StarLost
StarLost
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@vladspellbinder said:
I've been playing a lot more Survivor than I normally do as of late, trying to work on Survivor challenges from the Archives. Being a Killer Main I normally only play one Survivor game a night but the past few days I've been queueing more and more just to try and get these things done and I just don't understand how anyone can stand this [excrement] enough to play it as their main mode for this game.
Camping Killers. Tunneling Killers. The same builds on the same Killers over and over again or even just playing against the same Killers time and time again (looking at you Mastermind). Solo Queue teammates standing in corners while healthy doing nothing or hiding in lockers when the Killer isn't around or about to hook someone. People not committing to gens or unhooks or heals giving the Killer free downs and pressure.
I just. How do you deal with it? How do you ever have any fun?
Step 1: realize that it's impossible to balance a team role for solo play.
Step 2: either find a team or accept that you're going to be at a disadvantage.
Step 3: focus on getting better, don't go in expecting an escape every game.
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@hiken said:
at these remote times we need basekit Kindred for Solo Q, the camping and tunneling is out of the charts... people need some help, ofc this is not fixing tunneling or camping AND NO PERK can do such thing, what some perks used to do was penalizing it GREATLY like DS before nerf by hard punishing it and also was Off the record during PTB penalizing greatly the extreme focus in survivors and then got nerfed and now deactivates if a surv gets hit in the 10 seconds window wich means if said survivor is hit immediately after getting unhook he will barely be able to do anything because off the record is gone (and it shouldnt, but that is another topic)... but Kindred? should be basekit, survivors need information during these times were the game has become harder than ever for solo q, SWF always had it and forever will... this is important so at least survs can make better decisions when they see a face camper and not waste time unnecessarily
Camping and tunneling have never been less powerful.
The ability to see survivor auras? No problem.
Seeing the killer's aura? No. There's a reason that even HCS premades still run Kindred.
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@scorpio said:
It is so incredibly unfair that people are getting timeouts for DCing against hackers right now. You cannot keep the DC penalty when the game is so overrun with hackers. It's not right or fair. Your streamers are getting hit the worst and it is really baffling how little you care about that fact. Disable the DC penalties until you get this BS under control. I don't deserve to be punished because someone else was cheating.
No, because that's complete chaos where it's impossible to get a proper game in.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/3206007#Comment_3206007
That is actually a fair point. It's going to be much harder to deal with them. Hopefully that's addressed, but really it's the only thing I can see being worried about.
To be fair, this is what most of the negative reaction has been to.
- 22s is ridiculous. I can already see situations where you'd down someone as Twins and they'd be back up before you reach them, so we're basically back to dribbling.
- Sabo/Oak/UB squads stalling games out as badly as prenerf Boil Over squads did, especially on maps where 1-2 sabos can render huge chunks of the map unhookable.
UB needs to be reworked into something else, I think, and Twins need a rework.
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@Chocolate_Cosmos said:
By far the most played killer since his realese.I can see him still very offten which is very rare for any new killer that has been in the game for almost a month at this point. Why?
Because:
A. He's not weak, which is a problem for a lot of licensed killers.
B. He's really iconic.
No, she's just...bad. Her only viable playstyle is a complete gimmick that is only really viable on smaller, multilevel maps.
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@LastTourniquet said:
And by extension, items as well as item rarities.
What do they truly offer to the game? I would say build diversity but that would imply that add-ons function completely differently from each other, when in reality the vast majority of add-ons are simply different tiers of the same add-on. Most add-ons give things like +Charge/Duration or +Speed. Out of the few that do actually change how something functions they are either never used or always used (there are some exceptions). Is this truly healthy for the game? Do you really want every match you play against a Myers to be either Infinite Tier 3 or Wall Hacks? Do you really want every medkit to last forever?
Closer to this games release it wasn't as big of a problem because the number of players that had farmed out hundreds of copies of each item was extremely slim so it wasn't nearly as noticeable. But now? Every game its the same thing so I ask, where is the build diversity that add-ons are meant to facilitate?
Personally I don't play with Items or Add-ons and I honestly encourage you to do the same just to see how it feels. Its really not that bad. I would love to see a game mode where Items and Add-ons are disabled and the only access to items you have are from the chests found during matches. That will never happen though, and this is just wishful thinking.
Lets be honest BHVR would never do something like this, it would be silly for them to. But the idea is nice at least.
That's an awful idea.
So much flavor on...I'd say more than half of the roster comes from their addons, and the vastly different playstyles they permit.
Myers, for example, has 3 vastly different playstyles, all informed by addons. A VM Myers, a Tombstome Myers and standard Myers all play differently. If they removed VM, I'd probably never play him again.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3211516#Comment_3211516
Hooka work like pyramid head cages. Teleport the survivor to a random hook and do not show this location to the killer. Even make the fact that they are on the hook not visible or audible to the killer. A notification plays when the unhook happens, but its' location is not revealed to the killer. Killer can no longer effectively camp.
Make killer score based around number of hooks performed instead of outright kills. We make it so that a win is 12 hooks and then we can balance gen times and everything around that for a much healthier overall game.
Firstly, you can judge where PH cages are going to spawn.
Secondly, this would basically guarantee free unhooks, whilst souping up traversal killers even further - which isn't the goal either.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3212192#Comment_3212192
I played a lot back then. Much more than I do now. That was back before the devs seemed to phone everything in. I was a perennial rank 4 solo survivor.
I never said it was perfect. It certainly had it's problems.
But I still miss that old system. It measured more than just kills and escapes.
It boils my blood thinking about how much better DbD would be know if they kept the Emblem and Rank system and continued tweaking and improving it and instead spent the time they spent making the MMR system on something else. With DC penalties alone the rank manipulation would be greatly reduced.
By 2020 it was a shadow of itself anyway after they took away the color-based matchmaking back in early 2019. At that point it was pretty much already being decommissioned because they were working on MMR already. When they downgraded it from losing 10 ranks to just going down 1 color it was a massive downgrade.
Their approach to matchmaking is flawed. They care about queue times first and matching based on skill second with some stupid kill rate in mind they want to achieve. Fun is factored out.
I think that this is a common feeling amongst veteran players, but I think a lot of that comes down to being paired against weaker killers moreso than strong allies.
Could the rank system have been reworked into something decent? Maybe. But that's a fait accompli at this point.
From my experience, MMR has produced better games than what came before - win or lose, I'd say that maybe 3/5 of my games feel mostly 'fair', as opposed to 1/5.
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@CrimsonMothKing said:
If they are sticking with the theme of blight skins for the event, I really want to see either a Blighted Dredge, Oni or Artist. Maybe the Twins.
I don't really play survivor, aside from Leon when I play with friends, so I have no opinions there.
I want to see monster costumes for killers.
- A bird head for Artist.
- A deer head for Huntress.
- A lizard head for Hag.
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@burt0r said:
How about this:
Survivor that get hooked get teleported to another hook outside of the normal TR or BBQ range (at least out of visual from the killer) preferably somewhere on the other side of the map (but not exact opposite, too predictable), the killer has no longer an indicator for hooked survivor and other survivor only get it after 10 or 20 seconds so no instant unhooks can happen.
And for tunneling:
An unhooked survivor loses collision until 1/2 other survivor are hooked. Makes focusing one individual down impossible.
I think 'tunneling' is fine now.
It's a cute idea for camping, but I could see speedy killers using this to 'juggle' a survivor to death.
Your final suggestion...how do you hook half of a survivor?
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Prenerf OoO giving teams basically free wallhacks for the entire match (holy crap that was horrible).
Snowmen making you immune to Ghostface marks or Twins.
Old Haddonfield, and it's infinite (you can still see this one in action if you watch Otz's Nemesis streak - the final survivor, a Claudette looped him there for ages just because she could).
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3211476#Comment_3211476
They're not very creative. In the same vein as performers before them (Think that Miley Cyrus Wrecking Ball skit) they have to push the boundaries as they feel themselves losing relevancy.
I know we're more inclined to respond simply because the topic is both more important and more sensitive than the topics that they usually sabotage, but unless the post is flaggable I'm still on my crusade to inform people that they're feeding the fire.
If they are breaching forum TOS, flag and move on.
Eh. Until now, she's been mostly benign.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3211487#Comment_3211487
With color-based Rank matchmaking at least once you got into purple and especially red ranks you weren't getting teamed with once a week casual gamers and complete newb-taters. Also we got to know our rank back then so at least we had a much better idea what we could expect from matchmaking.
Generally speaking once I got to red ranks I consistently got paired with good teammates. Sure there was the odd one out who got carried there by their friends but it was still pretty consistent.
When I play SoloQ now I have no idea what my rank is and the matchmaking seems to be essentially random and team compositions are generally horrible. There is nothing consistent about MMR except it being consistently bad. It seems like what was the first week after reset back then is all the damn time now.
Hah. Yes, you were.
I'm not sure how much you played back then, but every month, on the 13th, Ranks would reset and thus would MMR.
For the rest of that week, you could be paired with/against anything from a 30 hour newbie to a 1000 hour monster.
Killer was also borked because it was super easy to rank up, meaning that you'd either have to 'manage' your rank (see: deranking - which was rampant, so frequent that even prominent community members were doing it and completely broke the system) or you'd quickly start facing opponents way beyond your skill level.
This was my experience as a new killer in 2020. It was brutal.
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3211516#Comment_3211516
How about this:
Create a zone around anyone who is hooked. When in that zone the killer starts to gain charges. If the killer hits a certain threshold the killer is revealed to everyone and stunned. Call it the Entity is Disappointed mechanic. The killer does not gain charges while in a chase and loses them outside the zone.
This way the killer could camp for a little bit if they thought someone was nearby, or rush back to a hook right as it was about to change state, but would be forced to push away from the hook over time.
If you want to make it more detailed.
Create a narrow inner circle around the hook and a second broader zone. In the inner zone the killer gains charges at 2.5 rate, while only 1 charge in the broader zone.
Then you wouldn't have to do away with grabs or the powers.
That's how I'd change it. No idea on the technical feasibility.
My guess is they tried something like this (if I recall, a Red said they tried something similar) but it caused issues, my guess is that it's because 'proximity' cannot be height agnostic due to how things are coded.
See - maps with verticality. I hook someone on a central hook on Midwich or The Game. Now, I'm chasing someone savvy. They run to a strong loop above or below that hook. Loop them around a god pallet or a strong window for a short time and poof, they get stunned and you get away.
It's a cute idea, but even I can spot a way to weaponize it.
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@TheArbiter said:
Just like when I see a killer bring The Game offering doesn't make any sense to me
From my experience:
- Double flashlight locker is super easy to pull off here.
- The central structure can be very strong if they know how to run it.
- You can basically hide forever.
When I see an SWF bring this offering, I know there are shenanigans afoot.
Killers and 'The Game'...it's a very strong map for killers with traversal.
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/348952/why-is-camping-supported
If a killer facecamps hooks all game and he gets a 4K because you all stupidly went for saves instead of doing gens, that's on you and your teammates. If a killer is facecamping, use Reassurance if you have it (just ignore it if you don't) and then go do gens.
If you're on the hook and someone is facecamping you, you wait and do the skill checks, even if nobody is coming.
Some people will say "But why should I have to stay in the game if I'm being facecamped and nobody can be bothered to go for the rescue? It's not fun." These people are shortsighted. It also won't be fun for the killer when all 5 gens pop before he can get a second or third hook, and he'll stop doing that eventually because he'll realize that it isn't fun. If you suicide on hook or DC, you're giving him what he wants by giving him a free kill and making the rest of the game easy for him, and he'll continue to camp.
JUST ######### DO GENS.
It's not rocket science, people.
Here's the problem.
There's literally no reason to stay on the hook and not just suicide.
You gain almost zero BP and are still going to get depipped, all you're doing is wasting time when you could be in another match already.
To me, another fair solution would be treating being on the hook like being in chase. You get a portion of the score/BP for things done whilst on you on there.
@squirtinq said:
https://forum.deadbydaylight.com/en/discussion/comment/3211550#Comment_3211550
I guess we can categorize you in the stupidity section.
I brought up Altruism for a reason (and it is not rocket science to comprehend that). I'm sure we can all tell you're a killer who gets upset.
Anyway, that's not the point of the game. Altruism is part of the game, facecamping is manmade. If you want to be picky like that, we can.
Not trying to backseat mod here, but you seem new to the forums - be warned, the mods have a zero tolerance policy on insults, even far milder ones than that.
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@squirtinq said:
https://forum.deadbydaylight.com/en/discussion/comment/3211516#Comment_3211516
Removing the grab mechanic is literally the easiest way to calm down camping. There is no exploitation from that. If you get hit twice, it's just how it is. That still gives you the opportunity to escape.
But if all of the stuff they've prototyped has been exploitable, they aren't really thinking outside the box are they?
I've wracked my own brain and...no, 'think outside the box' doesn't work, because you aren't suggesting a foolproof solution, you're saying that someone needs to think of one.
The literal best I can do is:
- Remove grabbing
- Some killers (Bubba, Billy) can't use their power near a hooked survivor.
Thing is - I'm not sure if that would end the complaining.
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@Sandt21 said:
A green rarity sledgehammer can break one breakable wall over the course of 7 seconds.
A purple rarity sledgehammer can break two breakable walls over the course of 7 seconds per use.
A red rarity sledgehammer can break 3 breakable walls over the course of 7 seconds per use.
Add-ons could include things such as: faster speed for breaking breakable walls, aura reading for a few seconds after breaking a breakable wall, hide your aura after breaking a breakable wall, reduce grunts of pain after breaking a breakable wall, leave no scratch marks after breaking a breakable wall, reduce the sounds of your footsteps after breaking a breakable wall.
Thoughts?
It's a cute idea, but some loops (mostly Badham) would need a look.
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@johnlikesguns2 said:
For me it's a massive garbage. What the rest of the community thinks?
It's...barely a midchapter, but the removal of strobe macros is a fantastic addition, despite the vocal minority going bananas about 'removing survivor fun'.
The insta-mori/baseline UB stuff is going to need some balancing and testing (the videos of UB/permasabo troll squads being 100x worse than Boil Over squads ever were are...worrying) but it's a good change in theory.
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@squirtinq said:
Everything screams stupidity about camping and why the devs think it's a "viable strategy". To level/grade up, you need to unhook teammates for grade points. Did the devs forget what Altruism is? You cannot do that when a killer camps. What's the point of the mechanics of the game then?
The least the devs can do is remove grabbing.
I have a lot of other complaints about this game but camping probably is the most ludicrous of them all when you come to the conclusion that it is "part of the game".
Grabbing should go away for sure, and certain killers with instadown capability shouldn't be able to use their power near a hooked survivor but beyond this...how exactly do you 'nerf' camping in a way that survivors wouldn't be able to abuse the hell out of?
AFAIK, this has been the big hurdle for the devs. They don't like facecamping, but all the stuff they've prototyped internally has been exploitable.
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@Rokku_Rorru said:
Hi all,
With more and more power given to killers (as it should be) I've been thinking are we at a point we don't need to show what the survivors have, I think it's time killers have to put up with the same mystery survivors have to deal with for the sake of the health of both sides.
Perks like Lightborn, Franklins, and sloppy shouldn't be brought just because you can see items. Yes survivors can last second switch but it's hardly fun for either side, and results in dodging. I feel it's a relic from a simpler time and I feel having mystery for both sides would be healthier for the game as a whole.
Imagine if the survivors could see what killer you were playing in the lobby, wouldn't be nice to have perks constantly brought to counter you would it? lol
Nah.
Both roles are different. Killers only have 4 perks, whilst survivors have 16 to work with, and can thus build to at least soft-counter most possibilities.
You'd have to substantially nerf medkits, for starters as 4x medkits sort of necessitates Franklin's on some killers.
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@prion11 said:
I have been having a great time playing survivor (solo to 2-3 swf) these days. It feels like a larger variety of perks is in play on both sides, save the outliers like pain resonance and eruption. After the perk rework and RE-2 chapter, I have lots of options to combat camping and tunneling. I can run deliverance + off the record or DS to stop myself from getting tunneled. Reassurance to help my teammates resist camping, tenacity is better than ever so I can run flip flop/power struggle with it to counter slugging. Boons are in a balanced spot and dead hard takes skill to use. It really feels like you get more value out of a swf now when each teammate plays a different build, focused on being "the healer" or "the sabo guy" or "the please chase me", etc. sure, bad games still happen. but we are biased to remember the bad over the good. anyone else having a good time?
PR does need a look, but it's not that much of an outlier (honestly, PTS is as strong if not stronger).
Eruption...eh.
That said, yeah. I'd prefer it if Reassurance has been a base perk (tying the bandaid anti camping 'fix' to RMT is dirty pool), but stuff like baseline BT really does go a ways towards making survivor a lot less frustrating.
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@Rokku_Rorru said:
More and more I'm finding I'm missing the emblem based matchmaking, I don't know if it's just me though. I really dislike whatever this new way is, I felt the old way was more rewarding even if you did die/didn't get a 4k. Now it feels like no one is contributing anymore to the match in solo queue mainly.
I feel SBMM is one of the worst things to happen to DBD, maybe it's just me though.
Short answer: No.
Long answer: Hell no.
Let me see if I can explain why.
@Aurelle said:
Yes because it was way more chill. Now almost every match is a sweatfest.
Chill for who exactly?
RBMM made things easier on veterans, as they'd be paired against (on average) easier opponents than they are now.
It was a bloody nightmare for newbies, especially factoring in a week every month where the game basically had no matchmaking whatsoever, due to the full reset.
@Mat_Sella said:
Remember when they made getting emblems harder and everyone complained?
Yeah, people SUCK at this game. It doesn't matter if its emblem or MMR matchmaking, there's so many people that are horrendous that you're gonna have crap matches no matter what
Define 'everyone'.
@ByeByeQ said:
Every day I play DbD I miss it.
Back when you matched with your own rank color was the best time for DbD's matchmaking. You knew your rank and you had some idea of the quality of the teammates you were getting.
Now as a SoloQ your teammates are essentially random.
You really didn't, though.
The first week after the reset? You could be paired with literally anyone.
Even after that - I was in purple ranks within my first month of playing, and facing off against 1000+ hours people with less than 100 on my side.
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@SmarulKusia said:
This isn't the first time. Don't get me wrong, I don't care for the flashlight changes, I use them too infrequently to be too impacted.
But can we stop using people as an excuse to nerf things in the game? If you want to nerf flashlights whether to prevent BM or to just nerf it, just say it. Don't give a lame excuse about how this is a change for the section of the community that suffers from epilepsy, if you had cared enough, you would've listened to that part of the community if not 5 years ago, then 4, 3 or even 2.
We get it, you want to buff killer, we get it. We really do. But don't do it by trying to make it seem as if this is because you care for the community.
Shrug.
I'm mildly photosensitive and these literally give me a headache.
How is this not a positive change?
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@Sluzzy said:
The removal of the clicking and the way the flashlights worked will make them undoubtedly and without a doubt less fun to use. I don't think DBD needs that right now. Survivors have already been packing their bags and leaving from what I can see.
...
Fun to use?
Fun for who exactly?
The only purpose of this was to annoy people. Anyone who would leave because of this...frankly, the game's better off without them.
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3211470#Comment_3211470
1) Not a retort
2) This is our first exchange, you were quoting Sluzzy
3) Even Sluzzy doesn't believe what Sluzzy posts
4) Hence, my response.
Usually Sluzzy posts random 'killers are all evil IRL and survivors are all angels and deserve to escape every single game' stuff.
This is the first time I've seen her brushing up against making fun of people for their disability.
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3210470#Comment_3210470
No. It is user responsibility. Flashing lights are staple in all games. This is changing one specific item for alternate reasons because you have Clown, Doctor, and maps with a lot of flashing lights. Lery's Institute has some rooms with extremely bright flashing lights. The animated lights add atmosphere to the game.
Yes I feel bad for people with disability but you shouldn't play video games if flashing lights causes issues. Flash Lights, a survivor item, was specifically targeted. Flashlights were already changed so they are not bright to the killer when blinded.
'You shouldn't play videogames if you have a disability' is one hell of a take.
But here's the thing.
I have photosensitivity issues stemming from an incident with a car a few years ago. Not severe, but it's there.
99% of games are fine for me, as long as I'm playing in a well lit room - the only exceptions are older games with constant full-screen 'white' flashes.
Strobe macros in this game have a similar effect, plus the noxious stimuli of the clicking.
...I literally have no idea why you've chosen the 'survivors should be able to troll people with disabilities for the lulz' hill to die on, but when a crusty old forums centrist like myself is calling you bigoted, that may be a sign to take a step back.
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@aarongai said:
Most games, you aren't going to get value out of it because the killer just picks you up immediately after they down you.
But even if the killer doesn't pick you up and you manage to recover, you still got put in timeout for 45 seconds. That's 50% worth of generator progress you missed out on. You could bring Unbreakable to shorten that time, but that's up to you if you want to sacrifice a perk slot for something as niche and easily counterable as Unbreakable. So slugging will still be a viable strategy for buying time.
Additionally, if survivors always choose to recover instead of crawl away, killers who leave a downed survivor for a moment will have a much easier time finding them before they reach the 45 seconds threshold. The survivor could bring Tenacity to recover while moving, but again, that's another niche perk and just as easily counterable as Unbreakable.
This update will indirectly buff a few things though; most notably Saboteur will become stronger. But there are basement hooks and killer perks for dealing with that. Don't cry about sabotage becoming meta again just because you don't want to use the perks designed to counter it.
Flashlights will also be stronger since they could possibly contest a downed survivor long enough for them to self-revive in some situations, but again, there are perks that can counter flashlights as well as just facing a wall / chasing the survivor off.
What this change does most importantly however, is prevent killers from slugging to hold survivors hostage. The killer either has to hook them, or risk them getting away. And with the implementation of the Last Standing phase and finisher mori, matches will end faster and be less painful for everyone.
TLDR: base kit Unbreakable will not have as much of an impact on the game as you think it will, and the game's health will be in an overall better state with these changes.
Okay. Here's the problem.
That 45s could easily be 22s with a perk.
Now, picture playing Twins, on Eyrie. You're at one end of the map, send out Victor and manage to down someone up on the second floor of the main structure, or far away. They could easily be up before you can get to them.
Or, maps like Eyrie and Midwich where hook spawns can be complete Kafka.
Or maps like (redacted) and (redacted) where you can basically make yourself impossible to pick up by abusing level geometry.
There are things that need to be fixed and changed before this.
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@BowlofTofu said:
I'm upset over the last man standing, and the changes overall to Mori's.
I mostly play killer, and I see this as them taking away something fun and one thing I could choose to do if I wanted. And what's worse is I'm being forced to Mori when I don't want to.
Dont get me wrong, there's a lot of fun in having the opportunity to Mori every survivor, and as a Ghostface player take group photos with obnoxious SWFs.
But what about those times we find a Baby Dwight? A litteral new player who you can tell has never played the game, and is struggling just to do a gen. Why cant I let them go and get rid of rest of the team?
Or the choice to let the last survivor go after they've been playing really well out of respect for their skill at the game?
Its leaving a bad taste in my mouth that I have to kill the last person every single time, or let two of em go cause they were good sports cause I like to be a nice killer now and then.
I'm okay with it, so long as Twins get some help and spots where you can't realistically pick folks up or hook them are fixed.
The mori changes - the items themselves are going to lead to ridiculously sweaty play, as it's an ultra rare offering that requires a 4k to work. That's not going to end well.
As for the auto-mori, we'll see how that works in practice.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3205946#Comment_3205946
I think you'll lose this one friend lol 22 secs is alot long than you think and it's straight from one side to the other which also I'd like to point out is never gonna happen at full map length in a real game
It very well could, if survivors are smart about kiting Victor. I'll time some stuff out when I play later though, and let you know how long it takes to get from one place to another.
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Wait until you encounter the slug camping Knockout Ghostface.
I don't think there is anything in the game more miserable to play against.
I just hope that Twins get some changes and the remaining 'you can't pick me up' spots are fixed, because those are going to get abused.
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3205147#Comment_3205147
Ghost face doesn't really get robbed of his power though. Unless you are getting revealed 32 meters away. Because if you get revealed up close then you got value out of the power because you sneaked up to them. Can also be used for information. There's also two add-ons that inflict oblivious and exhausted and with the matchbook or wallet the power cooldown is short.
There's something funky about the reveals, which is the issue. I'm not sure whether it's a validation thing, but I'll get revealed by a survivor who I LOS'd two seconds ago, through a solid wall. Or sometimes seemingly by fresh air (the reveal comes out of nowhere, with no culprit apparent because they are in an entirely different buildings).
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3205920#Comment_3205920
I've scrimmed with him before and the big thing with M1 killers at a really high level is that you need to get downs to exert pressure. That seems obvious, but people new to comp tend to load up on slowdown on M1 killers and then they don't down anyone so the slowdown does nothing.
Even just saying high MMR as a catch-all, one or two chase perks are needed because the return on slowdowns diminishes if you aren't downing anyone. In general, the M1 killer mechanics have to be spotless on Ghostface and get 3-4 downs with his power. Usually means stalking and 99ing from very far away. Forced Penance also works wonders on him because coordinated teams tend to body block for exposed players.
This is key, and I've actually been leaning towards more lethality/info on almost all my killers.
With gen speeds changed and kicks buffed, I'm often finding it better to get more chases/downs or even easier approaches than hard regression. Lethal Pursuer has joined Discordance on my 'equipped on basically every killer that isn't Hag, Dredge or Trapper' baseline.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3205945#Comment_3205945
My twitch name is the same as it is here. And I play a mix of solo and SWF although I primarily prefer to play SWF because randos are ass most of the time.
On the days I play, I tend to go for like 6-8 hours depending on the day so that probably also has something to do with it
I'll give it a look. '4 days' is what I'm most curious about, as whatever you're doing, it's something that even Otzdarva and his group didn't think of (it took them 5, under fairly optimal conditions). That's a 20% difference.
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@SilentShepherd said:
I cant see anything and I am runinng into walls. its so dumb. Fire up DBD with a looping build to have some fun, nope. Dredge makes my screen blacked out and I can barely see two feet in front of me.
There's no brightness settings either. How come I am watching YT videos of people with brighter screens during ultimate, but mine is so dark I am running into things?
That's how it's meant to work.
Against Dredge, you're supposed to memorize the map layout somewhat so you can navigate it with restricted vision.
He sticks out like a sore thumb too.
If you're really struggling, WOO is great.
@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3205928#Comment_3205928
But I cant see anything and Im running into walls. How is this fun?
I enjoy playing against him - the trick is to plan escape routes ahead of time and loop wide enough that he can't use his remnant to catch you.
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I saw a P73 Nea earlier today.
She was...surprisingly easy to catch.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3204975#Comment_3204975
No they won't, it doesn't take any killer that long to go from one end of the map to the other even with UB you could get there in time, and if you're not good at slugging you still have 22.5 seconds with UB to decide whether another survivor is worth chasing which is still enough time to process whats happening and make a good decision
I'd have to time it, but I'm 99% sure that Twins can't make it from one side of Eyrie to the other in 22s.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/3205017#Comment_3205017
I do stream (just finished one actually) but idk. i jsut survive a lot and get lucky with hatch when my team is bad
Mind putting your handle in this thread? I'm really curious how you are racking up numbers like that, as even the HCS team didn't pull it off in 4 days, and they were playing as a coordinated group, on smurfs, with their #1 priority after surviving being score.
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@miniwengsel said:
https://forum.deadbydaylight.com/en/discussion/comment/3204980#Comment_3204980
The last time I played aginst a knock out Killer is three years ago. The buffs to Killers are great, but if you look at the Perks of the Killers you will see the Survivor Perks are stronger. After the perk rework the killer meta has dyed. If you look at the survivors you will see the same perks and some others, whitch are even stronger. Nearly all of the old survivor meta is still meta.
Bloody hell, I wish this was me. I see it quite a lot, especially on Ghostface, Hag and Wraith.
About the only outlier survivor perk I can think of is PTS (which BHVR have said they are keeping an eye on). Everything else works fine.
You can't really compare survivor perks to killer perks, as both roles are completely different. Aside from PTS (and maybe Pain Resonance on the killer side), I think perks are in a much better spot than they ever have been, and it's now a matter of buffing or reworking the terrible ones.
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@Brokenbones said:
Run Lethal Pursuer
Ghostface needs a good start and you can use Lethal to get early stalks in on oppertune targets. 99ing multiple people is what Ghostfaces need to do so they have pressure on survivors even when they aren't being chased
Yeah this. LP on Ghosty and Myers is as essential as CI is on Hag and Trapper.
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@scenicpickle said:
I want more. for this mori update i think aleast for the pink mori it should give 40k for 4k otherwise id rather just run a pudding or streamers if im playing killer. anyone agree?
Yeah, those numbers are undertuned.
Honestly, I'm not a fan of the new moris, they are going to lead to a lot of sweaty play.
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@Percival_nxs said:
honestly, I have 3000 hours but never like in this period I feel weak and powerless to use this killer, stealth against capable people is almost useless, I literally can't keep up with surv during the game, which obviously in this meta, they use to genrush more than ever, and it is useless to use gen defence perks with him because with ghostface I can not make many hooks against capable people.
The only solution is to go with noed and hope to recover in endgame.
.
I'm finding him pretty decent. He has a bonkers OP purple and tons of lethality. I run Discordance, LP, BBQ and Surge and do really well with him. Info is absolutely king, as you want to find people who won't know you are coming and can't easily be told where you are coming from. LP gives you massive early stalks too - 99% people, then pop them mid chase.
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@zeplore said:
https://forum.deadbydaylight.com/en/discussion/comment/3204982#Comment_3204982
I realize coming up with an appropriate fix takes time, but I don't see why they can't disable DC penalties until they fix it
Because then, rather than a rare and isolated problem you make the game unplayable. I've been around for periods where there was no DC penalty, and it was impossible to get a real game.
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205111#Comment_3205111
- It's a perk on a single survivor available soley for real money. That barely counts. - is this your argument? Because a perk costs real money, it's not relevant? Might as well make the same argument for all other perks that cost money. Not sure what to say to this.
- Because I watch a lot of streams and play a lot of killer. You aren't going to escape a Nurse for very long, BT or no BT. - you're using 1 killer as your argument (even though that killer doesn't even have top pickrate). Okay. "But what about Nurse" is not an argument when discussing global kill rates.
- Does it? I'd say maybe a percentage was shaved off. This is known as a 'void' fallacy (there's a proper term, but it's very Latin), you're arguing that because we can't know x for sure, then x must be the way you claim it is. - yeah we can't know for sure, but with a high confidence level, we can safely assume that it's lower. Especially when tunnelling/camping is likely to be the biggest difference factor in that 61 % figure. No, 10 seconds on gens is not the biggest factor in kill rates, tunneling someone out early is why kill rates are/were high. When that cause was directly addressed, it doesn't take much to add 1+1 and figure out that the stats are very likely (read: "very likely") to be different now.
I appreciate you being super theoretical and looking into data, but perhaps try to deal with things in a more pragmatic way.
- "It's an honest observation." - likewise to you.
- Yes? It's entirely relevant, as the counter to camping is basically an RMT.
- Nurse is relevant to this discussion because she's what most survivors on the forums seem to complain about when they talk about tunneling. But Trickster and Blight would also be relevant as strong tunnelers that aren't especially concerned about this change.
- Lower? Sure. But if 'lower' means 'around 1% lower' than it's not all that meaningful. And I completely disagree, I don't tunnel as a rule and I'm definitely killing more. 'Very likely' is a wonderful weasel term though, as it means basically nothing besides 'I think that...'.
- No, mine was an honest observation. Yours was an ad-hom. There's a difference.
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205075#Comment_3205075
"Camping is still very strong" - they literally added a strong anti-camp perk which is seen in most of my games. It punishes camping, albeit I can't say by how much.
"The BT buff only really hurt hard tunnelers, and not that much." - how do you assess that? It's literally now a difference between making to a pallet and window and not (you couldn't even make a shack window with an old base kit BT). This is a massive difference and can literally extend chases by 30+ sec and win you games.
"Do you have any stats about the current state of the game?" No, but it doesn't take much intelligence to figure out that the 61 % number is very likely to be lower after significant survivor buffs. I can't tell you what that number is now, but we can safely assume it's lower just by looking at historical patch notes. If you have arguments to prove otherwise, then say so, but I won't wait another 6 months for killer stats to discuss balance changes :) And will also not use likely-to-be-outdated statistics to discuss current state of the game.
"I swear, your strategy seems to be 'I don't care about anything unless it suits my narrative' here." thanks for remark, but you seem to be getting emotional here.
- It's a perk on a single survivor available soley for real money. That barely counts.
- Because I watch a lot of streams and play a lot of killer. You aren't going to escape a Nurse for very long, BT or no BT.
- Does it? I'd say maybe a percentage was shaved off. This is known as a 'void' fallacy (there's a proper term, but it's very Latin), you're arguing that because we can't know x for sure, then x must be the way you claim it is.
- It's an honest observation.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3204959#Comment_3204959
It can't be fixed via map design, since here will always be corners.
BUT, it could be fixed by making body blocking for an extended period of time impossible. For example, the blocked survivor could lose its collision after not moving for one minute, allowing them to clip through any body-blocking player (killer and survivors alike). Personally, I would like some body-check animation, that can be performed when body blocked for like 10 seconds. With this a blocked survivor would move the body blocker out of the way to get past them. Against the killer, this would cause exhaustion.
This would be such an easy fix.
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205031#Comment_3205031
So you use stats which are probably outdated already as an argument to prove that killer is strong?
My evidence is that it was a 61 % kill rate, then survivors got major buffs, and it is extremely unlikely that the number 61 % is still there now. Not even talking about the fact that survivors adapt and improve their gameplay naturally as time goes on.
You are right that the 61 % kill rate was an indication of the killer being buffed at 6.10, you are very likely wrong that killer is still as strong as it was at 6.10. I don't need stats to back it up, you can read patch notes and figure it out.
This discussion is about the current state of the game, not 6.10.
The problem with the 'reject all stats' style is that you now have zero proof for your own assertion.
The BT buff only really hurt hard tunnelers, and not that much. If you're going to tunnel, it's still a viable strategy, just a bit easier to work around. Camping is still very strong.
Do you have any stats about the current state of the game?
@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205057#Comment_3205057
Bloodlust can be easily reset by a survivor.
The window blocker is irrelevant, you have so many other loops to run into.
EGC sacrifice? This is the first time I've heard this one, please elaborate.
No, no it can't be.
I swear, your strategy seems to be 'I don't care about anything unless it suits my narrative' here.
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@woodenEnthusiasm said:
This is something that's always bothered me. Why do survivors get stronger perks on average than killers? Survivors outnumber the killer 4 and yet they're allowed basekit bt, basekit infinite unbreakable(potentially) and a 5th perk with items. Ontop of that they get insane perks like reassurance, hyperfocus, lucky break, and dead hard. Like why?
If bhvr isn't going to balance low tier killers the least they could do is give actual strong perks or weaken the survivor ones enough to actually force them to play a team based game.
Uh, they don't. And you can't really compare both sides like that, as the two roles operate very differently.
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205015#Comment_3205015
We will see what the kill rates will be after the next patch. As far as I can see, the stats given were for 6.10, in which case, the killer WAS very strong - completely agreed due to buffed ability to tunnel easier.
Regardless, please read their original post:
"Before we dive in, we want to remind you that these numbers are still changing each day. The numbers we share in this post will likely be obsolete within a few months. This also means that any recent changes may not be reflected in these stats."
Those are the stats we have to work with, so we may as well work with them. If not, then you have as much evidence for it being a 'neutral' patch as I do a killer buff patch, and this discussion is pointless.
Regardless, it absolutely wasn't a neutral patch. Gen times were a wash, where killers got a major buff was in lethality, even factoring in baseline BT.
Remember - the goal is to increase killer power baseline, whilst reducing the effectiveness of cheesy strats or strats that require a SWF to realistically counter. The baseline UB thing is targeted at this.
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@RakimSockem said:
I don't play as often as I used to but it literally takes me about 4 or 5 days after reset to hit Iri 1 on survivor every reset.
Solo or in an SWF?
That said, 4 days is dubious. Even on killer, playing quite a lot it takes me about 6 or 7 to hit Iri 1.
Do you stream or something, because clearly you're doing something differently.
EDIT: Yeah. Now that I think about it, even Otz and his mates doing the HCS, which involved completely fresh accounts (and thus being against rather new killers for half the time), in a full SWF made of some of the best survivors around, playing marathon sessions every day - it took them 5 days to hit Iri 1.
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@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204980#Comment_3204980
Disagree heavily. The so-called "killer patch" was a neutral patch at best. Perks on both sides got nerfed/changed. Faster pallet breaking speed/faster recovery is a placebo in most cases. DH is in similar strength as old DH (at least in high MMR). M1 killers are still in the garbage can.
The 10+ secs on gens sounds good theoretically, but in practice, the gens go even faster. This is because survivors are now using every tool in their arsenal to push gens (toolboxes, prove thyself, hyperfocus, split on gens, etc.). I've seen more BNP's in the last month than probably last 2 years. They always had that option pre-patch to push gens even faster, but some players liked to play chill because the game was very easy on survivors. Nowadays though, everyone just sweats on gens and plays super efficiently.
The only argument you could make that killer got buffed is because of easier tunnelling. Which was TRUE for 1 patch, until they added base kit BT, buffed it, and now it's much harder. Not even speaking about off the record and upcoming base kit BT...
What is called "killer patch" was a neutral patch at best, especially considering how big buffs survivors got in the next 2 following patches after it. They added 10+ secs on gens, and then the next patch literally added a gen rush perk lmao...
It absolutely wasn't a 'neutral' patch - kill rates went up significantly.
Killers are, for the most part, fine now. Some need buffs, some need nerfs and one or two need a rework. Overall though, killers are doing well.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3204965#Comment_3204965
In example LoL is much more complex and they are able to do it. All you need to do is identify hard stuff to do vs easy stuff to do. When you want to buff newbs, you buff easy things and nerf hard things. When you want to buff experts you do the opposite
LoL...just no.
Firstly, LoL is a MOBA. Not an APVP game. Both sides have identical goals, so it's just a matter of tweaking heroes and items.
Secondly, LoL is a full on Esport with something likely in the region of 50x the resources DbD has.
Thirdly, LoL is notoriously unfriendly to new players, which is why it has a full on botmatch mode.
Fourthly, still waiting on your 'there aren't many new players' source. Really curious about this one.
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@almofan1001 said:
So let me get this straight...
Survivors get free unbreakable every 45 seconds because in 1 in 20 games a Nurse might slug 4 people to end the game early (happens mostly against 4-man overly altruistic SWF which is good). First off, how does that even happen? Secondly, if you got slugged as 4 men, you probably deserved to lose...
Meanwhile, killers literally have to run gen regression perks on every build to even to have a chance to win a game. That is irrespectively on how they play. It's so prelavant/needed for most of the killers that you might even call it base kit at this point.
So why is gen regression/gen slowdown not part of the killer's base kit considering that it's basically a must nowadays to have a chance to win the game?
Sigh.
Okay, baseline UB has some issues (cough Twins cough) but it's a very positive change overall.
Killers don't really need much baseline now, because they got some pretty hefty buffs.
The UB change is more to make slug heavy strategies a bit easier to counter in solo play, as there are killers who'll slug people with knockout and just bleed them out for the luls.
I'm completely okay with it, provided:
- Twins get reworked (22s means that people could pick themselves up before you can even get to them).
- Spots on maps where you can't pick people up/they can clip into geometry when going down are fixed.
- Double locker flashlights are fixed.
- Hook distribution on some maps (Swamp, Midwich, Badham, Eyrie) is improved so you can't turn areas of the maps into deadzones with a single sabo.