StarLost
StarLost
About
- Username
- StarLost
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2901468#Comment_2901468
True, but Legion's weaknesses don't matter to low MMR teams. His weaknesses are splitting up on gens, looping, not making mistakes while injured, and not wasting time healing unless necessary. That's basically the antithesis of low MMR play.
I must say, this does concern me a bit.
Legion is already an unstoppable force of destruction for newbies.
-
@xBlitzAce1989x said:
Hey all, so I've been playing for around two years and I'm still not too sure how to go about creating gen. pressure. When I play as a Killer, my gens seem to pop unusually (and very SUS) quickly for lack of a better term. Last night, three matches in a row, all of my gens popped somewhere between 2-3 minutes and with Doctor on a map like Ormond, that shouldn't be happening.
Specifically, with Doctor, I'll run Huntress Lullaby, Lightborn (if I see any flashlights), NOED, and Tinkerer. With Tinkerer, I've noticed that two gens. will notify me at about the same time and it's possible that some shady-business is going on because in each of these matches, gates appeared to open almost instantly. Sometimes I'll run Ruin but I try not to run too many totems as higher rank players are familiar with spawn locations (I myself have memorized all totem spawn locations in the RPD).
Any suggestions on a good gen. pressure build? When I play as a survivor, I'll notice that sometimes, it's near impossible for me to achieve even 50% on a gen. before having to high-tail and I'm not understanding why. I'm wondering if certain Killers have an inherent ability to just create pressure similar to Myers' "Undetectable" at EW 1.
On any zippy killer with good sustained mobility, I really like Call of Brine and Pop.
Pentimento+Plaything is great on killers with decent mobility and the ability to protect totems (Hag, Trapper, Demo, PH etc).
On low mobility/busy killers, Pain Resonance is a godsend, with DMS if I've got some sort of long range disruption (zombies, birds) or Plaything+Penti if I don't.
On instadown killers, Surge/Jolt is solid.
Mix and match!
-
@MikaelaWantsYourBoon said:
Question on title.
For me it is Pig. I know she is not strong, she is at weakside. But she is my nemesis, i am dying most times against her.
Weirdly...Trapper.
I have no idea why, but I must have magnets in my shoes or something because I always find that one trap right where I don't expect it, the second I'm running away and looking behind me.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2901374#Comment_2901374
Oh, I thought it may have been a teapot on her "backpack". I never noticed the teapot in there though.
@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2901182#Comment_2901182
https://forum.deadbydaylight.com/en/discussion/comment/2901187#Comment_2901187
Guessing it's Charlotte's pack from her default appearance.
Oh!
I always thought it was a bale of hay, filled with junk - and something with eyes lurking inside it, watching the survivor trying to steal a teapot XD.
-
@Mandy said:
With the strongest killer in the game as a free character, pay 2 win really doesn't apply. Other characters (non licenced) can be purchased with shards (in-game currency), or they can be paid - however, you do not need these characters to win.
Perks are free, they can be unlocked through BP on the bloodweb by levelling up characters or through the Shrine with in-game currency.
The only real outlier would be BBQ, which requires a licensed killer (and I haven't seen it in the Shrine in donkey's years).
With how arduous the grind is, BBQ is one of the only realistic ways to help out.
That said:
@DogeDogeMan said:
All licensed killers require you to pay, and they can have powers no other killer has. And the other killers can also be bought with money, and that is quite unfair. And for all killers, they have their personal perks, which can only be got if you have gotten them. Yes, the Shrine of Secrets is another thing, but it is way worse, considering that it takes a WEEK to refresh, and there are only 4 perks there.
My point is that DBD should add ways to earn auric cells for free (like prestiging characters like in DBD mobile). I also think that you could have a 5% chance to get a perk you don't have a teachable for, in place for another perk (but to make it more balanced, you could make it stuck to level 1, or even downgraded).
Eh...not really. I can't think of a single licensed killer that is top tier.
-
@mischiefmanaged said:
For survivor, a lot of the guides will start off by teaching you the tiles and how to run them. This is important, but I think one of the things not mentioned that's most important is learning how to change your camera angle and look behind you while running.
This is a good video for teaching that: https://www.youtube.com/watch?v=OxBfZz7DulY.
You can either just go into the tutorial to practice this or you can go into a custom game with a friend. Once you're able to run in the same direction while changing your camera at will, the tile guides will make a lot more sense and be more accessible.
For killer, there's a pretty steep learning curve and a lot of game knowledge that's not in the basic tutorial. This is true for survivor too, but you might feel it more on killer. First, I'd set some realistic standards for yourself. You're not going to 4k and you might not even get one kill. At this stage, if you get 4-5 hooks I'd count that as a win and pat yourself on the back. If you don't get that many hooks, then that's cool too!
For killer, knowing the tiles is much more important because you have to know how the survivors will probably run and trick them into panic vaulting or running the wrong direction. Don't worry about generators and just focus on trying to play a tile. Learn which tiles are safe for the survivor and break those pallets immediately. If you see a tile that's not safe for the survivor, don't break the pallet immediately. Try to play around the tile and get a hit. If you break every pallet, then this game is a pallet breaking simulator and won't be very fun.
Something that's maybe a bit unorthodox to recommend. I would suggest you never camp, never tunnel, and don't use "Hex: No One Escapes Death" when you're new and learning. These strategies ARE effective and you will need to use these in certain situations as you get better. No One Escapes Death (NOED) IS an amazing perk and very strong. As a new player, they are ultimately self-defeating. The matchmaking doesn't really care how you got a kill, it just marks if you got a kill. If you got a kill, then that means you're better than that person. Sometimes, survivors will suicide to save their friend. Now, you've gotten a 4k because the survivors went "lol baby killer" and did stupid things. At this point, you WANT these survivors that are better than you to leave through the exit gate so that matchmaking doesn't decide to put you against harder opponents.
You will eventually start using these strategies and learning when the proper time to use them is. They're just ultimately self-defeating to use when you're new as the goal is to become more familiar with the game and better at it rather than to win. If you win, you get harder opponents. If you get harder opponents before learning how to face harder opponents, each match will feel worse.
Also, if you have the DLC, Legion is a great beginner character. The power is very simple and basically gives you free injuries and slow down, it helps with tracking (which is difficult when you're new), and you have to learn the basics of how to play tiles to get your final down. The perk Legion comes with, Discordance, is also great for helping you find your first survivors and knowing where to go.
Holy crap yes.
Learning survivor, this was by far the least intuitive thing initially, closely followed by how to fast vault (I'm still awful at both).
-
@Tsulan said:
I can´t tell you the best. But i can tell you the worst: yesterday
I'd say the 11th was worse for me, but yesterday was just so odd.
Although I did have 1 hacker, 2 campers, a hardcore slugger with Knockout and another facecamper all in a row so my testing was a bit of a dud.
-
@KateDunson said:
https://forum.deadbydaylight.com/en/discussion/comment/2901190#Comment_2901190
Both, i had decent team mates and as killer i didn't have to sweat or tunnel camp to get one kill, was more casual and i enjoyed it a lot
Interesting. What are your hours if you don't mind me asking?
The reason I'm curious is that the last two days have been random. Meaning that if you are pretty experienced, you'd be facing a generally less experienced team of opponents.
-
@Lima24927 said:
new player here, have been playing for about 2 days, i tried survivor a couple times and have been playing killer, im an active gamer and experient with all kinds of games, i decided to stick to killer for a while, have been playing wraith after watching some videos about how to approach, ambush, attack etc, i have been succesful in dealing some blows but its extremely hard, survivors just have a lot of defense mechanisms like running around pallets, flashlight, most of the time my wraith aint fast enough even after uncloaking right on top of them, and when i manage to hit them, they run away and heal back, i know im new and must be doing something wrong, i never won a single round yet, i don't have any good or advanced perks, and then i seem to be facing pro survivors, i think im the one being hunted and not the other way around, so before quitting the game i would like to know from you guys if thats how it is, if im losing because i don't have good enough perks, or i just don't know how to play ?
Hello newbie!
DbD is, as others have stated, a tricky game to learn. Initially, whichever role you choose, you might feel a bit outclassed. However, stick with it and you'll get a feel for it.
As survivor:
- This role is probably more difficult initially, but quickly becomes the easier of the two roles.
- Otzdarva (one of the most prolific DbD content creators) recently mentored a new survivor player, Anna Chess, on his Twitch and you can still find the VODs there. Absolutely fantastic if you want to go and watch, and learn along with her.
- I'm also learning survivor at present, and I cannot explain anything better than what you'd see there.
For killers:
- Wraith is a good one to learn first.
- Avoid Nurse and Huntress for now, you'll pick up some bad habits.
- I'd recommend saving shards/spending a small amount of money and getting Legion or Cannibal next, as these come with great perks to help you on all killers (Discordance and BBQ) and you'll find they teach you the basics as you play.
- Don't sweat losses - they'll happen sometimes.
- Avoid camping when you start. It feels like an intuitive strategy, but you won't learn much and you'll annoy the pants off other players.
- Always be active. Have your next few moves planned out.
- Don't chase someone for too long. A good rule of thumb is 30-40 seconds...max. If you don't think you're going to catch them, peel off and go looking for someone else.
- Killers live and die by information.
- At the start of the game, head to the furthest gen from you and look for the exit gates. Head to that gen and you'll generally find someone to chase relatively fast.
- If in doubt, pick out 3 gens close to each other and defend them. This is known as 3-genning and will win you games.
- Always face a wall when picking someone up if you can, to avoid flashlight saves.
- Use your ears!
DbD is a wonderful game, but it can be legitimately frustrating at times. Keep at it and remember that this is the sort of game that it can take 100-200 hours to even really start getting a feel for.
-
@Mandy said:
Ok, it looks like it's now working as intended, please let me know if you are still getting some strange matches throughout the rest of the afternoon.
@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2901284#Comment_2901284
I got no matchmaking at all. I went against 3 survivors who didn't know what a pallet or a loop was, one tried to stealth in chase by walking when I was literally 2m behind them. Another one of this group had 64 hours in the game vs my 3000.
As survivor, I went against a Huntress with 2 of her teachables and 2 general perks. She didn't play around BT (even when she knew this was in play) or DS and tunneled out two people out who had 10-20 sec chases. Then 2v1 we completed the last two gens and we both escaped, me in particular because she literally managed to mindgame herself when she had bitter murmur proc'd and I was in a deadzone where she could just hold W and kill me.
Then I closed the client because this was the same stuff I experienced yesterday.
@acharliet said:
https://forum.deadbydaylight.com/en/discussion/comment/2901284#Comment_2901284
Example ? I m in lobby, i m solo survivor, i check profiles and my teamates has less than 100 hours. Like right now i checked survivor profile, he had 83 hours and two other survivors console or epic players with basic skins. I left lobby, another lobby the survivor teamates has 24 hours. And its like this last 4 hours since i turned on the game. Something is wrong i think... Or my MMR was reseted ?
Keep in mind that during the MMR tests (especially the last whackadoo days) you've been facing all sorts, meaning that if you won or lost a bit against people you shouldn't have been facing, you might have krangled your MMR somewhat and it'll take a bit to re-align with where you should be.
Unless (and Mandy will have to confirm) you didn't gain or lose MMR on testing days.
-
@DrDeepwound said:
"So...what makes you think your definition is more accurate than mine,"
Because "face" camping meant exactly that, and your definition is wrong, for reasons just as I said. Because people like you started calling anything facecamping.
Those of us who were here before they added swivel hooks know what "FACE"camping really is.
You...didn't answer my question.
My definition seems to be the one used by the community and the devs at this point in time.
Why do you think your definition is more accurate?
-
@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2901204#Comment_2901204
Incorrect. Facecamping was literally face to face camping.
What you call facecamping was called proxy camping before facecamping was nerfed by swivel hooks.
You are the one who seems to not know what facecamping really is. You even use "proximity" in description of what you consider facecamping.
Ah, semantics :)
The meaning of words naturally evolve over time. This may have been what facecamping meant 4 years ago (I'm not sure, I watch some older videos and it doesn't seem all that different, but okay - let's assume you are correct). However, that meaning has shifted over time.
Unless you can show me some sort of official DbD dictionary - the DbD lexicon is derived from common consensus. And the common consensus on 'facecamping' is that it's essentially my definition here.
Proxy camping, on the other hand, seems to refer to a situation where a killer doesn't sit in front of a hooked survivor, but instead patrols the area, cuts off passages of entry etc.
Looking at the devs' discussion of facecamping, this also appears to be the definition they are using. Otherwise they wouldn't be talking about how to fix it.
So...what makes you think your definition is more accurate than mine, considering that it's also the meaning the devs are assigning here?
-
@GoshJosh said:
It does nothing to stop the last survivor from escaping through the hatch. Don’t you think it’d be neat if the Entity also blocked the hatch, if a survivor touches a gate or tries to go down the hatch? For the standard duration of the perk.
Eh...
Blocking the hatch would be a little cruel. The hatch usually exists to give that last survivor some sort of chance to win - otherwise it would be a 'give up' situation.
-
@SuzuKR said:
It’s like people who call themselves high MMR when there’s literally no way to check. MMR doesn’t give consistently even skill matches anyways, so stuff like usage of meta perks or skill is not indicative either.
Sure, but there are certain signs that you may be playing at a certain MMR.
Survivors with a wide variety of perks, some green/yellow perks or even open slots - you're probably at very low MMR.
Survivors with solid purple perks, mostly meta but not exactly - you're probably intermediate MMR.
Survivors with almost pure meta perks, some known streamers and a lot of SWF groups - you're probably at higher MMR.
A lot of 'known' veterans, tourney players etc. on a regular basis - you're probably nearing the MMR cap.
It's not a perfect estimate, but it still works broadly. It's basically the wind.
You can't see the wind, but you can observe it's effects and make a guess to it's strength based on how the trees are moving or whether your tent is still attached to the earth.
@nostrada96ass said:
where came from people who say its always 4k with nurse
i watched streamers considered top mmr in here but survivors wasn't that good
funny thing is, streamers are discussing the skills of console players while playing on pc
anyway when i said 3 years ago that the nurse was ez all-kill ticket, people here said it was skill
there were a lot of people like Orion who said that nurse was normal before nerf
but now? it's awkward to see people say that nerfed nurse is easy, no stress, and free
than how deathslinger,freddy,and wraith nerfed
and billy's addons not reverted yet
I'm not quite sure what you're saying here.
Nurse isn't that difficult, she just has a high skill floor due to her low base speed, and a correspondingly low kill rate (these numbers are disproportionately thrown off by new players - hence Cenobite's supposed reign of terror).
-
@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2900158#Comment_2900158
Facecamping was a thing before swivel hooks. Before that killers could stand face to face with you to block unhooks.
After swivel hooks, survivor mains began calling anything camping "facecamping" if they even look at you from 30 meters away.
No such thing as facecamping in this game anymore.
No, there absolutely is - and you can't semantics it into non-existence :).
If the killer is in a certain proximity to hooked survivors and doesn't leave - that's literally what facecamping is.
-
@KateDunson said:
Last two were the bests
Do you play survivor or killer, and how many hours do you have - if you don't mind me asking.
-
@leviivel said:
This is less of a “what iconic/famous slasher/killer” would you want and more of a “what kind of a power or type of killer”.
Throw in concepts if you’d like :)
That's a good question.
Probably my favorite thing to play in the game is Vanity Mirror Myers. Stealthy, inexorable, strong information and aura reading.
I also love Demo (flexible) and Hag.
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2901058#Comment_2901058
That is 99.9% of the community.
This.
And I hate it.
The days where MMR felt 'tight' were by far the better days in my opinion. I don't mind waiting a bit for a game when I know that, everything being equal, it should be somewhat of a close one.
-
@Config said:
I don't know exactly what changed (I think it's grade based) but dude it's so ######### good, the games felt amazing, keep it.
Are you talking about yesterday's MMR test? It was...sort of crappy.
I'd say Day 2 and Day 3 were the best days.
-
@Kurri said:
While we are at it, I should get immediate iri grade 1 if I complete 1 generator in a match. It's my right as a survivor after all for all that hard work I put into getting there.
Dude, that's uncalled for.
Don't strawman.
Nobody is asking for instant Iri 1. Literally nobody in this thread asked for anything close.
What they are asking for is for the ranking system to be improved slightly, so that you can at least safety pip when you are defacto removed from the game through no fault of your own.
-
@ThatOneDemoPlayer said:
I've seen quite a lot of people calling Save The Best For Last "Demogorgon's Best Perk", and I don't get it.
I have a few theories about why it's such a popular choice on him:
- Stacks are easy to maintain thanks to Shred
- It allows for a 1-2 combo (M1 --> Shred)
- People have seen popular streamers use it on him
- The Perk feels good to use
I get why Save The Best For Last could be used on Demogorgon, but I still don't understand why it's used so often, nor why it's "His Best Perk", when it has a few, pretty big flaws:
- You're forced to M1 and neglect your Shred, a really strong chase tool, to get Stacks
- It can back-fire considerably, if the Survivors realize you have it equipped
- It takes a while to actually start working
And now, onto Save The Best For Last's biggest problem:
- Black Heart, a Common rarity Add-on, does it's job better, without needing to gather Stacks, and applies it to your Shred instead of M1s
So, if any fellow Demogorgon player could enlighten me and show why it's such a good Perk on him, please do
It depends on the sort of Demo you play.
If you go for a 'battle Demo' style, mostly just bum-rushing people and ignoring portals for the most part, it's really strong.
I like more of a roaming Demo, using portals to ping-pong around the map, and I find I get better value out of information and regression.
That said, it's one of those perks that feels somewhat made for him.
-
@[Deleted User] said:
Kinship icon has walkie talkies to reference the times they used walkie talkies in Stranger Things. Now though it doesn't make sense because it's not a stranger things perk anymore, but i guess they didn't have to change the icon so they didn't.
@Mazoobi said:
Kinship (Camaraderie) is an icon of two walkie-talkies next to a hook, isn't it?
Although when it initially arrived, I saw it as two lockers next to a hook lol.
AH!
I thought they were speakers!
-
@Nos37 said:
Balancing DbD would either require first balancing solo and SWF completely, or removing one of them from the equation: either queueing solo or queueing together would have to be removed.
https://us.v-cdn.net/6030815/uploads/WFJFAAUXCTNL/dbdbalance.jpg
This image is perfect.
-
@ThiccBudhha said:
You have an entire map to work with at the beginning. Run the killer half as long as I can, as a garbage survivor, and you will pip even if you get face camped.
I wish this was the case, but yesterday I did exactly this.
Got chased as I started a gen, and ran a Myers for maybe 3.5 gens. Eventually got BL'd to death and he camped me out. I depipped.
-
@Ronin said:
So the next trailer for stranger things 4 came out and i could not help but think its probbaly gonna come back to dbd. Besides im pretty sure there was a stranger things game that was a huge flop and with there being a new season it would be a pretty great chance for the license to be renewed. Besides its not like the characters are perminantly deleted from the game, its still possible to bring it back. Well this is pretty much my opinion and something that seems pretty realistic to happen this year, especially with the new season.
It's a nice thought, but it's unlikely to happen.
Netflix are very weird about their copyrights.
-
@ThatOneDemoPlayer said:
What would be your 1 QOL buff to your main?
I'll start:
- Demogorgon has quiet footsteps whenever he is Undetectable.
Simple stealth buff
Hah. I always worried that I was super loud - but it's barely perceptible from the survivor POV. Still could do with a tweak to his personal ambient sound, I'll agree on that.
But let's see (I have a lot of 'mains').
Hag: Phantasms summoned by Scarred Hand last 50% longer.
Cenobite: You cannot break your own chains.
Plague: The corrupted fountain you start with will always spawn in the most central position possible.
Onryo: Yeesh...
- Old Newspaper is made baseline.
- TV spawn logic improved to always be facing the corresponding generator and not be on different floors, behind walls etc.
Demogorgon: Using Shred while channeling From The Abyss will now perform a standard attack if it fails (currently it just cancels).
Myers: The aura of survivors within 10m are visible while in tier 3.
Wraith: Lightburn effect removed.
Nemesis: If a zombie is immobile for 20 seconds, it will automatically respawn.
Trapper: All traps will begin the match activated.
Artist: Swarmed survivors colliding with a stationary dire crow will be treated as if they were struck by a dire crow.
Doctor: Shocks are now validated on the killer side.
Ghostface: Night Shroud regenerates 50% faster while crouched.
Pig: Combat Straps and Workshop Grease are made baseline. Using these addons will apply a cumulative effect.
Spirit: The effects of Stridor are applied baseline while phased (to help us hard of hearing folks out).
Pyramid Head: The BP gain effects of BBQ are applied when sending a survivor to a cage.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2899884#Comment_2899884
I understand your point, but I would say that whilst time played is pretty much the deciding factor in the end of season grade rewards - more time, the more chance for a higher grade etc. How you play also plays a part, as otherwise you could just go into the match as a survivor, not do anything at all for the entire match, die and get a pip - should that be rewarded with a pip that progresses you and adds to the end of season grade rewards?
I don't think so, and I'm speaking from my personal opinion as a player here.
Sort of, yes.
The grading system seems to reward you most for hiding and sitting on gens, occasionally healing.
Unhooking is risky, as while you do seemingly get credit for unhooks even if you aren't the unhooker - if you unhook and that person gets tunneled through BT, you take a hefty 'unsafe unhook' penalty.
@Sluzzy said:
Something should be done about that because no matter how good you are as survivor, if you are tunneled to death, you are punished with no points, no PIPS, and lower MMR. Granted the MMR tests might yield to them completely scraping MMR which would get some applause.
It is not fair to be punished outside your control. There needs to be a lot more ways to defend against tunneling. For solo survivors especially.
Huh. I...partially agree with Sluzzy on something. I should buy a lottery ticket.
I agree that the survivor grading system needs some tweaks to encourage running the killer and playing a little bit more boldly rather than rewarding overly 'safe' play so much, and also not penalizing you so heavily for getting focused.
However, you do have ways to defend against tunneling - and most of those ways are the other 3 survivors on your team.
@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/2899762#Comment_2899762
I believe this is incorrect. As far as I know, at worst, from silver 1 you can go all the way down to... Silver 1,with no pips. You can't drop to silver 2, let alone silver 4.
This is correct as far as I know. Even at Iri 1, a catastrophic defeat (or even my very occasional 'butt queue' moment where I return to the PC and see a postgame screen) I've never dropped a grade.
@mischiefmanaged said:
https://forum.deadbydaylight.com/en/discussion/comment/2899824#Comment_2899824
It would be nice if there was some kind of reward for getting facecamped on the survivor side that discourages suiciding on hook. When you play with friends and a person gets facecamped, they go, "I'll hold on for as long as possible so this doesn't happen to you." In solo queue, there's a 50/50 chance of whether they'll hang on out of spite despite not getting anything or if they'll just start suiciding on hook to get to their next game faster. When they suicide, it means the primary strategy against facecamping (doing gens) doesn't really work and facecampers get an easy 2-3k with no effort and everyone having a terrible feeling match.
I understand that attempts to fix facecamping that affected gameplay, such as slowing down the hook timer, didn't work. But you could at least give rewards such as BP to people who get facecamped so there's some reason to actually give your team enough time to counter facecamping.
You could make it so that having the killer near you while on the hook for a minimum of 5 seconds (or more or less) gives you a "distraction" BP score that contributes to the survival category. That category is already the hardest to get as a survivor, it doesn't affect gameplay, and it gives a reason to stay in the game beyond just pure spite. It also accurately describes what the person is doing. If they're getting facecamped, they're acting as a distraction for the killer to allow their team to get the gens done.
This. Unfortunately, I don't think there's any way to stop people suiciding. DCing now...that's a different discussion.
The correct response to being facecamped is to hold fast and hope your team slams gens. I wish that you weren't actively punished for this beyond the simple boredom of being facecamped.
-
@Mandy said:
My personal opinion is that you have not done enough in the match to earn a pip - depipping is completely fine.
Yes being camped and your team mates not helping can suck, but that's generally considered to be part of the game and there are perks to help with that - Borrowed Time for example.
(and I'm speaking from a position where I get hard camped and mori'd a lot!)
The issue is more that it already feels bad to get facecamped, but it adds insult to injury when you get punished further for something outside of your control - and at iri ranks, it's actually quite challenging to earn those pips as is.
@ForumUsername said:
The problem here is you. Git Gud.
Everyone has gotten face camped, your not special and you do not deserve participation trophies for losing. Get better at looping and bring perks that help you stay alive. Oh you want to bring meme perks for meme builds, then you dont get to complaint about getting face camped that was your own fault for not taking the match seriously.
Your argument can be applied to the other side: Oh I shouldnt depip for getting gen rush and not getting any hooks/kills. Its not fair I was so close to gold from silver but they gen rushed me wahhhhhh. You know why you dont see this argument? its because its nonsense just like your original one is.
Don't be nasty mate, nothing in this OP or thread warranted this level of hostility.
I mainly play killer and have been working on upping my survivor game recently (800 hours versus...50? now).
It's far, far easier to reliably pip as killer. Even at iri ranks, you can pip off 2 kills - and if you don't it's generally because you played terribly.
On survivor it's entirely possible to run the killer for 3 gens, then get camped to death and still depip. The 'distraction' reward, which is supposed to credit you for gens done while you're being chased is pitiful.
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2899507#Comment_2899507
I mostly use hoarder and Franklin's with range add ons. If someone tries to solve the box and I'm not too far away. Interrupt with a chain and chase them down. Unfortunately I just prestige my pinhead and the bloodweb has not been kind.
I went through my Hoarder/Franklin's phase, but it feels like I'm putting all my eggs into one basket and if a sufficiently good survivor gets the box, I'm doomed.
These days I really like:
Discordance
Plaything
Pentimento
Pain Resonance
Can replace the Discordance with BBQ (for finding box) or DMS (the second I get a hunt, complete chaos).
-
@Steel_Eyed said:
Killers don’t need to run Lethal Pursuer to pull this off. Just get a sense of where survivors are at the start and then you can get a feel for where it might be. Barbecue is better in that it can let you coordinate where the ‘next’ box spawn may be.
Mm. I play a goodly amount of Cenobite and I've stopped trying to get the box first. I prefer to go and pressure someone early (I like Discordance for this reason) and to try and find the box after my first hook, generally using BBQ.
Far, far too many times I've gone after it early and by the time I found it, gens are flying.
-
@BenOfMilam said:
Like it says on the tin.
Ghostie and Legion both had the problem where many of their add-on were linear bonuses to their power, and many add-ons had identical effects but with bigger numbers. This was fixed by combining all the identical add-ons into one add-on with a big boost.
Would love to see Deathslinger, Pyramid Head, and others to get similar treatment. It's kind of too bad to see add-ons just be "get one extra hatchet, get two extra hatchets, wind up slightly faster, wind up slightly more fasterer, ect". I want see the more unusual add-ons used more, rather than just stack two add-ons that do the same thing.
Yes.
PH, Freddy, Artist, Onryo, Oni and Nemesis (off the top of my head) need some addon love and almost every killer could do with a handful of addon tweaks.
However...if I'm not mistaken, Ghostface's rework comes out to a nerf and that makes me nervous.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2898715#Comment_2898715
You can literally run a perk and take all 4 flashlights out of the equation which you can't do with a map, flashlights are easily avoidable even against the best players you just can't be one of the killers that pick up straight away
Or just play smart. I can generally counter flashlights, but there isn't much you can do to counter a map that tells the survivors where every single one of my traps are.
-
@DrDeepwound said:
IMO experience, majority do not DC at beginning.
They DC when they try to flashlight all game and I ignore them, kill the other 3 then chainsaw chop em at the shack.
Then it's "Abandoned Bonus"
That's not what I've seen.
Maybe 90% of the DCs I see happen pretty early, often on the first down.
@Chocolate_Cosmos said:
Hmmm how about this:
If someone DC within the first 5 min of the game, the match would be canceled OR there is no punishmenet for leaving.
If the end game colaps will not end the game, you are able to DC without punishments and you keep all your bloodpoints.
It's a thought, but it would likely be abused.
I'm okay with a penalty-free DC if a game goes really long though.
-
@HexDaddyissues said:
abandon the forums
give every killer main complaining about x y and z survivor perks being over powered, a cookie
remind players constantly its JUSTA VIDEO GAME AND GETTIN UPSET THAT YOU GOT CAMPED/DIDNT 4K SHOULDNT RUIN YOUR WHOLE DAY
?????
Profit
So...just don't change anything ever?
-
@Piruluk said:
Probably the fatal flaw of asymmetrical genre that it can't be ever balanced.
Currently in dbd we are seeing constant nerfs on survivor side, while killers are getting buffed.
Unfortunately the reality that these nerfs only makes playing solo survivor even more miserable. Now these survivor players will play in SWF, thus making playing killer miserable or they are just straight leaving the game(this is one part of reason for player drop)
Because lets be clear in one thing, when 4 good player, plays in SWF the game is fundamentally broken into pieces, you have so much information(knowing the killer location almost all the time), reliable teammates who can play decently, while the killer in chase, everyone else on gens, its like a god mode, most of the killer cast has no answer to this. Even the 2 killer who can do something requires significant time investment, you play killer like its your job(streamers can perform well or whose life is the game). So killers has to face more players in SWF, which in turns frustrates them and lot of killer just switch to play as survivor in SWF, or leaving the game(another reason for playerbase loss)
So in summary:
Solo survivor percentage is getting lower by each week, which in turn increases survivor numbers in SWF, which in turn decreases killer numbers because playing against SWF is really unfair for Killer.
I don't know how could this be ever balanced. If solo would be buffed ,then SWF would get out of hand. Giving comms wouldn't solve because most would refuse to use.(seen in games where comms there but you still need SWF)
As you said - APvP games are impossible to balance.
But...that's true of most games more complex than Chess.
Balance will always be a perfect example of Xeno's Paradox. It's fractal. No matter how balanced your game is, one side will always have at least some advantage, albeit ever smaller.
Perfect balance is impossible.
That doesn't mean, however, that you shouldn't balance your game - it just means that there will always be balance QQ.
-
@EvilJoshy said:
Title
It goes without saying a chain hunt is great for pressure. Most of the time I find the box by knocking it out of someone's hands. I've only come across it on rare occasions. Ive seen videos of people running Lethal pursuer and after seeing where the survivors spawn, they somehow determine where the box could be. I was wondering if there is any guide or any advice that explains potential spawn points? I personally don't like using a perk for such a short advantage and then I'm down a perk for the rest of the game. So far the only tip I have for finding the box is if I'm patrolling and I hear electricity.
As the person above said, the box likes to spawn as far away from both you and survivors as possible.
However...
- It's still pretty RNG at times, especially on denser maps like RPD and Lery's. Definitely check if you have the time, but don't prioritize looking for the box too much - you'll send yourself on all sorts of wild goose chases.
- If you want to practice, run Chatterer's Tooth for a few games - you'll be able to see the spawn in real time.
- Some perks can really help find it. Lethal at the start (although I see this as a waste) and general aura reading.
- You can also watch survivors - if one makes a beeline off into a part of the map that looks weird, they're probably going for the box.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2898113#Comment_2898113
all 4 boon were in play but was there the boon sound when it went up?
because there no boon in any perk slot and I would of reported that.
Yes, if I remember correctly there was a boon sound.
However, I don't habitually scan postgame lobbies to make sure that every perk I saw in-game was actually equipped.
Although I'll probably start doing that from now on if I get a sussy game.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2899255#Comment_2899255
Sure, doubt it. Wraith doesn't have a map wide teleport and Legion is still Legion. I really don't care on your thoughts of a killer you want to hate 💫
Quite the opposite actually.
Why would I want to hate something?
I genuinely want to love Sadako (that came out wrong) - was planning to main her on release. I'm just frustrated with her design.
Wraith may not have her upper-limit traversal, but I'd say his sustained mobility is at least on par with her. He also has:
- More reliable stealth.
- Infinitely better addons.
- His dash.
On the other hand, Sadako has slightly better mobility on truly enormous maps and...actually I think that's about it.
-
Okay, well done. This got a groan.
@GoodBoyKaru said:
Sadako, looking at everyone calling her weak before climbing to being the best stealth killer and hit and run killer in the game:
https://us.v-cdn.net/6030815/uploads/GOE08EENCLBQ/20220325-144310.jpg
I...rather doubt it lol.
Wraith and frankly Legion will be better.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2898053#Comment_2898053
"Nice exploits"
The video, in which Otz used Twins to bodyblock an Exit Gate, where he proceeded to mald in the end game chat
YES!
Holy crap, I knew I'd seen that somewhere.
-
@OneGoodBoyDemo said:
It's a fact that the old MoM was one of the most broken perks in the game as it gave you an extra health state simply by being injured 3 times.
I agree 100% that the old MoM had to be nerfed but the way the devs changed the perk just didn't please me as it has now become a situational perk.
Giving 3 protection hits is very difficult to do as most of the time you won't be close to a injured survivor. To be able to use this perk, a lot of times people end up throwing the game away just to be able to activate it, sorry but chasing someone the whole game is not a good idea as you end up being unproductive.
I always thought that a perk like MoM should be a perk that you had to deserve in the trial due to your actions since it has a very strong effect.
This is a change i would suggest for MoM but it could maybe be a little strong:
MoM now needs 5 stacks to activate
1- completely repair a generator ( you need to repair a generator for full 80s)
2- rescue a survivor safely from a hook
3- give 1 protection hit ( this one might still be a bit situational, but in most matches I get at least 1 protection hit)
4- cleansed a totem ( less boons in the match)
5- stun the killer ( this one can be a little difficult since many times the killer can respect the pallet)
This is how i might change, well it would be nice to be rewarded for the things you should do in the match.
Honestly...no.
It's like Boil Over. The perk is, at it's core, flawed. It doesn't have a 'good' middle-ground - it's either going to be an unholy terror or useless.
-
@Dionysus42 said:
Everyone keeps saying flashlights are the 'weakest' survivor item, but I have seen perhaps a dozen people bring maps in all my time playing, whereas flashlights would easily reach into the hundreds at least. Are survivors just being so magnanimous by refusing to use the clearly OP maps in favour of the weak flashlights, or what? And ever since the nerf to hatch keys are perhaps even more weak and rare.
...It depends entirely on the map.
A good map can allow you to get rid of Ruin or Devour instantly. Put down a boon immediately. All sorts of wonderful stuff.
A flashlight can be nice, but if the killer is smort it can also do very little. Against Wraith and Nurse though, flashlights are crazy good.
-
@feffrey said:
This isn't so much of a rant but a observation I've since my time playing dead by daylight.
Whenever a new survivor/killer comes out they make some pretty interesting perks that change up game play. I loved that and it made it pretty fun refreshing than using the same 4 perks for years just to win . Then they go and nerf the perk to be mediocre or less viable then you're forced to go back to the same old meta build. I'm no longer interested in getting new survivors or killers it just feels like a waste of time
Rip Boon circle of healing 🙏 💔 😢
Boil over nerf came out of left field though
Zuh?
CoH will still be an amazing perk. It just won't be quite as broken.
Boil Over needed a total rework into a different effect. The immediate post-buff version could allow survivors to become completely unhookable on multiple maps (which made killer unplayable for days thanks to the 'let's make killers DC by taking matches hostage lul' SWF groups). No idea why you didn't think that would be fixed.
Increased sway means that it's the perfect combination of annoying and crappy. Frankly, just delete it and turn it into something else.
-
@mr7ba_bk_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2897846#Comment_2897846
Just hit the surv, Tbag and flashlights is a small problem comparing to the chat. Sometimes is bored, depending of how the killer is on that day, but it isn't difficult to become normal for you or you Just ignore it
@mr7ba_bk_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2897628#Comment_2897628
https://forum.deadbydaylight.com/en/discussion/comment/2897628#Comment_2897628
I think Tbag and *click click* doesn't need a "nerf", this is the smaller problem. The real situation is about the chat and the toxicity
Teabags don't really bother me, but that's because I'm mostly numb to it.
Flashlight clicking can legitimately make me uncomfortable IRL, thanks to photosensitivity issues stemming from a serious concussion a few years back. It's a combination of the noise and the rapid strobing.
This really needs to go away.
-
@Nithing said:
Subtle cheating is definitely more insidious. I have seen any blatant hacking for months but I just recently had a game with two Flashlight Fengs who would not quit. It was actually a 4k, partly because they didn't seem to want to touch gens, but I must have been blinded 30+ times by the duo. Not even just good pickup/pallet blinds but constant running attempts to blind. About half half way through I wondered how they possibly had enough flashlights but that's the annoying thing, there's so many factors you can't say it was impossible. End game screen showed them with two yellow flashlights, no attachments. Maybe they kept pulling flashlights from chests. Maybe the other two handed them some. Maybe they had the locker refill perk. It's just really unlikely and suspicious AF.
What was scary about this match was that it wasn't subtle at all. It was just done in a way that the killer wouldn't be sure enough to report on, unless they actually scanned the perks in postgame - and worse, if I hadn't been there, nobody would have reported.
-
@KerJuice said:
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
Eh...I don't think this is the answer. You'd basically be removing SWF from the game, and a lot of people enjoy playing with their friends.
I'd rather help solos get closer to the level of SWFs and balance the killers accordingly.
-
@Tiufal said:
- Fix "killer strategies"
- Fix Matchmaking
- Fix most broken factors
- Rework Grind
- Perk overhaul
Your name sounds familiar. Have you ever been in an Otz video?
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2897872#Comment_2897872
"Blighted Corruption...you mean Corrupt Intervention?"
No, I mean The Blight's entire power lmao
And like I said, I just picked some of the most complained about topics. I'm entirely for DMS/PR (except on Artist I hate DMS and Artist lmao). Give me like a couple days maybe a week to think of a comprehensive list and I'll get back to you.
Also Alch Ring + like any of his addons, that can be limited until we nerf it.
MDR/DCB Was a combo I didn't think of, but I wouldn't mind that being restricted.
But even if nothing currently in the game gets limited, it's a system in place for the future to allow them to make strong perks that won't break the game when combined with other strong perks, and I'm ngl I just want both sides to get good perks again. I went almost 3 years of no meaningful content (Blight right to Sadako) because the perks were bad and I didn't like the killer's. I really don't want that to happen again.
Ah, I see.
Yeah, I'm...cautious about this one. It's certainly an idea though.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2897846#Comment_2897846
It's really not, I'm still unsure as to why this forum takes it as something so personal when I couldn't be more detached when doing it or having it done against me lol
Mm. You say 'detached'. I'd say 'numb'. And that's not a good thing.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2897842#Comment_2897842
Circle of Healing is choice restricted with other healing perks and/or Green + Purple Medkits.
Dead Man's Switch is choice restricted with Scourge Hook: Pain Resonance
Hex: Ruin and Blighted Corruption are choice restricted.
Blink Range and Blink Recharge addons are choice restricted
Dead Hard and Vigil/DS/BT/some other meta perk/s (I don't really know here) are choice restricted.
Prove Thyself and Toolboxes are choice restricted
They're not all well thought out limits, and I don't really agree with all of them, but they're the most complained about combos so I might as well use them as examples
Ah. Okay, I'm a fan of addons being restricted on some killers, but that's mostly an issue with those killers being a touch too strong as is (Blight, Nurse...maybe MDR+flower Spirits). I'm not terribly enthused on the perks.
CoH and Medkits - yeah...the major issue is that it's not mutually exclusive with *other people's* medkits. I think this would be a nerf to solos and CoH would still be a menace in SWF.
DMS/PR - I don't think this is a problem at all. I'm glad that killers now have multiple viable options regarding meta-ish builds (PR+DMS, COB+Pop, Ruin+Tink+Undying, even Plaything+Penti on some killers). This pairing is only really strong on Artist and has an interesting trade-off.
Blighted Corruption...you mean Corrupt Intervention? Eh. It's an annoying perk on it's own, but makes it hard to get a decent 3gen. It's also basically required for setup killers like Trapper.
DH is just a problem perk and needs changing on it's own.
DS and BT are both problem perks, but are sadly required to discourage certain very annoying playstyles.
PTS+Toolboxes...yep.
You know, on second thought I'm not a huge fan of the idea overall. I'd rather see weaker perks buffed a bit and a handful of problem perks reigned in slightly.