StarLost
StarLost
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/348248/bhvr-is-going-a-little-too-far
Ub base kit is fine because of the fact that if all four are slugged or hooked/dead at once you auto win the game now with the finisher Mori, so how troll squads would take you to RPD and make you bleed them out in the Library can never happen again because they would auto die as soon as the last person standing gets slugged and I mean you get 45 secs to decide whether a full slug is worth it or you can just hook the survivor then slug if they're nearby , either way if they're all downed they die there's no more crawling to a dead hook zone while slugged and wiggling out everytime
Imagine playing Twins on a big map, and someone's running UB.
They'll be up before you can reach them.
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@HugTheHag said:
Hello,
A couple of months ago, I got bodyblocked in a corner by a streamer killer for 6 minutes while he went to watch my friend's (sole remaining survivor) stream. He acknowledged in endgame chat that he did it specifically to make me DC (which I did not), and only let up when my streamer friend told him that yes, I was in her swf.
For this whole time, I could not participate in the game in any way, considering I was trapped.
Several times on these forums, the devs have spoken out that keeping one person trapped through bodyblocking is a reportable offense, because it prevents the player from participating in the game, and that it is so regardless of if other survivors are still alive and kicking.
Here is a screenshot of Mandy adressing that subject on a post about a similar issue.
https://us.v-cdn.net/6030815/uploads/8BGZM7090PBK/image.png
However, when I went to DbD Support to ticket this issue, with video proof from the killer's stream, I got this as an answer :
https://us.v-cdn.net/6030815/uploads/5VEDHRNVF2A1/image.png
(cut the name because I was not sure if I was allowed to show it)
The date is far back because I didn't know you could have an update on your ticket before today.
So... How does it work ? Is trapping someone in a corner reportable as a griefing, or not reportable because bodyblocking is not a punishable offense ?
I am very confused and a bit disheartened that this guy can still trap people on stream for ####### and giggles and not get a slap on the wrist for it.
I would appreciate a clarification on the subject from a mod / dev if possible.
Thank you in advance :)
(I'd link the video proof for complete transparency but the name of the player appears and I don't have time to edit it out to avoid naming & shaming)
Uh, you may want to take a look at this one. Either you've got a rogue GM here, or the rules need to be updated to reflect that this isn't bannable.
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@zeplore said:
Hell yea it's Friday, time to stream some DbD.
Wait 5 minutes for a killer que.
All 5 gens done in approximately 3 minutes (bc hacker).
Get my second down in endgame.
Hacker spam in game kills my frames, the game crashes and I get a DC penalty.
I'm on PC I had no idea hackers can force DC penalties until today, this game becomes less and less enjoyable everyday.
https://www.youtube.com/watch?v=tFJvNmWTors&ab_channel=zeplore
I have the video as unlisted, here's the link if it doesn't let you view:
https://www.youtube.com/watch?v=tFJvNmWTors&ab_channel=zeplore
You didn't get a 5 minute queue. Even people at the MMR cap aren't getting 5 minute queues.
That said - yeah, hackers suck. BHVR are introducing some more countermeasures soon, as per their 'An Update on Cheating' post.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3203475#Comment_3203475
Not true. Good games balance around both newbs AND top AND avarage player. You just buff/nerf hard (and rewarding) vs easy (but not as strong) perks according to which party inside MMR you want to buff.
Also. We generally do know how the game is structured across MMR. 1, most game have bell-curve distribution. 2, devs already stated that this is so for high MMR. We also know that there are not that many new players so....
No, they don't.
Name me one game of a similar complexity/nature to DbD that managed to actually do this.
The way this game operates means that the 'team' role, as it requires coordination, will be harder on newbies than the solo role, but you can't just buff the team role because then the solo role gets destroyed against coordinated groups.
Also - no, we don't.
Also also - yeah, I'm going to need a source on that one. 'Not that many new players'...where are you getting this from, exactly?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3204727#Comment_3204727
Useless comment.
Do you also say that to people who struggle by playing low tier killers? Playing trapper/freddy/myers/etc? Play nurse instead. Fixed.
They put it inelegantly, but there is a kernel of truth there.
Solo versus killer and SWF versus killer just can't be balanced. Solos, SWFs, Killers - someone is going to lose out. Status icons really won't do much, because the issue isn't just communication - it's coordination and cooperation. No amount of status icons are going to stop people from spending the game in a bush, or DCing the second they get caught.
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@malibu_barbie_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204593#Comment_3204593
And they have also done this to Survivors:
- Changed iri syringe to 16 second heal and no longer instant.
- Nerfed toolboxes so that you only get 2-3 hooks to sabo each match.
- Sabo hooks take less time to respawn so less pressure on Killer from sabo hooks.
- Nerf second chance perks DS & DH.
- Nerf DS and OTR so they don’t work in EndgamE
- Nerf Hatch/Key to pretty much useless and entirely situational aspect of the game.
If you didn’t complain or see the problem with changing any of these on the survivor side you can’t say too much about slugging being nerfed. What’s good for the goose is good for the gander. Killers will have to adjust.
Thing is - all of these things were done to improve balance. Every single thing on that list was broken.
Twins literally not being able to reach someone before they pick themselves up is not improving balance.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3203484#Comment_3203484
Double Locker Flashlights are easy to counter without slugging. Grab one locker repeatedly till the other Surv runs out of juice. BTL takes 12s so they can't reload the clicky in the time it takes to re-grab. Plus eventually they often screw up because that is a meme typically used by weaker Survivors who can't get normal Flashlight saves. Plus those 2 dinguses are foolish enough to not be on gens, so where is the complaint?
https://forum.deadbydaylight.com/en/discussion/comment/3203485#Comment_3203485
In all reasonable momentum circumstances you can pick up the 1st person after you down the 2nd, hook them, and then hook the 2nd. In extreme examples like Oni if 3 people got downed from 1 power use they only have ~24s of total power time, due to losing 7s per Survivor downed. That 21s is more than enough to run back to the 1st Surv and hook each of them in the downed sequence. (Don't forget if you down all 4 you instawin.)
If the flashlight user distracted you from pickup for 45s without you being able to ward them off I'd say you have more pressing concerns than self-pickups. You are bound to lose that match regardless.
I don't disagree with Knockout (but honestly fudge Knockout users), but Third Seal is a soloq stomper and prevents hook rescues from lower skilled players more than assists slugging. Even then it still is a Hex and people bad enough to be affected by it would be scared enough to search for and cleanse it, similar to Huntress Lullaby. I know this is difficult for some killers to hear, but the "fair" option to gain momentum is using the hook. I know some people are allergic to the spacebar, but you can rebind it since you are on PC don't worry.
That relies on them fouling it up. A good duo will wait for the animation frame and do the save correctly, from 'behind' the locker doors. I've tried exactly this.
They aren't on gens, sure. But I'm not getting a hook, and two others are. This isn't an issue when it's being done by newbies, but solid groups are nearly unbeatable on DDS when they do this, as the double lockers are easily accessible from all but two gens.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3203786#Comment_3203786
This. Killers are still going to win most of their games. This change just makes it a little less miserable to play survivor and will affect those that slug often the most (which is a good thing). Everyone is just overreacting.
How exactly are Twins going to handle people with a 22s self res on a large map? They'll literally be up before you can reach them.
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@Mandy said:
I can understand the thought behind this - thinking of Trapper traps as technically that's his power and he cannot use them by the hook, but I think disabling a killers power completely near a hook that they've been at for 7s is impractical as there are so many ways this can be abused - Myers in T3 for example wouldn't be able to go near a hook - so you'd have "safe spaces" on the map where survivors are protected and that's something that's very abusable.
Also the STBFL comment re toning it down...a lot of that is on the Obsession in the match, it's very visible if the killer is running this perk and has gained stacks, pretty easy from the survivor side to tell - so to reduce the effect the Obsession can quite easily take a hit and cause the killer to lose their stacks that they've built up. There's outplay around the perk, players just do have to consider what perks the opposing side is running in the game and play around them to a degree.
T3 Myers would be fine though, as he's already earned it. He wouldn't be able to stalk.
That said, this could be done in a targeted manner - as there is already precedent for it (Artist, Demo). Just restrict the problem killers, most notably Bubba, Billy, Hag and maybe Ghostface from using their powers near hooked survivors.
STBFL - agreed. Aggressive obsession can destroy STBFL.
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@GillyBeannn said:
Unbreakable and Exponential stacking to allow yourself to recover in 18 seconds. This is very ridiculous and should not ever come to the to the PTB and live servers. I am open to the 45 seconds to picking yourself off the ground, however, Unbreakable and Exponential should stay as they are and make them no longer stack with each other.
Ex:
Current Unbreakable with the new recovery time won't pair with exponential anymore.
And to not kill Exponential by itself since it's supposed to be a Boon. put it back to 100% or even nerf it to 50%
The fact that the upcoming update is going to make Unbreakable a lot better than Boon:Exponential by itself is ridiculous to me and Exponential will only see its uses, is when paired with Unbreakable. should not be a thing.
Like I said, I am open to the PTB changes that are going to experiment with built-in Unbreakable, but this is the #1 flaw of this change that needs to be addressed immediately.
Exponential isn't a problem, as there's counterplay (although Eyrie needs the totem spawn at the top of the main structure removed, ditto IWOM).
Unbreakable...yeah. I foresee people abusing the spots where you can go down and be impossible to pick up/hook with this to troll games endlessly, much like Boil Over+No Mither on release. Twins are going to be completely useless too.
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@Audiophile said:
I swear to god… it’s just non-stop. Like 70% of my games are Wesker and they ALL either clearly proxy camp the hook or they loose proxy camp by leaving but as soon as the unhook happens they shoot back directly to the hook to either tunnel or get a cheap hit on the rescuer. I take my 4% chances on all of these games. It’s just no fun.
Okay.
Your definition of 'proxy camp' seems to encompass literally anything the killer does to defend the hook.
I don't camp, but yeah - if I hook someone and I can't find anyone, damn straight I'm going to patrol back in order to try and catch the unhooker. What's wrong with that?
@Laluzi said:
I avoid tunneling when I can, but I'm always coming back to the hook if I don't know where anyone else is and I don't have a chase underway. There's at least two people there - why would I not?
You say it's a cheap hit, but why should I do a loop around the map and allow a free reset on the hopes I find someone on gens when I know where half the team is right now? Downtime is how you lose and it's your job as killer to make sure you're pressuring survivors at all times.
Bingo.
I swear, literally: 'killer exists' = 'killer is camping' or 'killer is tunneling'. Had a game yesterday where the same Bill would get unhooked and immediately start doing the closest gen in my face. I killed him and he and his duo partner cussed me out in postgame for tunneling.
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3203041#Comment_3203041
Its called proxy camping because you are camping their location by proxy. Not directly, but rather the overall area around it. Its a concept thats existed since people in arena based fps used it for defending areas where resources (re)spawn around the map. It just means to pressure an area while not being directly in the center of it and instead hovering around its fringes (aka defending the reward within it "by proxy")
People can misuse it and apply connotations to it all they want, but it both exists as a concept and is a valid strategic option.
It's sort of useless in DbD though as, especially on territorial killers, it basically means 'playing that killer as intended'.
I have no idea what exactly the OP is looking for here.
@Audiophile said:
Lots of salient responses. I agree with pretty much all of them but the ones basically saying ‘why wouldn’t i go back - it’s easy’ and ‘it’s not cheap’ are the ones that make me sad and pretty much sum it up. Yes, it IS cheap, But I understand it. Of course people will take the easiest path to victory when they can. And once you take the logical easy road it can be hard to look at it objectively and realize that yes, it works well but maybe isn’t really how the game was intended to be played. It’s a design flaw in the game.
No, it's not.
You aren't guaranteed completely safe unhooks.
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@csandman1977 said:
I love the 45 second unbreakable basekit. It allows survivors on the floor from having to sit there doing nothing for 4 minutes while they bleed out. Granted it didn't happen often but it did happen and there really wasn't any need for it. Giving the survivor a way to counter that seems great.
I don't understand the unbreakable perk interaction. Why change unbreakable? Keep it the same as a one time use. Then allow the faster healing so your team can get you up quicker but don't allow infinite self jump ups in 22 seconds. Unbreakable is a powerful perk. Slugging is a powerful strategy (one that can be abused hence the 45 second pick up). The proposed change makes unbreakable super powerful and slugging almost useless.
Moris. #########. I mean I love the auto mori the last survivor. Great. But why take that ability away from the offerings and devour hope. I am indifferent on the rancor change as being morid after last Gen pops only because rng made you obsession kinda sucked.
But the best part of devour was the mori. I get the perk does the same thing but some of the moris are fun to watch. If I'm going to mori someone I really don't care about how much longer the animation is.
And the offering changes. Why? Why burn an iridescent mori for a chance at 20k blood points only if I 4k over an uncommon survivor pudding that gets me 20k without having to sacrifice anybody? Not to mention if a survivor dcs there isn't any way to get the 4k. (possibly. I'm using the mmr system that doesn't count dcs as kills for reference)
I just don't understand these changes.
Did anyone complain about the mori offerings after they were changed to only work after 2nd hook?
Again I understand the whole being left to bleed out for 4 minutes is horrible and the 45 second pick up is a good change to mitigate that. I just don't think it needs to interact with the current slew of perks that allow the same ability. (tenacity and unbreakable may be a really strong combo with this change now)
Am I wrong? Am I missing something? I'm not trying to over react but just going by the info in the update it just seems wrong.
Mori offerings are going to be meh, the BP rewards are a bit stingy for the condition - and it's going to lead to very sweaty play.
Unbreakable...I'm completely okay with allowing self ups, but as things stand, there are too many scenarios where you basically have to slug people. Spots where you can't pick up survivors still exist, ditto areas where you cannot realistically hook people or where it's literally impossible to avoid saves (double locker flashlight groups). Plus - Twins.
Devour Hope and Rancor are going to be weaksauce now, and will need some more adjustments.
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@9monthBreak said:
This is a God awful change coming up... I literally took a 9 month break and came back because I liked some of the changes the devs did, but now... I genuinely don't know what the devs are doing. They straight up crapped on killers with this patch note. It feels like the devs still don't understand killers. So many years survivors have been getting away with second chance perks then they get nerfed and now given back to them via basekit *sigh*
Idk man I came back started enjoying the game again but then the tunnel & camping meta started because the endurance and gen rushing meta started. Neither are fun but now the devs kinda made the game worse for killers on top of an already existing problem in the game with cheaters. Think it's time for another break already. I'll probably come back if the devs understand the major mistakes they're doing.
I don't mind it as a whole, but if it goes live without changes to Twins, double locker flashlights and spots on maps where you can't pick survivors up it's going to be a Boil Over level disaster with people just trolling killers for weeks.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3200815#Comment_3200815
1, I am talking about player's MMR distribution. You are talking about killrate/MMR. If you say that it should be balanced around far edge on your graph, I am saying you want to have fair matches for 1% of player base and 99% of people to have unfair matches (in this specific case OP killers). You can't balance only for 1% of best players. Most people will never belong to 1% of best players at any time of DND history.
Whats's worse is, that even that 1% that could result in best players (to get fair match) will not invest 5000 hours just to start have fun/balanced matches. As time goes on, there will be less and less survivors, because people tend to slowly leave even best games - and there won't be any new survivors if they will get stomped 100% of time.
2, I am very positive, that nurse already has positive winrate. They buffed her twice recently - patch 5.5 and 6.1. I would be very surprised if her killrate stayed under 50%
- You can't talk about MMR distribution because A. we don't know how this is actually structured and B. you'd have to shave off the back end, as there will be more people at lower MMRs than higher. I'm not sure what you are on about here. Nobody is saying balance only around the top 1% of players, but you can't balance the game around newbies either.
- She's still the lowest. My point is that this is why you can't balance around that data, because it's completely thrown off by new players.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3200962#Comment_3200962
I think you misunderstood, (s)he was referring to slugging for 4k, so slugging the third to search for the last survivor, to deny even the small chance of escaping through hatch / gate. There are MANY killers playing in such a way nowadays, it's like their lifes depend on that 4k. Or as if allowing hatch to spawn would be an insta-win for the last survivor. I would guess, in my recent games that got to the point where a killer got to choose between hooking or slugging for 4k, 4 out of 5 were slugging for 4k. Really not "massively exaggerated" in my experience.
Oh. But why is that a problem?
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@Veinslay said:
Wow baby killers, the counter is so easy... just hook the survivor! There, no basekit unbreakable! Besides, 45s is an eternity compared to the 0.5 seconds that hacking survivors are getting up in
Double locker flashlights.
Spots on maps where it's impossible to pick survivors up.
Maps where a single sabo makes an area unhookable.
How exactly do you counter this without slugging?
Also - Twins.
@rvzrvzrvz said:
Lol that thread is funny killer mains in shambles.. it's ok just HOOK, no more obnoxious slugging for 4k, quicker endgame for everyone, no more 4 min on ground for no reason, it's a good change stop immediately crying and wait for PTB, just adapt like survivors did after 6.1
See above.
Sometimes, you have to slug.
That said:
@WorthlessBeing said:
All that's left is to give survivor baseline Self-Care really.
I mean why even bother to play killer. Well, I still will, but I can smell the trash games from a mile away.
Honestly? I don't like that "Last Stand" thing at all. It would've been simpler to make the Cypress mori baseline, boom. And leave the other two moris as they are.
You've just given survivors even MORE weapon and their hands were already full of them.
Nah. Killers are in a pretty good position now, and this change is positive. I hope that it's coupled with fixes to the above though.
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3200909#Comment_3200909
Look, twins is an outlier plain and simple, twins is also in need of a rework. Maybe if killers weren't constantly slugging for 4k's this wouldn't of needed to happen. But killers brought this change on themselves.
'Constantly'.
Yeah.
You're massively exaggerating.
I play about as much survivor as I do killer, and aside from tactical slugging (someone's on a pallet and there's another survivor nearby, or survivors are abusing spots/techniques that make them impossible to hook), I almost never see it.
You get the occasional griefer using Knockout, but that's vanishingly rare. I see more survivors abusing map geometry to go down and clip through to make themselves impossible to pick up.
I guess you resent the people who play killer, rather than the role itself? Otherwise I'm not seeing why you are so bitter here. Because the way this game works - both in terms of seemingly unfixable bugs and exploits and scenarios like above is not the fault of killers. Mostly they are just trying to counter what survivors are doing.
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/3200906#Comment_3200906
yeah but my recording is kinda not working.
i could only say what is happening not show proof sadly.
i was hoping someone over here maybe knows if its due to some Perk or Perk Combo. Like Wake up or something.
Shrug.
I've never heard of this.
Could be a hack, could be a bug. Regardless, I don't think anyone here will be able to help you.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3200158#Comment_3200158
It would be pretty quick, but going down near Exponential is easier said than done, and the time you spend crawling to it is time you're not recovering. Bearing in mind that the Killer hears the boon when within range, they could easily kick it before they walk away or judge whether or not it's worth the risk of leaving you slugged. It ends up being pretty situational. Whether or not you think that's worth two perk slots (maybe a third for Tenacity) just in case the Killer slugs you, I'll let you decide.
I'm much more concerned about:
- Twins.
- Double locker flashlights (the only realistic counterplay is slugging).
- Spots on the map where survivors can go down and be impossible to pick up.
- Survivor teams turning some maps into hook deserts with sabos. Midwich, Eyrie and a handful of others can be almost impossible to hook on if you get janky spawns and they sabo, as it is.
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How so?
Keep in mind that some killers are designed around slugging (Twins).
Also - schadenfreude is not a good emotion.
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@TurboTOne said:
two Games in a Row i had a Killer DC but for some reason i got a DC penalty aswell. Even when i didn't do anything.
Does somebody know whats going on ?
Also its not a crash since my Game was still running after the Games as if i had DC'd
No idea, this sounds like something for Bug Report though.
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@Valaryyn said:
I do think that hooks should no longer despawn when a survivor dies on them in order to reduce the amount of truly unhookable areas that can be made. Other than that, I actually think these changes are fine if they do a reasonable rework of Twins.
My big concern is the spots where you can't pick survivors up. There are still too many of them, and every so often I find a person (or worse, a team) who know where they are and will use them to BM constantly by forcing you to slug camp them.
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3200804#Comment_3200804
Yeah okay twins is an outlier. Who coincidentally slugs less than other killers who have zero reason too.
The only times I've seen excessive slugging outside of Twins are:
- People who don't know any better.
- People who are doing it tactically, as they think there's someone else around (pallet save situations). This can result in a back and forth around a slug.
- People doing it to BM, usually with Knockout.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3200758#Comment_3200758
But that is false argument as well. Most gamed copy bell curve - there are very few experts, but also very few beginners. So the avarage player creates all the statistics... If you get killrate somewhere within 50%+-5%, you can say X extreme MMR is pulling all the stats. 11% is way too much - it means stats are normed around killers winning the games - which might not be the case in some specific MMR. That's how statistics work
...What?
How on earth is that a false argument?
This isn't a bell curve situation. We aren't evaluating a group who are all starting on the same level. If I were to map this out on a graph, it would likely look more like a gradually descending slope, with kill rates being excessively high and then slowly evening out.
If you wanted actually useful stats here, you'd need to remove the steep initial part of that slope, otherwise - by your logic - Nurse would need a buff.
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@RoastedGarlic said:
maybe if you killers didn't constantly slug this wouldnt need to happen. you reap what you sow.
Some killers (Twins) are essentially forced to constantly slug.
That is how they work.
That said:
@Count_Dooki said:
I can’t believe someone at BHVR took this idea seriously enough to put it in a PTB. It doesn’t take much time to think this through and see all the problems it is going to cause.
If you think camping, tunneling, and toxic behavior was bad enough already then we are not prepared for whats to come. We don’t need a PTB to know this is going to need some serious alterations.
Don’t get me wrong. I think BHVR has done an amazing job with grind reduction, perk changes, and overall game health this year. I am thankful for all you have done, but please trust me when I say you are making a huge mistake with this change devs.
Thank god this isn’t going to be live yet.
It's a good change. Knockout sluggers are far worse than even campers.
Twins need a substantial rework though, as this is going to be brutal for them.
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@Norhc said:
Slugging for 45+ secs never was a necessity for Twins.
It can very well be, unfortunately.
@Regulus47 said:
Oh no, we won't see more twins! What a shame!
It is, though. This killer is already amazingly unfun to play - and now they'll just be weaker.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3199985#Comment_3199985
I have statistics. 61% is VERY worrisome. It means most of the survivors are really suffering. Taking into account (bad, but still present) MMR, this means that killers are climbing higher and higher with abnormal rate - suggesting something is really wrong with the game for 80% (bell curve) of players.
There could have been an alternative theory why it isn't so bad - and that would be if small number of people could pull the data very significantly. But that is not possible in DBD. There is no match result with -50 killed players. Or -50 rescued. If MMR is (loosly) balanced around 50% (kill 2 and your MMR does not change) but you still get 61% killrate, that means that (on avarage - different MMR can have different experience, but it still averages out somewhere else) killers get more than 1 free win that they shouldn't have been given every 10 games they play.
Taking into consideration that BHVR does not count statistics when someone DC's (as they stated before) - and people complain about DC's all the time... That's total terror and I truly believe some people that say the game is no longer playable.
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3200403#Comment_3200403
I am pointing out that 61% is very worrisome. It's global stats inside MMR system 61% should not be sustainable in "balanced" MMR (where under slight simplification 1 win and 1 loose results in 0 MMR change). It would require constant and large stream of new players.
61% means the game is currently broken
'Most' is misleading here.
See - the way this game works makes killer very intuitive initially whilst the survivor role takes a bit longer to understand, as it's a team role versus a solo role.
This means that, for very new players (who will make up a lot of this stat), kill rates are going to be massively inflated. It's the same reason that Cenobite and Pig have such high kill rates and Nurse is, by these same numbers, the weakest killer in the game.
It's only 'worrisome' if you think this game should be balanced around brand new survivors, which would be absurd.
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@BabyShrimp said:
So according to the rules working with the opposite team is reportable and it's under griefing, but what if that's not what's happening? There were 4 scenarios I wanted to ask about...
1: A teammate is purposely blowing gens, body blocking survivors into corners, not helping and going out of their way to teabag, not unhooking someone but starting the animation to grief. If survivors are practically trying to work with the killer (and I hope I clarified I don't mind simply playing selfishly) is it bannable for the survivors to work with the killer to get them out and get on to a normal game?
2: A survivor is clearly or subtly hacking and the other survivors can tell so they body block and point out the survivor's position to get them killed.
3: (Usually only works on the killer's side). The player needs a challenge or an achievement so instead of playing normally they are friendly so the survivors will let them meet their goals.
4: On that note can you get in trouble for holding a hacker hostage?
Sorry if this was a dumb question but it's something I think about at night, especially watching videos of some really popular players going against real griefers and hackers. Thank you everyone for reading! ^^
1,2 - Technically, probably yes. But remember - moderators are also human and would be extremely unlikely to ban you in this situation.
3 - This is completely fine. The killer has the final discretion as to how they want to treat survivors - they can be very merciful or utterly ruthless and both options are fine.
4 - Yes, probably. Just report them.
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@[Deleted User] said:
There’s several Killers I barely touch but I think Hag is at the bottom of the list.
- It’s Hag
- Her playstyle differs massively from other Killers to the point where if you aren’t very good with her/don’t hook camp, you will have a miserable experience as she is slow and territorial.
I hope they rework her entirely but I know some Hag mains would massively mourn the loss of her power. But to be fair, I can’t remember the last time I saw a genuinely good Hag that didn’t spam traps near a hook. Let alone a Hag in general, few months ago?
I still play a lot of Hag, and she's likely my most played killer.
I never camp and I barely slug.
Instead, I run Monitor on her and I roam around, putting down traps like a minelayer at junctions and high traffic areas and then herd people towards them. It works really damn well, but you desperately need CI to buy you time initially.
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@SuzuKR said:
tbh yeah, all-around more BP economy would be sweet
Not so much 'more', more like 'structured differently'.
I really like the idea of rewarding people for sticking it out on hook, because holy crap do people just suicide or DC on a dime.
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3199869#Comment_3199869
"only the numbers that fit my bias/narrative mean something." all other numbers mean nothing.
Be nice.
What he's saying is that the median kill stats BHVR gives us can't be taken as gospel because a lot of that comes from extremely new players (killer has an easy time of it at low MMRs). This is 100% correct.
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@trapped_by_daylight said:
For me it’s probably Trapper or Freddy. Both have pretty garbage tier powers, and anytime I try them out for variety it always feels like a losing battle.
Trapper especially, as the years go on he just feels worse and worse to play, and the maps get bigger and have less cover for his traps.
Freddy is just dull. I’m not even gonna entertain the idea of explaining why. You know.
Twins and Sadako would probably be up there too if I bought them, but I believe in somewhat good spending habits!
Freddy - Boring.
PH - Boring addons.
Hillbilly and Oni - Just never got a feel for them.
Onryo - Too map dependent.
Nurse - Too one dimensional.
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@Marigoria said:
So you say Solo Q deaths have increased, so how is that survivors still beating the killer easily?
Just say it directly: SWF is still doing fine, Solo Q is not.
The problem is that it's really, really difficult to balance both the killer/solo and the killer/SWF matchups.
I'm not sure more info would help solos much, because you can't force coordination and cooperation.
As I mentioned in another thread, I'd like to see some improvements to the survivor reward paradigm, in terms of making it a bit easier to pip on losing games and a bit harder to depip.
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@SuzuKR said:
The 61% number means basically nothing anyways.
It's inflated by newer players, sure. But it still does represent a pretty hefty increase to the median kill rate.
I'm okay with the killer changes, but I do want to see some love given to survivors too - and it's very frustrating to bring a flan or streamers and then find yourself getting less than 15k BP on a 75% queue bonus (and also depipped) because you got Bubba'd.
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@My_Aespa said:
There are two survivors left usually me and someone else, and the killer can't find me because I'm off doing a generator in the farthest regions of the map. If they come around, I'll go and hide because I don't wanna be caught, because I wanna keep playing. The killer always runs into the other survivor, and eventually lets the survivor go. What does the other survivor do? Run them right over to me and points me out, just so they can farm me right off the hook until I die and the killer lets the other survivor escape. This is the 3rd time this happened this week, why do you killers do this just because you can't find me?
In around 1000 hours of play, I think I've seen this happen once.
It's reportable.
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@KerJuice said:
Let’s play “Remember When…” We’ll pick one aspect of the game that we were able to do in previous builds of the game, but can no longer do. Shoot for the mechanics that would seem crazy to new or fairly new players for being implemented. For the vets, this will be pure nostalgia and hopefully bring some smiles.
I’ll start: I remember when survivors got to keep their add-ons when escaping! Looking back at the time, that seemed like it wasn’t a big deal, but now it’s like wow- that was really unfair to killers who lost theirs after every match.
I remember when you couldn't pick people up from multiple spots on most maps, and survivors would just run there and force you to camp slug them.
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@MommyHunktress said:
SO ironworks. girl runs off gen early stops her scratches and hides somewhere, then you hook someone by building, and with bbq see a girl in the distance but know a girl is inside the building and another one was around the top with boons. so instead of getting chase with me when i looked for them they reassuranced the hook and just left. So i camped. to me if you hide by a hook then reassurance because i camped it makes me want to camp, like you not only screw over your team it annoys me too
I AM NOT ANNOYED AT REASSURANCE, I am annoyed that they proceed to hide around the hook while im hooking them and then use this perk. they dont go anywhere they just hide around the hook
One truth of the internet: 99% of the time, if you have to make an AITA post, you're TA.
Just...don't camp. There's no need to. You knew roughly where two other people were. Look for the one nearby, then get another chase in. Or go upstairs, double back and maybe trade out.
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/3172933#Comment_3172933
I have. I really have. Multiple times. And I have almost always crushed them under my feet (one of the few situations I will kill them all). As wraith (admittedly, running purple all seeing and coxcombed, which is my top combo). Even if I don't manage the 4k, they'll definitely not be able to dominate the match and usually only manage a 2 or 3 escape when they scatter after realizing that it does not work and do their gens. They are literally one of my favorite teams to versus.
A few tips I can give you.
Forget lightborn. They'll just revert to doing gens. Plus you have to best them on their own game.
Chase perks are boss. Specially bamboozle which I run on almost every killer anyway.
Do. Not. Respect. The. Pallet. These teams rely on being able to loop you and greed pallets. Chase relentlessly. On shack, block the window, crush the pallet and it becomes deadzone. If they start using the lockers, turn on the other guy and hit them, then double back against the one leaving the locker. Then double back against the wounded survivor coming back for the save. Next time, reverse and pull out of the locker immediately.
I wish I could show you some of my games, but I don't record my games, sadly.
On...Wraith?
You and I are facing very different opponents, or you're so much better than me that I can't even fathom it.
4x souped up flashlights on Wraith against people who move in pairs and are well coordinated - I either get lightburned before you can decloak or basically have to decloak far away to avoid getting burned in about a second (burns stack).
You can maybe hit one as they hoof it towards the lockers, which - especially on DDS - are always within reach unless they're doing the gen in the extreme 'bush' corner or on top of the northern house. The central structure is incredibly safe. Then they are in the locker, and there's no way to prevent the blind.
I run Bamboozle on some killers, but not Wraith - I find that I desperately need lethality, a fast transition from chase to chase and slowdown, so I tend to run either a full hex build (Devour, Undying, Retribution, Penti) or STBFL, Devour, CoB, Discordance.
I've only faced two groups like that on Wraith, and they were ridiculously hard to beat. I think one was a 1k and one a 0k.
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@Vanishlord said:
I'm looking for opinions on what killers or bundles not to get
Avoid:
Silent Hill. PH is good fun, but his perks are terrible and he gets boring fast due to his terrible, boring addons.
Nightmare on Elm Street. Freddy needed reigning in, but they nerfed literally everything fun or unique he had.
Myers. Mediocre perks, not a great killer.
Bubba. BBQ is almost useless now, and that was his only real selling point.
I'd say the 'must have' killers are Legion (Discordance), Artist (PR, Pentimento), Nemesis (Lethal Pursuer), Deathslinger (DMS, Retribution), Cenobite (Plaything, GoP) and Dredge (amazingly fun killer, Darkness Revealed+Lethal Pursuer is incredible).
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3172892#Comment_3172892
Disagree. I found Ranks way better, way more fun as Solo survivor. At least in red ranks you knew your fellow team mates had basic game knowledge. Now? A Solo with 2k hours will have a noob team mate to fill a queue gap.
Sure.
It was great for the handful of veterans.
It was abysmal for newer players, not only because of the ridiculous monthly MMR reset that saw me facing people with over 1000 hours as a...maybe 8 hour killer.
There was also a tendency for you to creep up to high green or purple ranks unless you went out of your way to 'manage' your rank (see: deranking).
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@Chaos999 said:
Seriously. Flashlight squads are the weakest of teams by a significant margin, exploit or not.
You've never run into a quad flashlight squad who literally move in pairs for the express purpose of abusing dual lockers whenever you chase them.
Literally unbeatable unless you're an instadown killer, or you somehow run their batteries out. You cannot hook them.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3172878#Comment_3172878
The last part is a bit of joke,you're taking this game too seriously. And no I dont think camping is the core issue - (I personally find that tunneling is far more effective) - I feel like my chases are kind of really easy at the start and I only ever feel threatened if survivors have a perfect spawn with good toolboxes on a good map. Hence my suggestion for DH.
I'm taking the game too seriously?
*Reads thread again*.
Yeah.
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@DudelPuma said:
its just bhvr...
remember one thing, if other devs need weeks for a thing, bhvr needs months, if the other devs need months, bhvr needs years and the funniest thing about this is that most of it doesn't work xD hit validation, MMR, server, after many many tests and years later things still don't work out
if you have played another game a lot, you will notice how slow the devs of dbd are and it doesn't even work properly xD no front just facts
Eh...while I'd love to see BHVR work a little faster...
- Hit validation is miles better than it used to be.
- SBMM is a substantial improvement on RBMM.
You and I have a very different definition of 'facts' I think.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3171052#Comment_3171052
I've said that I faced little 4-man outs/3-mans. (I just realized I dont think I had a single 2K in a long time) Which means I'm climbing up the MMR,at no point I claimed a 69 winstreak,you've probably misread my posts.
As for my playstyle,it's not fun for the other side,I play ruthlessly,usually. Just like most of the Killers you probably face. My argument is that overall,playing Killer is way too easy and you can cyberbully most players you go up against with little to no effort if you have no moral code.
2ks are rare, because yeah, this game is snowbally.
That said - I see. You're a camper.
Yes, camping is too effective a strategy. This will hopefully be fixed eventually, but:
- Camping is not a Dead Hard issue
- Camping being too effective doesn't mean that 'BHVR loves killers' or holds their hand or whatever.
Also - Cyberbullying.
Are you actually serious?
Being cheesy in a game is not in any way comparable to something that literally had a bodycount IRL. What...is wrong with you?
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@Laluzi said:
I think it's got to be Plague. Her skin is rotting off her body, plus vomit and pus and all that glorious stuff.
Dredge, Blight, Billy, Nemesis, and Clown are probably close contenders though.
Yeah, probably Plague.
Also Onryo in her skeletal skin - that thing must reek.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3171033#Comment_3171033
The Emblem System was an attempt to take into account Killer's skill that was better than SBMM simply due to the fact IT LOOKED AT MORE THINGS.
SBMM just goes ooga booga has the Bubba killed anyone. The Emblem System will look at Bubba facecamping every hook and give him a depip.
It looked at more things, sure.
But in doing so, it meant that you'd rank up super, duper easily and rarely depipped on killer - even 0k games were relatively easy to safety pip on green ranks and below. There was zero reason that I should have been sitting in purple ranks as someone with around 30 hours, and yet there I was. Facing red rank SWFs with a thousand hours on their lowest member.
And that's before we get into just how easy it was to smurf your rank down - so easy in fact that several well known Fog Whisperers openly admitted to doing it routinely to get 'fun games'.
Could SBMM be a bit more nuanced for survivors? Sure.
I'm absolutely fine with how it works for killer.
Still not sure why you think the monthly rank reset was a good thing, or - if you don't - how you still think RBMM was a superior system. Because that was just so, so silly.
EDIT: Also, no it didn't. I was one of those facecamping Bubbas (was extremely new and had no idea that it went against the game's etiquette) and I ranked up insanely fast.
@kizuati said:
https://us.v-cdn.net/6030815/uploads/VKFYYDPAYTB6/image.png
Cowshed,Zarina had Prestige 30 something,it didnt load because there's the bug. They pulled some INSANE ######### at the start with for the people and played around my playstyle super well. Still,it was a 4K.
Like it's not me being good,it's just the killer buffs allowing me to pull this crap.
Do you stream, by any chance?
Really curious to see how you're playing, because even the top tier semi-pros don't go literally 100s of hours and get nothing but 4ks (which is what I think you're claiming).
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170987#Comment_3170987
We didnt have grades before,we had ranks. They were still miles better.
Tomato, tomahto.
No, no they weren't.
For experienced players, they made things inconsistent in an easy way. For new players, they were an absolute abomination. The simple fact that you could expect to see anything from a fellow newbie to a 5000 hour monster on the reset day was ridiculous.
Again, as I keep asking - how were ranks better than SBMM? Yet to get an answer other than 'because'.
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170987#Comment_3170987
I mean, I do unironically intend to,eventually. I'm putting in the hours because I want to get really good at the game,lol.
Then keep plinking away. Before you know it you'll be facing comp players.
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Ah...so you're not actually talking about grades.
You're talking about a hypothetical system that we never actually had.
In which case, why so hostile?
"dont bother with this guy,they literally think that SBMM is really good for the game lmao"
If SBMM is actually better than the grades system, then what's the purpose in freaking out when people say that?
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170955#Comment_3170955
Your point being? If I can go for hundreds of hours without facing one supposed god team,then why should we balance around the 1%?
If you're literally 4king every single match for 100s of hours, you're either smurfing down your MMR, your MMR is bugged or you're possibly the greatest DbD player in the world - in which case, I look forward to your tournament debut.
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@HoodedWildKard said:
Picked up deathslinger with iridescent shards the other week. Been playing him a bit alongside my beloved Demo. And damn, I've seen a few people say deathslinger is sub par and even one of the worst killers in the game.
I couldn't disagree more, granted he is pretty map dependant, he sucks at meat plant, rpd etc. And his add ons are mediocrw at best. But he can end chases so quickly, I've been up against some pretty high level players recently and proficient loopers. You can end chases so quickly, ppl will zigzag if they hear the prompt that he is aiming which helps to dodge the shot but they lose distance.
So if you tap the aim button then immediately move forward you'll gain distance easy, and if they go for distance then you get an easy hit. Used to play a lot of FPS games so just nailing a single body shot is often childs play. He forces people to pre drop pallets or risk getting reeled in. The mind games really mess with people. And it makes it very hard to loop him effectively.
And he is mad good at map control, it's very easy to herd the survivors away from one side of the map so setting up for a 3 gen is very easy. I've never had less than a 2k with him yet. And that was back when i was getting used to him.
Sidenote: his mori is one of the best IMO.
He's...interesting.
If you can land your shots reliably and get a decent map (not too big), he's fun.
Larger maps, especially with a lot of high/safe structures (Yamaoka...oh man) can be hell for him.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/3170850#Comment_3170850
None of the main suggested buffs to Solo would do anything to help SWF. It's just information a SWF would already have.
The two main suggested buffs are baseline Kindred, which would absolutely be a buff to SWFs, and the status icons which wouldn't...but appear to have been pushed back indefinitely.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3170855#Comment_3170855
it does not. we have confirmation that it's calculated right as you die/escape.
Where?
I've seen nothing like that, and I generally keep up with BHVR's statements.
Also - you still haven't explained why you think SBMM is worse than grades, factoring in the silly monthly MMR wipe and how easy it was to grade-creep.