Sylhiri
Sylhiri
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- Sylhiri
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So what do you want? What does your ideal game look like?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3021410#Comment_3021410
Can you see scratch marks through walls?
No, no you can't. You would have to go past the wall, through a door or window. Is it a terrible thing that you can't pinpoint a survivor through walls if they run a perk?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3021379#Comment_3021379
The TR is not used in chase though. The problem with IW is that footsteps in chase are next to impossible to hear due to the loud music, and having grunts of pain removed like that heavily compromises the killer. When a survivor with current IW breaks LoS it's borderline impossible to know which direction he's running to.
If he's running, shouldn't there be scratch marks?
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@[Deleted User] said:
IW was always kind of dumb. A perk shouldn't simple remove an entire game mechanic. Imagine a killer perk that completely removes the red stain, that's what going against Iron Will feels like.
The fact it lost it synergy with exhaustion perks is also good. It's supposed to be a stealth perk, but the current version is actually stronger to use in chase.
Wouldn't it be more like if killers lost their terror radius since both are auditory?
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There really isn't any reason to use this perk now. Maybe if you are just starting but you'd quickly replace it for something more effective.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/3015005#Comment_3015005
You don't need to do anything in endgame besides walk out the doors and body block for others
If it gets too bad then just disable the effects when the exit gate is powered.
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If you are running around for 80 seconds not doing anything, how is that not gameplay sabotage?
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@PerfectlyPink said:
https://forum.deadbydaylight.com/en/discussion/comment/3014793#Comment_3014793
There will always be a defined meta in any game; I'm not sure what your point is
I thought it was supposed to shake up the meta instead of shifting BT to... BT Plus. The reason people use those perks still remain so it's not much of a shake up.
I didn't say there isn't going to be a meta, I suggested the meta for survivors didn't change much because the reason that those perks are meta is still there.
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@PerfectlyPink said:
https://forum.deadbydaylight.com/en/discussion/comment/3014494#Comment_3014494
Or you could run off the record for 80 seconds of endurance. Tunneling will be the worst possible choice if this perk becomes meta, which it should
Wouldn't that just mean you exchanged one meta perk for another and the situation is pretty much exactly the same? So nothing really got fixed, it just swapped perks.
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Regarding hooks, you can make it so hooks debuff non-hooked survivor gen speeds until the player is off the hook. Dying state does not effect gen speeds at all and hooked players function like PH cages to reduce camping.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2992312#Comment_2992312
We need an additional objective for survivors.
Personally I would add new objectives to larger maps that would require you to do them sequentially but keep smaller maps as gens only.
For example maybe you need three gens to open electronic locks to cabinets that give you keys that open panels to power the exit gates or something.
There are a bunch of different things you could do but it would need a lot of testing.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2992291#Comment_2992291
What if i told you, that the killer wants to tunnel someone out, BECAUSE the gens go to fast?
Then we would be going around in circles. Making gen speed slow is not an option because it's basically a nerf to survivors while still giving killers to option of camping and tunneling. It might be even more viable because you can get more effectiveness out of it due to the longer gen speeds.
For the health of the game you need to solve both issues at the same time.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2992245#Comment_2992245
But thats the whole issue, isn´t it? Killers stack gen slowdown perks to have longer matches and more interactions.
But "gen rushing" is still the best tactic to escape since gens are getting slowed. More so if the killer has tunnel vision for one survivor off hook.
Too many games I've been in where the killer will ignore the rest of the survivors just to go after one like they kicked his dog or something. What can I do? Gens.
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@Tsulan said:
Just leaving those 2 screenshots here. One contained gen rushers and the other one didn´t.
https://us.v-cdn.net/6030815/uploads/DAABW30HTR8Y/inked20220610173411-1-li.jpg
https://us.v-cdn.net/6030815/uploads/BJ9HSWBKI2KH/inked20220609190602-1-li.jpg
How people can enjoy a match, where they play just 4 minutes and escape with less points, then what they would have earned dying in a normal match. Is beyond me.
There would be the choices you have. You can escape (win) with less points or you can die (lose) with slightly more points.
The game snowballs quickly to one side depending on how many gens are done by the first kill, so far that I have seen.
Longer matches is fun for everyone as long as interactions are spread across the entire time.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2980633#Comment_2980633
"Dwight takes a hit with bt" aka the killer gets bodyblocked by the Dwight and CAN'T go for the Kate.
Meanwhile Kate made distance and is only found after Dwight got slugged in the scenario because she came back for the flashlight save.
Except Dwight would have haste after getting hit and is capable of making much more distance then Kate. Kate also does not have DS active so it's generally a better target. Chasing Dwight after getting haste, has DS and potentially UB looks like said killer if going after him out of spite.
DS, UB and BT are used a lot so it makes much more sense to play around the three incredibly common perks. DH is also super popular so that could also be an issue since Dwight is injured, causing your chase to increase even longer.
So you end up spending more time trying to punish a character that just got off hook then one that didn't.
If eating through DS, UB and BT to get a survivor on their second or death hook state is the best viable option then something is very wrong.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2978702#Comment_2978702
I have to disagree, idk why survivor's think all killer's wanna do is tunnel the whole match.Wanna know why I disagree?
https://forum.deadbydaylight.com/en/discussion/comment/2978714#Comment_2978714
The perks alone, by themselves are fine.
BT: No issues
UB: No issues
DS: No issues now that perk is truely risk/reward
The synergy between them is what makes them hated because it's too many chances!
Kate rescues Dwight, Dwight takes a hit with BT. Killer chases Dwight to slug him for some pressure. Dwight gets downed, but the killer can hear Kate's grunts of pain, and chases Kate who's waiting to get a flasahlight save. Kate goes down and gets hooked. Dwight who instigated the whole situation while slugged use UB, killer chases Dwight into a locker because Dwight still has an active DS.
The perk alone are fine, but the synergy between them gives too many second chances for one scenario.
Wouldn't you have avoided all that time with Dwight by just going after Kate instead?
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@Marik1987 said:
Ask yourself why killers do that.
As a killer-main, the answer is simple: Generators are flying like an Aircraft and often u have 3 hooks while 5 gens are done without playing bad. Its just dropping some nice pallets and - if u outplayed a surv - Deadhard to the next window / pallet u cant play around (The Game for example) and u are f****ed as a killer.
You need to camp sometimes to get at least 5+ hooks, when u face a very good team.
To be fair a lot of the times if you don't push generators hard then the game snowballs pretty fast. It's a very delicate balancing act where both sides that the ability to progress the game way too fast and it's that fear of the snowball that causes both sides to do what they do.
So both need to be addressed at the same time, then everyone can chill out a bit.
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eats popcorn watching the killer tunnel the survivor
I wish I could do something for you but... munches...preventing the killer from hitting you is bad you know
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I played killer all last night with the sole purpose of giving as much blood points to everyone as possible. Which I'm pretty sure was only possible because I'm at the lowest tier and even with one perk only on random killers I had to actively hold back.
Average BP for survivors was around 24k, one survivor got up to 32k. Brought a tear to my eye. Fun times.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2962591#Comment_2962591
https://us.v-cdn.net/6030815/uploads/E7FIFO8QO9HD/image.png
Graph above shows the most recent data the devs used to decide which perks are "meta" and thus should be included on the perk rework
It barely reaches just below 75% at the highest level of MMR.
Is that self care that is higher then circle of healing or kindred?
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Something I had rolling around in the old noggin thinking about gen speeds.
Generators would have 100 charges up from 80 charges while reducing the effectiveness of slow down perks. I'm wondering if this will create a situation where people would try to repair in pairs instead of scattering to different generators. You could mess with the Efficiency Penalty to adjust times so that duo repairing is not super fast but it's still a much better option then solo repairing.
This idea has a flaw in that making solo gen speed repairs slower should make a snowball effect after a death. In this case, what if you increased solo repair speeds by 25% after the first kill which would change the gen speed from 100 seconds to what is currently 80 seconds.
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@Zeidoktor said:
I've never really categorized it, but for me tunneling is making an active effort to chase and hook a single, specific Survivor, often at the exclusion of others, ever if they deliberately try to draw aggro from their teammate, must often occurring against a Survivor who has just been unhooked.
It's the thing I most hate running into as Survivor so I make an effort to avoid it as Killer. I've done it accidentally, like mistaking a Meg that was on death hook for my last BBQ stack, and I'm not above slugging off hook if someone is dumb enough to unhook in front of me, but I'll leave them after the hit, then target the unhooker and not interfere with a pickup (Either I force BT, force Unbreakable, or force someone to come for the pickup, barring Exponential or Soul Guard it's a win win for the most part)
This is pretty much how I would describe tunneling. Literally having tunnel vision on one survivor.
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Make base items for Survivors that work like the Broken Key except these items can be depleted but never lost. The previous tiered items become different types of add-ons.
Perks like Franklin's would reduce the effectiveness or duration of the add-ons.
Now you can have specific cosmetics for each item like how killer does for their weapons.
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Players will min-max if they want to win. It's not necessarily a balance issue because it would never go away as an option, it's a design issue.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2921338#Comment_2921338
There is, it's the perk Small Game.
It shows the how many bones are currently left on the map?
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Why isn't there a bones counter?
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It's not hard to pinpoint why DS, Unbreakable and BT are basically permanently fixed to Survivor builds. They attempt to solve specific issues and the frequency of use indicates that those issues happen all the time.
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@humanbeing1704 said:
Suicide button after being slugged for 2 minutes
Yes please, even after 1 minute. Having to bleed out from full health while the rest of the team is on hook while the killer stands over you is really boring.
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Mini's come unpainted.
Also it's made by a different company.
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@Pulsar said:
I'd rather it go back to a 100% healing speed bonus and not be able to continue to be replaced every time it gets snuffed.
Then you'd have to basically mimic the set conditions as hex totems where they automatically set, no sound indicator, long break speed.
That would open the doors to something like Boon: Undying and a boon that stuns the killer after broken (totems that punish you for breaking them)
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@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.
If facecamping isn't a thing anymore, what do you call a killer watching you on the hook, swinging at you until you either die or they get a trade?
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You should get something, technically you are keeping the killer busy while your team does the objective.
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It's a game design issue rather then a player issue. Devs need to keep in mind player behavior and adjust accordingly.
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Does it have to be in text? I had an Oni down me when the other three survivors were on hooks and he just waited until the last possible moment for the bar to almost run out to pick me up and hook me. Then proceeded to hit me on the hook while I died. The only reason I could reason they did that was because I was able to escape them in the one chase I had. No flashlight, no dead hard, no t-bagging, nothing.
Can you even report for purposely dragging out the game like that when you could easily put someone on a hook and finish the game?
Edit: It actually happened again today, first game with a Doctor.
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2894076#Comment_2894076
Gen tapping. Not enough perk slots to prevent being blinded, gen rushed or looped around the killer shacks 👌
I have a question. What is the approprate amount of time that a chase should take and a gen should be completed that would satisfy both parties?
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@C3Tooth said:
I have a question.
If you know Im the only survivor who has Zero 2nd chance, would you tunnel me?
I saw many killers telling they will tunnel because everyone use Meta, though they never answer this when I ask them.
Because they know you'd be the first one out of the game in that case, lol. If it's possible to get results with the easier option, people will usually choose the easier option. The only way to solve the problem is to get rid of that choice.
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"Killer is tunneling a survivor, better stand by this generator and do nothing until they finish."
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2893621#Comment_2893621
So what's the mentality? Punish camping/tunneling but don't fix the underlying issues with gen speeds?
Fix both? It would be an overhaul since a lot of things effect each other. Gen speeds you would need to look at slowdown perks, instant downs, gen progression perks, how viable solo vs grouped would be, etc. If you just lowered gen speeds that increases the viability for camping and tunneling since you are punished less for it.
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@JeanCharpentier said:
Yup, throughout te years, DbD went from a hide & seek/chase game to a camp/tunnel game.
Honestly, i play both sides, when i'm survivor, i hate the tunnel/camp but when i play killer i understand why mot killers has to do it.
This is a global game design problem : gens are too fast + survivors have way too many second chance perks + too many sage places on all maps.
DH ? survivor has failed his/her way, second chance, 30 more seconds of looping
BT ? meant to avoid tunneling, survivors use it as a shield to protect others
DS ? same as BT
Gens ? survivors bring perks + items to make them faster
And to make all this even easier ? 20 pallets/windows per map
Most killers have no chance to win by chasing so they come back on saves
Garbage gameplay ? yes, it is what the devs call "fixing" the game
Even if you fix the issues, the fact is that camping and tunneling can and still will occur. New survivor perk people don't like? Camp/Tunnel. Weak or strong player in the match? Camp/Tunnel. Don't like the item they have? Camp/Tunnel. Having a bad day? Camp/Tunnel. Etc.
You can alleviate the issues by making the game better for Killers (even at the cost of Survivors) to make it less likely to happen but it's basically the default option and there is nothing Survivors can do about it except leave.
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As long as the random hook isn't 10ft away then you could basically replace BT and DS with this mechanic.
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How many times have you been unhooked by a player being chased by a killer without BT? Lol
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2892182#Comment_2892182
Seems like adjusting tactics to me. Like running to into dead zones with No hooks, Hiding when bbq will pop, cleansing ruin.
If a killer is behaving one way do not you not adjust to deal with it?
I just assume hook/slug camp and tunnel every game. I assume that's why BT and DS are pretty much the staple for survivors.
Saying "Well if you do x, I'm going to camp/tunnel you" basically means nothing because the majority of the time it's going to happen anyway. Why modify my behavior/build if the result is the same?
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@Barbarossa2020 said:
I just slug and camp.
You want to play this game, we will all have a crap game then.
Slug and camp, hook and camp.
Seems like the default answer when "I don't like x"
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I thought people wanted secondary side activities to stop "gen rushing". Is it that they instead wanted survivors to do side activities but not benefit from them?
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@Marc_123 said:
No time to cleanse? But a lot of time to boon multiple times... i think this argument doesn´t work anymore as boons show.
But doesn't boons give you a great benefit while cleansing is a time sink that you may or may not benefit from because you don't know if NOED is being run until the very end?
Boons generally make up for the time investment.
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@SuzuKR said:
Why are you cleansing all 5 dulls? Just learn how totem spawn logic works for every map and remember the location of any dulls you've seen just from traversing map. If NOED appears, just check it later.
If killer is camping: Literally zero pressure on any other survivor. Get rid of NOED, prepare Exit Gates, rescue and leave.
If killer is slugging/hooked and going for others: Literally zero pressure on that survivor. Just get rid of NOED, prepare Exit Gates, rescue them, and leave.
I do not have the memory to remember all that and since I solo queue and have no way of coordinating with my team or know how many totems are still on the map I'll just leave the match or kill myself on hook.
Killer can take the 1K.
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Wouldn't people just hide in lockers if the lockdown happens?
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Game can snowball pretty fast. Gotta focus on gens while the killer chases the same poor bugger until death.
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Would it be better if the boon only worked for the survivor that blessed the totem and the totem would break once hooked?
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2875638#Comment_2875638
That analogy only works in a world where survivors put themselves on hooks.
"Bypassing the main gameplay loop" I'm guessing you mean chasing? Which, to be clear, it's absolutely impossible to camp anyone without catching them first, i.e. taking part in the main gameplay loop.
So no, it's not bypassing anything, it's just making sure one objective is completely finished before moving to the next one. Just like survivors do with gens. You don't run around making sure every gen is at 75% before finishing one, why would a killer try to make sure every survivor is at 2 hook states before killing one? Especially when they can't even see hook states in game, and would have to manually keep track outside of the game.
You'd still need to get the keys. It's also not like survivors crowd one generator, complete it and all of them move to the next generator.
The killer is the main part of the gameplay loop, if the killer targets one survivor then the only thing that have to do is complete generators. It's not like they are going to scare themselves off generators.
If this is the intended gameplay then you can pretty easily replace the killer with an NPC.