, without people stealthing around the map popping 5 gens in 4 minutes without many chases, people abusing infinites/offerings or people being BM. These are all traits you see more in SWFs.
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@BadLooperQ said:
I really want BHVR to buff solo q so they can finally start buffing killers, no one will be OP if everyone's OP.
They...can't though.
It would require them buffing both solos and SWFs, as they have been emphatic about not having separate mechanics/balances for both.
This would require a massive buff to killers, and then we'd be back at square #1.
The only way to offset SWF is to ensure they face higher MMR killers at a baseline.
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@GreyBigfoot said:
"Stun the killer X amount of times"
I really hate this one, because the optimal play is to prolong a pallet stun as long as possible, and some killers respect pallets or have powers that invalidate them. In the later levels, some of the required numbers get quite high, and they're just treated as throwaway challenges in every Tome. I hate it.
The Game offerings are excellent for stunning (and it's also brilliant for the 'hide in the killer's terror radius' ones). But yes, killers are starting to learn how to bait/force pallet drops much more consistently now. Some of these challenges may need a tweak. Anything that requires your opponent to do something specific will generally be really frustrating.
I haven't seen it for a while, but there was one that required you (if I recall) to repair 4 generators in the same trial. As in, you had to finish off all 4 yourself. That was just silly, and I avoided it.
The 'hook 4 survivors in the basement' is very difficult (the hardest part is doing it without someone DCing...took me ages), as is (oddly) the ones that require you to kick the same generator multiple times in the same trial.
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@Smuk said:
VoIP is strongest perk. I am honestly sick and tired of constantly play against swfs and coordinations.
Why do we slug? Becouse suddenly there is a swarm of mosquitoes waiting with flashlights. I dont care about protection hits, but all body blocking and doorblocking and hook blocks are annoying af. Yes if he blocks, then you hit him. but eventually as you hit all, you loose the grasp.
You should also transfer terror radius to survivors, as im more afraid of them rather then vice versa
Mm.
- Yes, SWFs have an innate advantage. I'd like playing in an SWF to give you a MMR inflation, say 1.1x for a 2man, 1.3x for a 3man and 1.7x for a full squad. This would mean that you'd face a more dangerous opponent to compensate.
- That said, MMR (when it works correctly) should offset this somewhat, as SWF players will rise higher than solos in most cases.
- Smurfing SWFs are a problem - people that spent silly amounts of time sandbagging their MMR to lower their group average. That said, I'm not running into as many as I was two months ago.
- If they are giving you protection hits, that's awesome. Even if you get a break-free, chances are that you've set up a crazy snowball situation (especially if you know where the CoH zone is) or at least forced them to heal for ages, giving you back some map control. If you keep running into this, bring Starstruck+Agitation and watch shenanigans ensue.
- The main issue with SWFs aside from information sharing is perk, addon and offering coordination. Teams that will bring 4x toolboxes and PTS, teams that will send you to Haddonfield/Badham/Swamp specifically to use certain broken loops, teams that will bring multiple 'further hook' offerings on Badham and abuse the tunnel etc.
@ManOMaker said:
To respond to the title: no because then no one would play with swfs meaning no one could play survivor with their friends.
True. But if nobody wants to play against SWFs, that probably indicates that SWFs just have too much of an advantage.
I really like my MMR suggestion.
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@Friendly_Blendette said:
This is not a "hurr durr survivor toxic" post this is just me wondering what most people prefer to play against.
For me at least when Im tryna win I have 2 options go for a big slug with stuff like infectious, penance devour and obviously killers that are good at it like Billy Plague or Twins or just draw the game out with slowdown like corrupt pop ruin and it seems with either build a lot of people seem very dissatisfied at either my perks (when I use slowdown) or my playstyle when I do a slug heavy build.
What kinda of builds do yall prefer VSing?
I've started moving away from direct slowdown perks on a lot of killers. I'm having more success with early pressure (LP), mid-pressure+info (Plaything+Retribution+Devour Hope), snowball (Starstruck+Agitation) or full on unga-bunga chasedown (SF+Enduring+BS).
Regression builds often feel like 'win more' builds, as if you are struggling to get hooks no amount of slowdown perks are going to help, and in some cases (Deadlock, Thrilling) can actively backfire and allow a lot of gens to pop together.
That said, I still do run Pop+Oppression in some games, as it's a very consistent combination.
@danielmaster87 said:
I prefer VSing slowdown builds, because even the best isn't gonna be good enough. Slugging is just annoying to go against, especially in solo where nobody makes the correct decisions.
Slugging is one of those things that a lot of killers don't set out to do deliberately, but wind up happening anyway. If I down someone and can also down someone else, I'm going to do so. Or if I get a chain reaction Infectious Fright situation.
I'll usually give a team a chance to recover though, unless they've annoyed me.
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@Sangotunk said:
Because of the MMR .... I was a hag main before the MMR was released and loved playing her but now my MMR is so ridiculously high that I don't even play her anymore. I'm only matched with 3000 h players minimum, so I only get extremely sweat games. In a fairly balanced game I would like it but not in a broken game like DBD
You could always ease up a little if you want to play chill.
I deliberately try to avoid 4king unless a team has annoyed me, as if I start playing sweaty every game, I'll end up being forced to play sweaty.
Plus, you must be a pretty damn good Hag. I've been struggling against CoH a fair bit.
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Sigh.
A few things:
- Nobody is forcing you to DC. If you really want out of the game, just suicide. DCing is extremely BM to killers as it denies us BP, challenges, adepts etc.
- Wraiths tunnel now. They have to. The risk of CoH (which basically hard-counters Wraith) necessitates killing one survivor ASAP.
- Tunneling is not toxic. Bring DS if it's happening to you a lot.
- If you are getting tunneled multiple games in a row, you are either absurdly unlucky or are doing something to annoy the killer.
- The DC penalty in this game is an absolute joke. It's barely a tickle on the wrist. 15 minutes isn't even an episode of Archer.
- I get maybe 1 DC every 3 or 4 games and it's always right when I first down/hook someone. Clearly the DC penalty isn't harsh enough.
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@Pizzasauce said:
As a killer, I really struggle with any hooking in a basement challenge. I think I've done one two hook challenge, but then have another 5 hook challenge that I find impossible and am going to have to skip and move on to another tome.
As a survivor, it's stunning the killer. I can never outrun them. I'm not a looper. I'm no good at finding pallets. By the time I reach one and turn around to drop it on them they've hit me and I've hit the ground. Every time.
Some Adepts feel nearly impossible, especially with the frequency of DCs right now.
A few killer dailies just make me go 'nope'.
There's a handful of challenges that are hair-pullingly frustrating, especially when survivors are uncooperative.
A few tricks for both of those:
- Hooking survivors in basement: Bring Agitation, Iron Grasp and Starstruck if you have it. Makes this one fairly trivial unless you get a run of maps with bad basement spawns.
- Stunning the killer: run perks that let you see pallets and the like easier. It's also dependent on maps. If all else fails, bring an offering for The Game. That place will almost always get you lots of stuns unless you get matched against a Nurse or something.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2641933#Comment_2641933
Actually since you told me to I have retried her and she has been pretty fun xD.
Good for you! She's really fantastic now and has a lot of nuance to her playstyle. Once you get good with her, she's ridiculously consistent.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2643346#Comment_2643346
I should try other addons, whats your favorites ?
https://forum.deadbydaylight.com/en/discussion/comment/2643349#Comment_2643349
I like Pig rework, I dont play her but saw some videos and played against good ones, she is more fun to play against I think
There is a brown addon that makes it so that you can only infect objects, but it lasts longer (and gives a very generous BP bonus, which helps Plague as her standard style has trouble maxing BP gains). Add on another addon for longer infections, or faster infection rates from objects, and you've got a very different style. Basically - infect all the gens.
It's actually quite strong.
@PleassBuiltInNoed said:
she is the only killer playable now vs all the boons, her power counters both shadowstep and mainly coh
She's definitely the hardest CoH counter.
That said, strong chase killers who can reliably turn a hit into a hook (Nemesis, PH, Cenobite (somewhat) etc.) can do quite well. As can instadown killers.
On attrition based killers (Hag, Wraith) you sort of have to run either instadown-focused builds (DH, NOED), crazy unga-bunga builds (STBFL, anti pallet perks) or Plaything+Retribution.
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@indieeden7 said:
It was one of the only ways for solos to tell if a killer was camping without the use of Kindred, so why was it removed?
I have no idea. I wasn't aware that it was global.
Probably because hitting-on-hook is pure BM.
It's like posting a gigantic picture of a pair of butt cheeks on my screen every time someone teabags.
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@FogofWar23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2643558#Comment_2643558
Yea but you cant Use IT for playing dbd
Oh. That's really silly.
BHVR should fix this.
@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2643558#Comment_2643558
It is, but most people don't for some reason. They sit there complaining that mnk is so much better but don't do anything about it.
Truly reflects our society if you ask me
Apparently you can't use these with DbD.
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@LittleSagey said:
killers who slug all 4 survivors at 5 gens, even 4 or 3. why? just curious....even if the opportunity presents itself, is that even fun?
It sometimes happens. For example, I'm running Plague, get a red vommy pool right away, down a survivor, another survivor procs IF and I down them, proccing another IF and suddenly all 4 are slugged.
When this happens, I'll usually do one of two things. I'll either hook 2-3 people then pick the last one up and let them break free to unhook (if I'm having a good day and you haven't BMed me, or sent me to Haddonfield/Badham) or I'll just hook everyone and end the game (you BMed me, you brought nasty map offerings etc.).
That said:
@lauraa said:
Yeah, its excessive. Just like face camping at 5 gens. Its pathetic honestly.
I've slugged at 5 gens before but I only do that if I feel bad for somebody, like old killer sided pallets
There is a world of difference between the two.
Facecamping is something both deliberate and self-penalizing to do. You'll lose tons of BP if you do this and often lose the game against a savvy team. I'll only do it when I care more about killing you than I do about BP/winning. If you flicky flicky macro me or teabag, I'm going full villain.
Slugging however can happen just by the flow of the game/misplays by survivors. Chain reaction Infectious Fright for example - once you see someone scream, *get away from them*.
If it's early game, I don't know whether you are a sweaty group or a fun group yet. If I deliberately avoid slugging, I could be handing you a stomp. I'll probably give you a chance to recover though.
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@FogofWar23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2643537#Comment_2643537
But Most say yes for m&k Support...
I'm not a console player and haven't owned a console since the PS3. That said, back in the day you could buy keyboards and mice for consoles. Is this not still the case?
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@AnObserver said:
Typically how I play, but I also punish bad plays and will camp at endgame (if it gets there).
However I'm pretty sure there's some MMR decay and I've not been playing as frequently, as the matches are wildly easy or hard.
The SBMM system has some...quirks.
Of course this is just me playing amateur detective, but I have some theories.
- If someone dodges a queue, the system significantly relaxes the MMR 'floors' and 'ceilings' to get another player ASAP. This feels like the #1 reason why I get the occasional bonkers hard/bonkers easy game.
- There are periods of a few hours where the system feels like it's been taken offline. Usually these are characterized by every game being an almost instant queue, but the difficulty and groups I face are all over the place.
- There are a handful of SWF groups, often streamers, who feel like they smurf their MMR down to make them look better on stream - 5000+ hour SWF groups with fancy skins, rocking multiple toolboxes, a full line-up of meta perks, a map offering, further hooks offerings and luck offerings. I am seeing less and less of them though, either because it's probably really tedious to accomplish, or because my own MMR has risen past a level where they tend to congregate.
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@eloise said:
I mean if I don't like playing against pc I can't turn off the crossplay but I still want to play with Xbox and switch because the oc lag to much against a console, the hit pass killer pc against survivor console but when it's pc against pc the hit same place doesn't hit the survivor, so please add the possibility to turn off cross play just with PC (no more cheater, no lag, no 360 or moonwalk, ...) It's better
This would be way more trouble to do than it's worth. I actually cannot think of a single competitive crossplay game that allows you to pick and choose like this.
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@DieGräfin said:
I think there is something like a SBMM outside. Reduce you're MMR.
I...hesitate to advocate for this.
Smurfing can absolutely kill a game. It basically killed Starcraft 2 - people would sandbag their MMR and spend their time roflstomping newbies.
I am conscious of 'managing' my MMR sometimes, but that's not a good thing and I try to avoid it.
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@nfochairman said:
First off....i am aware no one cares
They'll just say i was not good enough even though i was a red rank killer. Killer after midnight is a horrendous experience. The trolls are "expletive" people. I mean, i'm pretty damn good at this game. And it zaps the fun out it in a millisecond.
again...i am aware no one cares
But what if someone is just trying this game. What if they're a really cool person that just wants to check it out. There's no chance they turn it on again. It's not like this is the only game out there.
If you completely play the game the right way and someone gets the better of you they NEVER just leave the exit gates. they wait to taunt you....Why? Because they're such good streamers helping the gaming community? No, because it makes THEM feel better about themselves to make someone else feel beneath them.
again...i am aware no one cares & no one agrees. They'll just say i was the worst red rank out there.
But how can NO ONE acknowledge this? How can everyone just pretend all the trolling is just part of it?
I'm good at this game, i'm good at other games. It never occurred to me to make someone else feel worse because i could do something.
So everyone keeps telling me the killers aren't quitting...i guess it's just me. I had friends drop out of this thing & i'm hanging on because i could see the good in the game. It's just not worth it, guys.
I'm aware this is just going to get lost in a heap of threads that everyone scrolls past. I just felt something needed to be said other than how awesome this is & tell me your favorite perk & color and all that garbage. The truth is this community has too many bullies in it and it's disguised as gameplay.
So again...i'm aware no one cares.
One more dedicated killer signing off that they're just going to say couldn't hack it
Yeah, the BM SWFs do get under my skin sometimes, and there is at least 1 game in every dozen where I go 'yeah, was that guy hacking or am I just really bad?'.
I'm also taking a short hiatus to enjoy some other games (Riftbreaker, Gladiator Guild Manager and Guardians of the Galaxy have been calling to me for days now) but I'll be back.
As frustrating as this game and it's community can be at times, I really do love it.
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@Whatthebubba said:
This isn't a rage topic or anything. This is just an objective statement.
Couple of points why i say that
1- you do not have enough time. Gen repairs are too fast. If 2 survivors do gens back to back together, perkless and itemless you are left with arround 17,5 seconds (add a few seconds for travel time between gens) to get each hook if we assume that you need 12 hooks to win the game. 2 survivors. That means that you got half the team that can distract you, save eachother with flashlights and whatnot and run loops with you and you'd still be on an unforgiving timer.
2- Survivors have too many ways arround whatever you can do that don't even require you to be good at the game most of the time. Best example ? Flashlight saves. Just swarm the killer when he's about to get a down and use the painfully long animation lock of picking up a survivor to blind him, which takes only a fraction of the time they are locked in picking up someone. It's not fun, it's not skilled it adds nothing to the game in its current state except frustration for killers.
3- Game systems working against killers. Like hit validation. Oh you were smart during your chase and mindgamed the survivor to hell and back ? Well don't be so hasty my little kilelr, how about some nice hit validation on DH, so you get the sound of your hit connecting with the survivor but the game tells you no no, so he can keep running but you have to sit there slowed by your "missed" swing. We could also talk about killer features legit working against them, like freedy's map atmosphere that makes some maps so dark you lose survivors because of the sheer darkness of certain spots, mothers dwelling being a prime example of this.
4- Killers are too easily looped. There are too many spots on the map where you can't ever catch a smart survivor and you need to gamble with mind games, too many pallets on certain maps like the game... Which is also not helped by hit validation as discussed above, helping pallet camping. M1 killers are such a joke right now it's not even funny. The simple fact that on every tierlist any M1 killer that can't teleport is at best average and more often than not below average is proof enough of how low the lethality of killers is if they can catch or hit a survivor by no means other than keeping W pressed as hard as they can.
5- SWF. Instead of uncoordinated survivors that already have a ton of advantages over killers, you can also have killers experience the joy of facing all their disadvantages but with the added bonus of cooperation impossible to replicate with random survivors and vocal communcation of the survivors. Making everything even more fun : totems gets called out if seen during a chase, your perks, add ons, location, who to heal, who goes to save. All the strategic planning of a killer could go to waste because of the simple fact that his opponents can vocally communicate with eachother. All that without a single way for killers to effectively do something about it.
6- The cost of playing killer compared to survivor is ridiculous. Killers in general (few exceptions aside like executioner) need perks and add ons to achieve consistent results, certain killers are even unplayable without add ons (hello trapper, even if that's slightly better with his recent buffs). So you need to buy the killers, unlock the teachables, find the teachables and between every game replenish your add on supply. Meanwhile you can go perkless, itemless into a game as survivors, find items in game, rush gens, play a bit smart and escape consistently. It's gotten to a point where i have become a hoarder when i play survivor soloq because i feel like bringing an item might be a waste due to the fact that i could just grab an item in a chest and escape with that so i just keep growing my item stock.
7- Now killers even have to look for their own totems. You can't make this up. Killers have to actively waste time and look for their own totems because survivors can bless them for immensely strong bonuses like : party wide (yes area restricted but still) self care, and next chapter party wide unbreakable. This being completely ridiculous on multi level maps, because if the totem is upstairs, you'd have to cancel the chase or down the survivor, hook the survivors if you downed him, go upstairs, find the totem, snuff it out, go back down, and find survivors again ... all that to get rid of it. So you are left with the painful choice of either leaving it up or waste all this precious time to snuff it out, just for it to perhaps get blessed again a few seconds later.
8- Having said all that above and having experienced decent mmr sweatfests it is glaringly obvious that killers are not the power role. Everything depends on what survivors do. In a game where killers are supposed to be the driving factor in a game and survivors having the number advantage to counteract that, you have survivors being what the game evolves arround. You can play like a god, get every mind game right, hit everything and still be at the mercy of survivors being good or not. And let's not even talk about how things work out if you dare to play a killer that isn't top tier and face a good group. Getting 4 hooks will be like breaking a world record. It is undescribably frustrating to know that you are powerless. The success rate of everything you do is based on whether the survivors are good or not while the opposite is barely ever true.
Now i get that the game is balanced arround casual players because you want to get new players to dbd, but you have to udnerstand that you can't expect your game to work if you bet everything on getting new casuals, that likely wont stick arround, to join your game while having 2000+ hour killer mains leaving out of frustration or swapping to survivor because it is much more fun, enjoyable and stress free.
Hope this didn't end up being a rant, I kind of didn't plan this post to begin with so i structured it as best i could.
Let's go point by point. I agree with some, but not all.
- Mm. Until 1 survivor is dead, they tend to control the game. Multiple toolboxes+PTS+Spinechill can sometimes create a situation where almost all the gens pop before you even get a real chase. I don't get this mindset, nobody gets much BP out of games like that. These days, I tend to run extremely offensive perks to apply pressure hard and early (LP+Plaything+Retribution is sort of my meta now).
- I usually love it when survivors try for these. 4/5 times I'm facing a wall or look down in time and all that happens is I'll either hook/drop and down them. That 5th time though, especially when they are running fancy addons, I get flashed no matter what I try and yeah - that's frustrating.
- Yes. The 'fake hit' bug needs to be fixed ASAP. If it can't, then DH is going to need a nerf. It was a meta perk before this nonsense.
- This is a problem of about 1/2 the maplist being survivor favored, and one or two still having defacto infinites (the House of Pain on Haddonfield). On some killers there is literally nothing you can do against a team that runs to these every chase.
- Ideally, playing in an SWF should inflate your MMR. Like 1.1x for a 2man, 1.4 for a 3man and 1.8x for a 4man.
- Trapper, Pig, Ghostface and Legion need some love. Fortunately the latter two are confirmed for a rework. Hopefully using Plague's rework as an example.
- Boons are frustrating and CoH will eventually get nerfed. That's a guarentee.
- Killers mostly exist to give survivors an obstacle. We aren't meant to 4k.
I definitely feel your pain.
However, as you find your right MMR, things will improve. What does get under my skin though is survivors who will BM/gloat at you after they get a 2-out on a Haddonfield offering. You do know that I'm going to be playing sweaty for the rest of the day, right? Now the next few groups are going to suffer.
@Junylar said:
Try playing soloQ survivor. It will change your world.
I've run into good solos and bad solos. Solos need better tools to communicate, that's for sure - but this game can't be balanced around solos. Killers have to be able to enjoy themselves too.
@OhEtsu said:
On the contrary, the only times most killers have legitimate issues is at very high levels of gameplay. The fact that you think survivors doing gens together is problematic says a lot about your position in the MMR system and about your actual level of skill.
In short, my answer to this as a killer main is get good.
I play at an intermediate-high MMR (I'm guessing, there is no way for me to know for sure) and there isn't much you can do against, say, the Haddonfield/Swamp/Badham/Gas Heaven pseudo-infinites if you are playing the wrong killer against a group that knows how to abuse them. Even at BL3, you'll struggle to catch them.
There is only so much 'git gud' can do in these situations.
@MedicSpirit7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2642102#Comment_2642102
Not even close to the same
I love how basically every answer from survivors to killer complaints is some variation of whataboutism.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2642672#Comment_2642672
Honestly with the amount of subtle hackers I'm low-key convinced they just habe a wider flashlight
But even if not, I genuinely agree blinds need to be server side, not survivor Client side, and only work if the survivor is inside the killer's POV. But without any of those changes, if you know you're facing the 4man flashy squad then baiting it should be easy to do and second nature.
Mm. Every so often someone will get a flashlight save that feels absolutely instant or happens despite me facing a wall. No idea if it's hackers or some sort of addon.
@BabuDweet said:
I swear all I see on these forums is hardcore killer mains complaining, which at high rank I get but that's about it.
Survivor at lower level or solo queue can be just as painful.
People are allowed to push their own agenda on you if you're creating a post projecting yours.(I sern above you said something about people pushing their agenda).
As much as I play both, lately killer's have been unbearable with the non stop complaining, dare I say they complain more than survivor mains now.
Have your views, I respect them. But I'll have mine and I'm just sick of dumb posts like this from either side.
Sure. Solos definitely need a more robust set of communication tools. But that thread isn't this thread.
There is no defending the Haddonfield/Badham 'House of Pain' infinites, abusing the 'fake hit' bugs on DH, the state of some maps/killer perks/addons and just how BM survivor groups can be sometimes.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2643456#Comment_2643456
What is the average results of your trials ? I mean how many kills ? How many hooks on average ?
It depends on how hard I'm going.
In most games, I get 2-3 kills, sometimes 0-1 if I get a strong SWF or 3-4 if I play hardball/am doing specific challenges/adepts.
My policy is always to start off playing hard, and once I control the game then I can ease up a bit. People tend to gloat when you go easy from the start and they thrash you, but will often thank you for easing up. I don't enjoy being disrespected.
I am sometimes conscious of 'managing' my MMR - if I go too hard for several matches in a row, I'll start running into players that I have to play hard against, which I don't always enjoy. I prefer to relax a bit and focus on giving survivors a fun, close game.
On occasions where I run into a BM or sweaty team though, yeah - that gets my competitive juices pumping and this attitude will sometimes carry over into my next few games.
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@JohnWeak said:
First the "global" rules i follow :
- never camp nor proxy camp a hooked survivor, even during EGC
- never tunnel unless 3 minutes after the unhook, the concerned survivor runs towards me
- pressure gens as much as possible
- first kill when they all, or almost all, have been hooked twice
Killer used : Billy as he is not too strong but not too weak. He also allow to remove pallets pretty fast, he has good mobility and one shot survivors.
Perks used : Corrupt/Pop/Plaything/Bamboozle
Skill level : I think i'm atm at an average MMR. Survivors are doing gens, they are not awesome at looping but not bad aswell. They look behind them in chases, it means much and they save the gold pallet as long as possible. They optimize their loops when there is a window jungle gym and a pallet tile next to it. Also, it seems that most of them are knowing most "timings".
For now, i can barely win a trial. I get the first kill when 2 or 1 gen are/is left, the 2nd kill is often right after the first one and when i win the trial, i get the 3rd and 4th (if i 4K) kill when doors are ready to open.
It is important to note that all my chases are pretty short, longest being around 50 seconds top, but mostly done around 30 seconds and even sometimes around 10 seconds when they are lost with the plaything perk enabled 😂.
Usually, the survivors points distribution follows a pattern like : 15k (dead), 17k (dead), 20k (escaped/dead), 25k+ (escaped)
I encourage you to experience it yourself. Of course, if you are at a high MMR, at start you will do 3 hooks per trials till you tank your MMR and then you will hover at a MMR where you will get 1/2/3 kills by playing fairly.
I will continue to play like this as trials are funnier but it is obvious that the game design is broken and is forcing the killer to tunnel and proxy camp. In fact, it forces the player to use those "strategies" more than anything else and right at the start if he/she wants to get 3k+.
That is why, when you are playing at high MMR as survivor, you end up facing campers and tunnelers as if they didn't play like this, they wouldn't play at that level.
I know all this is obvious for some of you but some players, especially survivor mains, do not understand how broken the DbD balance is.
For now i have fun in my trials as a killer but i clearly do not face players at my level and surely not survivors that have my survivor level.
I'm probably at a high-intermediate MMR, and I follow some similar rules - with a few exceptions.
- I never facecamp unless you BM me.
- I will, however, loosely patrol the area around the hook and nearby gens. If I see someone coming for the unhook, I'll chase them.
- I'll tunnel someone down ASAP if I think it's a SWF. If it's randos, I usually won't. However, if you run into me off hook, I'm going to bop you.
- In most games though, I'll try to 2-hook everyone once I get that first kill (which lets me control the pace of the game) or if they have a DC.
- If I'm pounding, I'll generally ease off a little to let you get some BP.
- If someone plays particularly well, I'll give them hatch. On rare occasions, I'll let two people escape.
I don't like Bamboozle as a perk, I almost never get use out of it - unless it's a map like Haddonfield where survivors are abusing that one infinite. I already have a mandatory spot taken up by BBQ (the grind is real).
I usually play Cenobite, Hag, Plague, Doctor, Demo and occasionally Pig. I generally run some combination of BBQ+Surge, Pop, Monitor, Plaything, Retribution, Devour Hope, Lethal Pursuer and occasionally an unga-bunga build with Enduring/Brutal Strength/SF.
My games are usually fun. I do get frustrated sometimes when survivors are BM, or abuse pseudo-infinites/map offerings.
That said...I have an issue with 'fair'.
This is not a fair game, especially on the killer side of things. The odds are stacked against you on more than half the maps in the game. I often get frustrated at the expectation that every survivor seems to have of escaping, and anything that prevents this is me 'try-harding', 'playing sweaty' or 'being unfair'.
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@Shaped said:
Like Ralph does? I mostly watched them for entertainment not skill but Ralph is both skilled and funny.
He does play Huntress only from what I have seen but that is no issue for me.
So any recommendations?
Scott, Otz and OhTofu tend to be pretty strong, and the latter two often play experimental builds that can be really fun to watch. Tofu in particular is extremely entertaining especially when he starts doing his own SFX.