Starshadw
Starshadw
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@Mandy said:
A lot of this can be because less cakes appear on the survivor blood webs, probably as they have Event items as well. I've been in a few matches were survivors have used cake offerings but not many where all the players have one.
You know, this might be a big clue that perhaps the event items and the event cakes should be in different tables, so that survivors don't get screwed with regards to the number of cakes that show up.
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@Northener1907 said:
I did not played killer so much for this event. I wanted use cakes on Leon before P3 him and i took all crowns on all survivors. Anyway now i am playing killer and on my matches i am seeing max 3 cakes (with my cake). Just why? You can use this cakes with only this event and time limited. Why survivors are not using cake offerings?
Because the toxicity has gone through the roof during this event. So why use them? I had matches with 4 and 5 cakes last night - and in every single one, the Killer was a complete a**hat, hard tunneling, face camping, slugging - it was awful. Even the Killers are leaving with far fewer points than they could have had, had they just not been complete jerks. And that has been par for the course since the event started. It's a waste of cake.
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@Dacrenon said:
I think right now it's due to the event; a lot of survivors have had difficulty escaping with the crowns, so they're trying to genrush and leave immediately since there've been a bunch of killers specifically targeting anyone with the glow.
I think it would've been wise for the Dev team to add a secondary condition for survivor crowns, either escape with it or spend x amount of time with it in match to unlock it across multiple attempts.
Actually, the best thing they could have done was have the survivors have the same conditions for obtaining the crowns as the Killer - find it and touch it. It literally makes zero sense why survivors have to escape to get the Crown when all a Killer has to do is touch the thing.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2336144#Comment_2336144
But then we could delete ranking completely and only create a safety bracket for new players. Good thing is all of this will be solved when MMR is finally here. Then we have other problems to discuss.
I admire your optimism. But seeing as the glorious hit validation function that was supposed to solve the myriad of issues surrounding hits flat-out doesn't work (and let me tell you, reading the latest dev blog about how they were using the same idea to fix the pallet issue, etc. had my eyes rolling because it simply means the pallet issue won't be fixed, either), I don't expect the MMR to work, either.
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Personally, I'd never reset anyone's rank. Just let people keep the rank they've earned. This would have the extra benefit of eliminating the extra sweatiness that comes right before and right after rank reset every month, when everyone is either trying desperately to climb up an extra rank, or trying desperately to reclaim their rank. Who cares? Let people keep their rank.
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@indieeden7 said:
Trust me, that 6% isn't exactly doing much. I love Spine Chill but the action speed bonus isn't as good as you're making it out to be.
Yeah, the 6% isn't all that - especially since it deactivates once the Killer isn't looking in your direction. The nice thing about Spine Chill is that first activation as a visual warning the Killer is somewhere in your vicinity. At that point, you can make a decision on whether to keep pushing the objective or not.
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@JimbusCrimbus said:
Survivors doing gens is worse than ever! Stop defending it!
Survivors doing gens is an objective.
Tunneling and other toxic behavior isn't an objective. It's a chosen tactic used by toxic Killer players to obtain their objective - hooks/sacrifices. Understand the difference. If you wanted to compare, you should have said "gen-rushing" because, like tunneling, it's a tactic.
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@spirit72 said:
Let's see if I can explain a bit(Full Disclosure: I am a Survivor main, and occasional Killer):
Not everything is tunneling. There are a number of reasons that a Killer might do what is referred to by Survivor as tunneling. On my own part, most of that 'tunneling' is due to overly aggressive and unsafe saves by Survivors. If you are going to unhook someone right under my nose(i.e. while the hook is still in my terror radius, and I don't need a noise notification to see that the save has happened), then I am going to punish you and your team for that unsafe save by knocking that Survivor over and hanging them right back up. Don't like that? Use Borrowed Time. If you're not going to use Borrowed, then either don't perform an unsafe save....or, accept the penalty.
Another instance where Killers will tunnel for reasons is abusive play by Survivors. If you're going to exploit objects and geography, tryhard, flashlight spam, body-block a hook, or other blatantly exploitive ways to abuse the Killer and the game, I am going to run you down, knock you over, and hang you up. And in really egregious cases, I will camp you on top of it, and just shake my head at others when they come in to save. And sometimes, just sometimes, once the offending Survivor is sacked, I'll go open a gate and let the rest out, just to put a period at the end of the sentence.
That said, some Killers do tunnel in a manner that either speaks to their inexperience(they don't yet realize that tunneling a Survivor for a whole minute plus is actually a gift to the Survivors), or, yes, they're deliberately being a tool, which is unfortunately going to happen from time to time.
Just remember - when you decide to "punish" for an unsafe unhook by downing the unhooked survivor - you're punishing the wrong person. Chances are very good they are cursing up a blue streak on their side of the monitor about why someone who is being chased is trying to unhook. So the person you're punishing is the victim in the unsafe play, not the perpetrator. If you want to punish someone for making a bad play, at least punish the person actually doing it, not the victim of the action. I say that as someone who often has people come and unhook me who have no business doing so because the Killer is right behind them - it's not as though the person on the hook has any way to tell them not to.
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The toxicity in-game has been on the increase for some time, and ever since the event went live, it's been off the charts.
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Yeah......
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@Lord_Tony said:
I'm trying to que as killer it has been over 5 minutes, nothing.
So then I que as survivor it takes literally 2 seconds.
it's so long I'm just watching a movie while I wait.
What I find interesting is that I only play Killer to chill out, have fun vomiting on everything (I play Plague), and make some bloodpoints. So my rank is 20 at the moment - and my queues yesterday evening were about 15 minutes, which doesn't make any sense if there really are a lot of new players out there playing the game. If anything, Killers with ranks from 20-15 should be having instant queues. But that wasn't the case for me. And the matchmaking was utterly screwed up as well - I had a match where one survivor was a red rank, and another with two purple ranks.
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Wraith received too much of a buff during his re-work, full stop. The add-ons only magnify the issue. Fix the over-tuning, and the add-on problem will likely solve itself.
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@Mooks said:
Yeah, that’s an alternative objective kinda instead of escaping through gates.
people are mostly asking for additional secondary objectives to elongate the matches such as having to find parts/fuel before being able to start work on gens.
First of all, there already is a secondary objective in the game: totems.
Leaving that aside, the main issue with attempting to make matches last longer (and for the record, I'm firmly in the camp of longer matches being more enjoyable), is that the longer a match is, the more it favors the Killer. Survivors gain no advantage to a longer match. The longer a match goes, the more advantage the Killer gains - more chances to hook and sacrifice. Which is why there even is such a thing as gen-rushing: because the win condition for survivors is escaping, so especially in red ranks, the only focus is on getting the gens done as quickly as possible in order to get out.
So if even more objectives are added in for survivors, then there would have to be a balance - some advantage survivors gained besides simply being able to open the gate and escape. Whether that's stuns lasting a lot longer, or the ability to temporarily trap the Killer somewhere, etc. SOMEthing would have to offer survivors some advantage to balance out the advantage the Killer gains for matches going longer.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2313490#Comment_2313490
Well, I never told anyone to stop looping and adapt when facing Deathslinger.
Therefore I shouldn't have to deal with survivors holding W and pre dropping every single pallet.
Folks DO realize that one reason pallets get "pre-dropped" now is as a reaction to Killers having adapted to pallet gameplay, right? Killers will go out of their way to not be pallet-stunned, to the point where there are these ridiculous "going back and forth in half circles" by the survivor and Killer because the Killer refuses to go through the pallet drop area (that's not a criticism, by the way - it's just a statement of fact, and is logical from the Killer point of view). So why NOT drop the pallet as soon as you run through, particularly if it means the Killer has to lose time either breaking or diverting around? It's logical tactics from the survivor point of view.
Honestly, all of this gets back to something I posted in the feedback forum, about how pallets are becoming less useful, full stop. Killers avoid getting stunned, ranged Killers simply attack over them... survivors, knowing now that like as not, the Killer isn't going to risk a stun, might as well drop the pallet behind them and keep running.
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@ShinobuSK said:
Why are we pretending this is something new?
Nothing feels better than playing pug in reds and have first survivor pre drop everything and run once you start breaking it. You di this on 7 pallets and its already gg. 10-15k BP each and most of them even depip.
But who cares, just slam gens, open door and end the match.
And this is the problem with the current "win" conditions, particularly for survivors. A Killer can still score decently getting kills, even if they happen quickly, but if survivors do nothing but repair gens and escape, they don't earn enough points for even a safety pip. And it's still better for Killers as well if a match goes on longer, providing more opportunities to earn points. I don't play Killer much, so I'm at the bottom of the ranks, but I have rarely left a match without at least 20k points when I choose to play Killer, and I often earn in the high 20s and even hit 30k - and it's because I'm not at all focused on the kill, but instead focused on lots of chases, lots of hits, getting hooks if it happens, and otherwise just running around and having a good time.
So the question becomes how to change the win conditions and the game culture to encourage players to not rush through the match.
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@Wiggles_Diggles said:
Well...what else are they supposed to do, stand still.
Map size is the thing that needs to be adjusted most and then maybe throw in some super unsafe pallets where some dead zones are. Again are survivors just supposed to stand still?
As someone who has been playing HSHS, I can promise you, smaller maps will NOT make the game more fun. All it does is make it easier for the Killer to tunnel and camp while also pressuring objectives.
That said, I find myself utterly baffled that we now have Killer players complaining because survivors are running away. As you say above: what are they supposed to do? Stand still and let the Killer down them? Using the "w" key (or whatever key forward movement is for a person) is a fundamental part of playing survivor since survivors have zero means to attack the Killer. At most, survivors can stun - a stun which often only buys them a few more seconds before they are downed. There is literally no reason for a survivor to NOT run away - even if they intend to start evasive maneuvers at some point.
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@nutmilk420 said:
This game was meant for killers to get 4ks! The whole idea was your this weaker being trying to defy all odds and survive! Survivor was meant to be challenging and killer was meant to be a good way of getting some workig out some anger. So NO just cause a bunch of survivors started grouping up an getting all sweaty treating this like an e-sports bc there to pussy to actually play a real e-sports game dose not mean we should ruin the experience.
The game should be in a way that the killer has to make mistakes in order to loose but rn its the other way around. The killer could do everything perfect and still loose..
Avrage Joe > mystical beings w super powers.
No. Other players do not exist to be punching bags for you or anyone else to "work out some anger."
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@van9684 said:
Let’s say you start a match, which killer do you dread seeing the most? It can be because they’re hard to face or just obnoxious. For me it’s doctor, bubba, spirit, and wraith. Each of these are pretty obnoxious. Ghost face is also less than fun due to not being able to break him out of stalk so often. Let me know which killer you dread seeing. :)
The most common one these days: the toxic one. The Killer character doesn't matter. It's all in the way the character gets played.
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@Revzi100 said:
has anyone else ran around a corner and still been hit with an axe when clearly out of site from the huntress?
Yep. Welcome to DbD's utterly broken hitboxes and hit validation.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2285056#Comment_2285056
Well, you are admitting that you are playing one side chill without much worry as to the result. Which side becomes more stressful if the goal is to win?
Survivor isn't stressful to me because I'm trying to "win" - it's stressful because more often than not, that's where I run into toxic behavior. Like when I play Killer, I don't care about the "win" condition - escaping. All I want is to have fun in the match, repair some gens, maybe cleanse a totem or two, get into some good chases, and earn bloodpoints. I don't care if I get hooked and sacrificed, as long as those prior conditions are met.
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@justalilbit123 said:
Whether you 4k or 0k all the stress and pressure is put onto the killer to perform. Ultimately, this is the worst aspect of this game. As Steah and thousands before have said this is because of several bad design issues. Killer is stressful, survivor is chill. Change that, and it won't matter nearly as much about killer viability and balance and such.
And see, for me Killer is chill and survivor is more stressful. But that's because I play Killer to just have fun, run around, get into some chases, maybe hook some folks, kick some gens and break some pallets/walls, and earn bloodpoints.
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@Steah said:
I don't want it nerfed per say, i like what it does now but it just kinda invalidates stealth killers, GF especially.
I still want it to be good but, and if they do make it so it doesnt work vs stealth they should give it something in return, but it makes playing some killers feel kinda pointless. 1 perk countering my who ability seems dumb.
Any idea's on what could be done?
As I stated in another thread that made the rounds - no, Spine Chill does not need changing nor nerfed. It's main purpose is to counter stealth. That's the entire point of the perk. That's what it's intended to do. That's the dice we all roll when we play the game - whether or not our perks will be useful during the match, and whether or not our opponent will be running perks that makes things more difficult for us.
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@theplaggg said:
https://forum.deadbydaylight.com/en/discussion/comment/2283592#Comment_2283592
So spine chill should make these 3 killers powerless against you the whole match? Ok got it.
That's an exaggeration. It doesn't negate the Killer's ability to find, chase, attack, or hook a survivor that's using the perk. It does seriously hamper their ability to sneak up, and that's what it's intended to do.
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@theplaggg said:
https://forum.deadbydaylight.com/en/discussion/comment/2282818#Comment_2282818
It shouldn't completely counter Ghostface and Myers though.
Yes it should, that's it's main purpose. To counter stealthy Killers - like Myers, Ghostface and Pig, and it's the only perk that really does so.
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So, I decided to try "following" one generator's sounds to see where it would lead me - and it led me to the map boundary, where the directional audio made it seem as if the generator was actually outside the map, on the other side of the wall.
Also in trying to pay closer attention to other sound cues - had one survivor sound like they were literally standing in front of me, and then spotted them about 10-15 meters away. Same thing with zombies - I'll get their growling sound as though they are extremely close, and then I'll spot them 20 meters away.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2282818#Comment_2282818
it´s true but in another way pls. Not on the current way. Im a survivor main trust me.....spinechill is ez going. To ez if you ask me
No one forces anyone to run it. If you find it too easy, don't use it. Switch it out for something else. I personally like Spine Chill, especially as someone who solo queues 99% of the time. It's an excellent info perk without being over-powered. It allows you to gauge whether you want to try and push what you're doing, or whether it's time to abandon and evade.
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@Ruma said:
As someone who ALWAYS play Spine Chill.. I agree. But only because it instantly can tell you when the killer is coming which is extremly annoying, especially for Stealth killers. They should reduce the activation distance and or make it so it wont work against undetectable and it shouldnt work while you are oblivious.
One of Spine Chill's primary functions is as a counter to stealth. It needs to stay as it is.
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@eloise said:
When you have the perk hex in killer the surviver can find it very fastly, so for me you need to change this perk not just reveal the totem without hex because if you have noed that doesn't work but if it's just for make more faster the totem I think it's better
Having now played with the perk, it's not at all over-powered. You have to find your first totem for it to even trigger - and as stated above, the one it shows you is alllllllll the way across the map. On larger maps? The pink image is going to be VERY easy to miss entirely, and it doesn't stick around long. So even once you've seen it, you have to get all the way across the map and then still find the dang thing.
For folks who have a totem challenge, pairing it with Small Game would increase the usefulness - but that means two of four slots taken up with totem perks, which doesn't leave a lot of room for other useful skills.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2281945#Comment_2281945
which chapter do you reckon was it where they should have started redoing the very base mechanics because they began introducing killers that just break those?
Super good point - just like more ranged Killers (and just plain Killers getting used to the game) means pallets are not anywhere near as useful as they used to be.
One thing I think needs to happen is starting to categorize perks and not allowing certain categories to be stacked past a certain number on a character. So, for example, maybe you are only allowed two aura perks, or two gen-slowing perks, etc.
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It's nasty, for sure - one VERY simple way to tone it down would be to shorten the amount of time. Nine seconds at purple tier is a ridiculously long time to see auras. I'd drop the purple tier to 4 seconds, and go down one second from there for the lower tiers.
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@JediWithASniper said:
Am I the only person who is sick to death of that map already???
Dont we have any other maps on DBD or do we have to play the daytime cornfield every freaking match all day long??
Seriously. Lower its rotation percentage already.
I hated the new brightness of the map as soon as it dropped. Whatever happened to "Dead BY Daylight" as opposed to "Dead IN Daylight" which is what we have now on multiple maps. Sure, the skies are pretty, but the game doesn't allow for spending a lot of time enjoying the sights.
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@WheatleybySatellite said:
Blimey, a lot of hatred toward farming. I'd always farm if a killer starts acting funny. I don't really care for needing bloodpoints, but I'll always take the opportunity to run around being silly. We've met a Doctor that played duck-duck-goose with us via spinning in a circle and shocking, started a store by collecting all the items on the map onto the bar in the saloon of the western map and "selling" them back to the killer, played a surviour rendition of duck hunt with a huntress at the carnival on asylum, and quite a few other very memorable fun moments outside of the DBD norm. Though I'll usually always kill myself at the end, whether by EGC or demanding hook, to try to avoid pipping.
You just need to run into the right survivours, mate. Contrary to most of the replies here, some don't mind farming.
These are frankly, the best matches in my mind. I would much rather be silly, run around, get a lot of points, than go through a sweaty, toxic match that last 5 minutes or less.
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@BenihimeWrath said:
I'm just trying to chill as ghostface and farm a stupid amount of BP to get the build I want on nemesis. (Already 1m bp dry on any good perks.) I'm literally only running BBQ, y u no farm?
I often ask the same thing - and about Killers as well. Especially when I see them play a Party Streamer. Why on earth would you NOT try and farm points when one or more party streamers are in effect?
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@AnnaEliza365 said:
These have been some of the worst games I have had in the entire 3 years I have been playing this game. I played like 25 or 30 games and only survived once and that was when the ######### killer was farming and I still didn't pip. I lost a pip that game. I have been tunneled and camped, or slugged and died on the ground in literally every game
I'm not looking for sympathy. I'm not here to shame a bunch of killer mains. Tonight just really made me want to quit DBD and I have to tell someone who plays this game and maybe understands.
The toxicity does get old, especially since it has been on the increase for the last 6-8 months. Prior to that, I'd say it was probably 60% of my matches had toxicity. Now? It's closer to 90%.
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The continued increase in the number of ranged Killers is why I posted about pallets in the Feedback section. Pallets are, more and more, losing their utility.
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Yep. Watched as my score showed me as having received a pip - no pip appeared above my rank icon.
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How would I fix gen tapping? That's easy - I wouldn't. I don't think it's a problem.
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@Wazzup said:
https://forum.deadbydaylight.com/en/discussion/comment/2269876#Comment_2269876
This is what some people seem to be (delibrately) missing - if you fool around and play for fun your MMR won't be as high as if you were playing sweaty so you will get chiller enemies. And as each killer will have its own MMR, then whenever you can play a new killer and relax.
Also it will be much better for people who are high rank atm and want to learn a new Killer.
This part about Killers each having their own is problematical, though. Yes, each Killer has a power that takes some getting used to, but a lot of Killer behavior is the same across the board (including simply how you approach playing Killer) which means we're going to have a lot of experienced Killers slaughtering actual new folks simply because they are using a Killer they don't play a lot.
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I'm still waiting for actual details on what data they are collecting and comparing in order to judge skill.
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@Tempest753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2263431#Comment_2263431
I can sense the sarcasm, but this is quite literally a high-MMR killer against high-MMR survivors. He made a few mistakes early, but he isn't a newbie killer by any stretch. He's using mindgames where possible, finding survivors quickly, and making good throws that get dodged by good predictions from the survivors (mostly, there's a mistake here and there, but is the guy supposed to literally play perfectly?). The result is a 4 minute game with 1 hook, or at least that's what it should be if the survivors just left when they had the chance.
If I read your sarcasm right, MMR is fine, I just need to always bring the best most meta perks and add-ons, never make a single mistake, never predict wrong, and maybe I'll be able to manage more than 1 kill every so often, as long as I always pick a top tier killer and also random onto a decent killer map? Sounds great and also very fun 😀
No denying MMR is a mess, but there's also the issue of: what do you do when you're at red ranks and going against other red ranks? What else is there, except to put you against lower ranks, which wouldn't be fair to them at all? That is the downside to being red rank: there is nowhere else to go, and no other opponents to give you, other than red ranks.
Honestly, this is why the current win conditions for both sides in this game are wretched. If the only way you can belive you "won" a match is by killing or escaping, you're going to spend a LOT of time angry in this game. If the only way you can believe you "won" a match is by pipping up.... that only works in lower ranks. Once you're in the red rank range? Pips matter less and less. If folks' win conditions shifted to "did I earn X number of bloodpoints?" that would help a LOT. I notice that in the above match? The Killer earned over 20k, while two of the survivors didn't even hit 10k.
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@tippy2k2 said:
I didn't run DS when it was "OP" and I have no intention of running DS now. I'm of the mind (then and now) that if a killer wants you tunneled out of a game, you WILL be tunneled out of the game. DS might give you a few more seconds of time but if the killer wants me out, he's just going to come right back after me once his few second Time Out expires...
This is the problem with ALL such perks - they don't tend to actually save you. They buy you a few more seconds before you're downed. This is why I will never understand people screaming about Sprint Burst or DS or heck, ANY of the other things a survivor can do (such as a pallet stun - and that's if you can get one these days) to eke out a tiny, temporary reprieve. If a Killer has decided you're their target, none of these things will save you. None of them guarantee an escape because the effects are too short. With regards to DS - latency and lag make hitting difficult skill checks a PITA, which is why I will never run the perk. Plus? I don't find the effect to be worth it. A 5-second stun? By the time your own character "recovers" from being dropped, it's really more like 3 seconds. A 3-second head start (when you're already injured)? That and ten dollars will buy you a cup of coffee, maybe. It sure as heck isn't going to buy you an escape. Now, if wiggling out/DS meant that you lost your injured status? Sure, that would be powerful. As it stands? No.
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@gendoss said:
How many people actually sit and read through the archives story monologues? I have done it to specific characters like Bill but I've never actually tried to go through and unlock the Arcus stories or whatever those are. Do you guys pay attention to that stuff?
I would like to, but many of the pieces are locked behind challenges I have absolutely no desire to do. So I don't even read the ones I do unlock at this point.
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@Hoodied said:
Like good lord, why does it claim instead of trash rituals, why do we have so many killer rituals compared to survivor rituals, and wasn’t it stated like a few years ago that it was getting changed?
One simple change would help - a way to tell the game whether you wanted to receive survivor-only, Killer-only, or both.
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@Lucent said:
Remember when BHVR was like ok we'll fix this by pausing the hook timer if a killer is near and survivors ruined it by looping the killer around the hook so they wouldn't die and abused what would have helped prevent camping only to whine about it when it was reverted and still have the nerve to complain? Good times..
And this is why there also should have been penalties applied to survivors who stayed near hooked survivors. It's that simple. The problem wasn't the attempt to prevent toxic behavior, the problem was that it wasn't applied evenly across the board.
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@SleepyWillo said:
Killer sweat is based on the person playing, not time. The killers that tunnel off the hook at 5 gens will do it even if gens took 30mins each. They see something that gives an easy win and go for it. On all the posts complaining about camping and tunnelling I've never seen someone complain about it happening at endgame (or close to).
Strategically advantageous to make a 4v1 a 3v1 at the start of the game? yes. still a dick move? absolutely.
THIS.
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@Noni said:
https://forum.deadbydaylight.com/en/discussion/comment/2233368#Comment_2233368
Thanks for the information but that changes absolutely nothing about how it can be abused. Do you know how easy it would be to get people together in a discord, queue up against a streamer, and constantly queue snipe them just to report them? What then? I get the same people when I play at least 3 times every night when I am playing; what if those people were reporting me every game; where they could consistently report me?
And no, people like me and the people who have posted on this topic have every right to be afraid. This is a system that KILLS the health of other games that have implemented an auto-ban system. Killer's are at a severe risk more than survivors as well. I wish you had read what I had typed; rather than throwing info just like how BHVR threw the mention of the auto-ban system with 0 discussion about it.
Unless you know of some magical way to actually ensure you get the EXACT Killer player you want (or make sure that the EXACT survivor player you want) to ban in your matches, this is a non-issue. As far as I know, match-ups are completely random, so the odds would be very small.
If you're getting the same people multiple times in a row, the only things I can think of is that you're either playing at a time when the number of players is drastically low, or you have some unicorn-level luck/un-luck (as they case may be).
For me, I occasionally recognize names (some names are memorable, otherwise I wouldn't notice) - but they are days, if not weeks, apart between times I'm in the same match as them.
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They've already made it clear reports can only be done by those IN THE MATCH. No one will be able to enlist all of their friends to inundate the system with a pile of reports in order to get someone banned. People need to calm the heck down.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2228297#Comment_2228297
You see, being able to last long periods of time in chase or even escaping is incredibly powerful. Think about it, searching for survivors is usually a gamble and walking towards where survivors are can take a good amount of time with the exception of mobility killers. Then they have to chase the survivor in which skillful survivors can run the killer for a good amount of time, allowing their teammates to do gens. If the survivor somehow manages to escape then they've wasted all that time doing absolutely nothing.
That explanation is the reason why the Houdini build has a purpose in this game because losing a survivor is pretty darn powerful and you want to make it basekit?! Seriously those ranged killers you talked about? The one thing they have going for them is their ability to end chases quickly and you want to take that away from them? For free?!
The problem with your argument is that it can easily be flipped around, as in:
What, you want some Killers to be able to just ignore the pallet and down survivors right over it?!? For free?!
Pallets are intended to stop Killers in their tracks, forcing them to either go around (to avoid the stun) or stop to break it. Ranged Killers don't even have to worry about pallets because their power simply flies over it. As more and more ranged Killers are added to the stable, the pallet becomes less and less useful. That's a problem.
The point stands - a tool that was given to survivors that used to work well no longer does so. It either needs changing so that it regains its usefulness, or a new tool needs to be introduced to pick up the load the pallet can no longer carry. Personally, I think it would be bizarre for ranged weapons to be stopped by an invisible wall - it wouldn't be my preference. Then again, shall we talk about how ranged weapons frequently fly completely across the entire map (against physics) and through solid objects (against physics), and because of the issue with hitboxes and hit validation, even do things like hit around corners, etc. (also against physics)?
SOMEthing needs to be done about the pallet problem.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2227794#Comment_2227794
I don't see the issue. The options exist and people not utilizing the alternatives available is a them problem.
You cannot complain that you don't have other options to escape the killer if you refuse to use them.
This isn't specific to you, but I get very tired of the "just run X perk" argument that gets put forward all the time whenever a weakness or issue with the game gets brought up. It is literally impossible for a survivor to run a perk that can cover every potential situation. We need to stop using "just run X perk" as a way to stop examining issues within the game.
One of the issues with pallets is that they are no longer anywhere near as useful as they were in earlier years. It's a problem. It needs addressing, somehow, whether that's figuring out how to tweak them so they are useful again (such as by not allowing ranged attacks to go over them, which kinda breaks physics, but hey, we're all stuck in some bizarre supernatural realm anyway), or giving survivors a new tool of some kind to help take up the load pallets can no longer carry.
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@valvarez4 said:
..with so many campers and tunnelers. you can't have fun. So many powerless people playing this game so they can feel powerful. And I have 3.800 hours and I know how to play, but as solo you use to play with at least one bad surv, and this is an easy 4k for these kind of ... people
This is a major issue - and it's going to get worse when we get the influx of new folks because of Resident Evil. When you're playing with friends, you can grit your teeth / vent your way through a toxic match. But when you're solo queue, it gets old VERY fast. When they talked about being nice to new players during the 5th anniversary stream, I have to say I had more than a little side-eye because all of the most toxic, un-enjoyable behaviors are considered "acceptable." How many new players will we lose within a month or so, simply because they tire of the toxicity? It's a shame.
