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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1465071#Comment_1465071
No, dont tunnel, and you can have all your 4 stacks before the end game. :^) To me it is fair to not gift stacks to killers who tunnel. If stacks is not their priority, they dont get them.
Well, you're free to wait until the EGC kills you. It makes no difference to me.
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I'd rather have 4 traps and box auras than 7 traps and no box auras.
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I wait until post game to chastise fellow Survivors for not doing bones like I suggested in pre-game chat. :P
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I feel like her ability to ambush loops gets rekt hard by anyone who decides to drop a pallet early.
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I still enjoy Agitation + Iron Grasp + Mad Grit so I could chase a Survivor while carrying another Survivor. :P
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1462673#Comment_1462673
killers already do it, sooo?
Btw how many 4 man flashlight squad do you against.....?
This will make it happen more, which is bad.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1463756#Comment_1463756
only them can get advantage of the hit if the survivor is away
So? It's like saying only they can shoot over a low fence if the Survivor isn't right next to them on the other side of the fence.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1463745#Comment_1463745
well in this case we don't have the truck s is not harvester tech, and since the only killer you can use with this is deathslinger (maybe huntress too if there's enoough space) is not something all killers can do like in the truck
Why can only the deathslinger and huntress reach that location? From what it seems, all you gotta do is lunge. And from there, if the Survivor is too close to the wall, any Killer can land a hit.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1463733#Comment_1463733
harvester tech is a no more since devs remodeled the truck to make it easy to pass by the side
Yeah, but devs actively gave the okay to harvester tech.
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I actively disallow booping of snoots and will go so far as to lie about not knowing what it is to justify attacking anyone who attempts it. :)
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As far as I'm concerned, if Harvester tech is fine, I don't see what makes this not fine.
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@Dead_by_Gadfly said:
Uh, if youre killer how did you get those shots? Cause it looks like youre nea to me.
And yeah I think so.
It looks like OP might have been a fellow Survivor who either left or died.
Assuming there is no way for Killer to reach there in any way, yeah, that would be reportable.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1462802#Comment_1462802
I guess well have to see cause i think its going to be fine
I mean, I don't ever lobby dodge, so this change ain't gonna affect me personally. I just roll with the punches.
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1462802#Comment_1462802
Then they can finally implement bans for DC's as well as dodging.
I mean, I wouldn't be against that, personally.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1462760#Comment_1462760
What problem? Lobby dodging? Why is that a problem? And i just simply disagree theres going to be a sigbificant jump in lobby dodging.
Look at it this way. You and 3 other people are sitting in a lobby with all with flashlights and killers keep leaving. Bet people start switching out the flashlights. So this could also encourage less flashlight squads
More lobby dodging = longer queue times for Survivors
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1462740#Comment_1462740
People lobby dodge now, not sure why you think its going to be even more of a problem
Because the system being implemented is going to cause more people to lobby dodge, which naturally means the problem is going to get worse?
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1462714#Comment_1462714
They didn't even encourage lobby dodging.
I'm not talking about them specifically. I'm talking about the system in general.
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1462714#Comment_1462714
I said if youre THAT worried about it back out. I think the better question though is why are you that worried about it?
Me? I don't care personally. I play almost nothing but Pig so I wouldn't switch Killers on the fly anyways. But encouraging lobby dodging IS a bad idea. Getting stuck into situations where you can't change your killer once you queue up will lead to scenarios where people ain't gonna the items they see, realize they can't do anything about it, and just leave the lobby. That is encouraging lobby dodging.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1462673#Comment_1462673
Not really. How often do you honestly come across a full flashlight squad? I play every day and see that maybe a couple times a week. And if youre that worried about it, inlock lightborne or learn to play around flashlights. Half the time theyre super predictable anyway
Encouraging lobby dodging is bad, yes.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1462663#Comment_1462663
You could still back out if its that bad 🤷♂️
That's bad for the game's health, though.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1462223#Comment_1462223
They could be creative and make the skillcheck different or have different ways of presenting itself to make it more challenging.
How?
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1462196#Comment_1462196
Every Body in sauna towels every. Body.
I more had this in mind:
https://www.youtube.com/watch?v=XHQGyJEnENI -
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1462202#Comment_1462202
The skillcheck is for the survivors, like the overcharge perk.
What? You're just suggesting that Pop Goes the Weasel functions identically to Overcharge.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1462062#Comment_1462062
There's nothing skillful in turning 360 degrees after hooking someone, seeing an aura, blinking there instantly, removing objective progress. Rinse and repeat.
I mean what would the skill check represent? The Killer is just whacking the gen the same way they always do.
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What we need is Pantless Frank. "Risky Business"
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@Sluzzy said:
It definitely needs looking into. When combined with BBQ on a killer like Freddy, it is overpowered and very unfair. At a minimum, it should have a difficult skillcheck before removing progress. You shouldn't be able to blanket remove objective progress for simply doing your own objective. It is like the Freddy rework was rushed without considering existing perks.
Ignoring the fact that Killers don't get skill checks, what is the Killer skillfully trying to do? Kick the gen hard enough?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1462009#Comment_1462009
I’m not saying it isn’t great to get to a gen just in the nick of time and take 25% progress off of it. Of course that’s handy. But that shouldn’t be any random gen “just because”. As I said, if an area is being controlled the killer should already have a rough mental map of gen progress in the area, and already know exactly which gen they’re going to after every hook.
I’m saying that the focus is kills and downs, and yes gen stall can assist that goal. An ultimately ideal situation is that an area is being controlled so well that Pop hardly needs to be used except for mid/late game. Just because pop activates and all of the important gens in a prioritised area have no repair progress doesn’t detract from the fact that the killer is doing extremely well at that point. This doesn’t mean pop was “wasted”, it just means it wasn’t needed at that point, which is as equally as good having pop activate when you’re near a nearly completed important gen.
Sorry, but I don't see it that way. I don't buy that a Killer should already know which gen they're going to kick when Pop goes live. Sometimes that is very much the case. I don't believe it plays out that way as often as you seem to imply.
The focus is on kills and downs, and that ran at odds with the old Pop having such a strict window to use it. Having to use Pop inefficiently or potentially not use it does not necessarily mean that the Killer is doing well because it is possible that a different area becomes a high priority and you might not be able to survey the area you are in, confirm that nothing there really needs to be popped, go to the area that needs attention, survey that area, and then find the gen that would benefit the most from being popped in the time frame of the old PGTW. So to me, it could very realistically mean that Pop was wasted.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1461986#Comment_1461986
You shouldn’t get too caught up in the panic of using a perk just because it’s active.
What’s better here?
An area you want to control only to find the survivors have done stuff all progress on them? (Yet you’re making progress with downs and hooks)
Or an area you want to control that you could almost lose, and at best you’ve reduced one of those gens from 99% to 74%?
There’s simply nothing to be gained by leaving an important area that the survivors have hardly done repairs in to find a gen you MIGHT be able to use pop on, when its probably a gen that doesn’t matter if the survivors repair, AND it’s at the cost of freely giving the survivors access to the area you were previously keeping control of.
But if you're not using the perk, then the perk is going to waste. But if you just use the perk on the first gen you find because you are strapped for time, then the perk is going to waste as well in a different way. That was the problem with the old Pop: More often than not, the perk was wasted either because you ran out of time to find something good to kick or because you resigned yourself to inefficiently using it before the timer ran out. 30 seconds was not enough time to reliably make good use of it.
And the way you describe it? I want the second one. I want to control an area that I am at risk of losing so I can potentially gain it back.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1461986#Comment_1461986
So my point is that if you’ve downed someone, hooked them, pop activates, and the area you’re controlling has very little repair progress on any of those gens, that’s still a very good outcome for the killer.
I'd say that is not necessarily true, depending on the situation.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1461943#Comment_1461943
I have to respectfully disagree. If map control was limited to a prioritised zone, then mental tabs should already be noted on gen progress in that area. So even with the old iteration, once a down was achieved within the prioritised zone, 30 seconds was excessive because a killer should already know which gen they’re kicking and be relatively close by already once a hook occurs.
What happens when you down someone in an area and check the gens around that area, only to find that there's not a ton of progress there? You pretty much resign yourself to using Pop on a gen that didn't really need it because you now have almost no time to check a different area in hopes that there is a better gen to kick.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1461434#Comment_1461434
"4" survivors do generators. True, it can be a bad player, but it also can be bad teammates. I have discussion called " Do not do generators x) ". You can check it: https://forum.deadbydaylight.com/en/discussion/169293/do-not-do-generators-x/p1 . Doing generators in lose situation give killer an advantage to find the hatch and close it before it can be used, because sacrifice animation take forever. Yes, killers have a lot of things on their side. :D I can argue about a lot of things.
I wouldnt judge people who are hiding for 9 min, because it can be the last thing they can do. That is just how survival rank points work. :/
https://us.v-cdn.net/6030815/uploads/ORB1PNKRWX7O/plshelp2.jpg
If a Survivor chooses to hide from the very beginning and not do gens, they are a bad player. There is no beating around that bush. It's not holding the game hostage unless all the Survivors still alive do it, but I digress.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1460725#Comment_1460725
How so?
It was never useless to me in its original iteration.
Why? Because I wouldn’t wander around the entire map away from a particular area of gens that would screw me over if the survivors got control of them, and wouldn’t be baited into chases that take me to the opposite side of a map because a down over there wouldn’t help me.
The current pop teaches bad habits just like old Ruin taught bad habits: “I can chase wherever I want on the map without drawback”
The old version did not give you nearly enough time to consistently make proper use of it. There was a very real chance that you would not be able to find a gen you'd meaningfully want to kick in that time frame, and if you needed to chase someone down, you definitely were not getting use out of it. It was pretty much only usable on Killers who could zoom across the map to check the gens. The current Pop makes it so you don't have to choose between using the perk and chasing someone, which is a good thing IMO.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1461100#Comment_1461100
True. Survivors need to survive for 9 min and after that, I agree, survivors should try to get the generators done, even if it is pure suicide. A suicide can take time to prepare, so I dont think it is "simple". It can look simple for a killer main.. but I wouldnt be too sure about it. :^)
https://us.v-cdn.net/6030815/uploads/U2MV5IQBRTZ8/survtimer-jpg.jpg
Everything matter, the forum is for different opinions.
9 minutes of being alive in the match is fine. However, factoring in the time of the match simply progressing naturally, it is very unlikely that a Survivor would have to hide for those full 9 minutes once they commit to hiding unless they are actively hiding and not doing gens from the start, which just makes that Survivor a bad player.
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It's not nearly as strong as it used to be. One could argue that Styptic Agent is better, I think.
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I'm still all for combining We're Gonna Live Forever and We'll Make It into a single perk and just creating a new perk to fill the gap.
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@gdelgadoatw said:
https://forum.deadbydaylight.com/en/discussion/comment/1460981#Comment_1460981
How is it their fault? You're telling me youd wilfully run in to do gens that are close together with a tombstone myers? The OP obviously did a poor job as killer especially when they had the upper hand like that and obviously didnt search good enough. The OP also didnt have any tracking perks (just as it is for survivors who have to use certain perks to counter tunneling, camping and slugging, etc.) I wouldnt pin this entirely on the survivors.
You are not allowed to stop doing gens altogether and hide for super long periods of time because then you are preventing the game from ending. It is that simple.
@28_stabs said:
This is very good topic. I love it. It show how entitled and careless some killers are now. The topic starter believe that only survivors must equip certain perks to win their games. The killer cant be bothered to use the right perks to win their game. Just hand the killer free win on a silver platter. The last survivor or 2 survivors are free kills, if killer dont want to use aura tracking perks.
https://us.v-cdn.net/6030815/uploads/7AYCXOP5PURI/failure.jpg
Now imagine if a survivor would make a topic about camping. That would be their own fault for making a single mistake, not having DS, BT or even SWF to get them off hook and out of the basement.
That 1h game was this killers own mistake.
https://forum.deadbydaylight.com/en/discussion/comment/1461050#Comment_1461050
Good idea. If killer is not prepared for something, that would allow to accept the mistake and speed it all. The last 3 gens can be the most difficult part of the game. I wont blame survivors for taking it slow.
The devs already have made their stance clear in the past, and it runs very contrary to the stance you are taking, so it doesn't really matter at this point.
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@gdelgadoatw said:
https://forum.deadbydaylight.com/en/discussion/comment/1460728#Comment_1460728
And how is it the survivors fault if the game got taken hostage? the killer is tombstone myers and obviously didnt look around hard enough just kept patrolling 3 gens or afk'ing. Its AS MUCH AS THE OP FAULT as it is the survivors for the game getting taken hostage. So OP needs to stop acting like a victim in all this.
That is not how the devs would see it. If Survivors are choosing to not do gens and are hiding for super extended periods of time while the Killer is trying to find them, that is considered holding the game hostage and is punishable.
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@Sweet_Feng said:
https://forum.deadbydaylight.com/en/discussion/comment/1459308#Comment_1459308
The longest game I had was 30mins. Because I didn't just walk around the 3 gens. I searched the players that were hiding and found them. Guess what 2 of them had urban evasion and spine chill. It's so annoying that you guys are talking trash everytime in the forum. Like, if you're too bad to find 1 players of 3 players why should they get Punished For it? Should they just go and let him kill them? They wasted their own time also so I don't see the problem
Like, if you're too bad to find 1 players of 3 players why should they get Punished For it?
Because the three players are preventing the one player from leaving the game without being punished. Duh.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1460829#Comment_1460829
Sure, it can be considered. Begin to record every game, because you dont want to equip tracking perks.
You don't need to record every game. If you notice nothing is being done for an unusual amount of time, fire up the screen capture. If nothing continues to happen from there, you have evidence to report with.
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@Peanits said:
It's definitely too powerful to not be a hex, especially if you throw Surveillance into the mix. That's 200% regression as soon as you force someone off the generator and you have instant feedback to tell which generators are being worked on. Normally that's balanced by the fact that it can be destroyed, but having constant info on where everyone is and what they're doing with no way to disable it would be pretty crazy.
Why not just change Surveillance so it only works when you kick a gen? It would only remove synergy with two perks (Ruin and Surge) and would allow for Ruin to be further improved in some way.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1460726#Comment_1460726
Blocking is blocking. Taking it slow is taking it slow. The topic say that you begin to instantly kill survivors, so Im not surprised that they were super careful.
I understand that you probably dont want to play with tracking perks, but both sides are forced to equip few perks to improve their experience. Thats how our devs designed the game. If you dont equip the right perks, *** its your own fault ***. Survivors must waste perk slots on BT and DS to improve quality of their games, so I find it completely fair that you stuck there for an hour, because you didnt had a tracking perk. Any killer can equip Insidious and camp all survivors one by one, and, if survivors dont have BT or DS, YOU would say it was fair. Well, it IS FAIR that you stuck. Hopefully, you will learn your lesson.
According to the devs, Survivors actively not doing gens and just hiding can be considered holding the game hostage and is punishable. So you are just wrong.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/173517/will-pgtw-receive-the-ruin-treatment
I’d be ok with it being reverted to its original tiers: 30 seconds active with 15/20/25% regression.
The extension in time was totally unnecessary and promotes poor map control.
That would make it go back to being bad. That is a bad idea.
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I'm on board with the NOED idea. Mori nerf needs something to compensate at least a tiny bit, as just changing it like that would make it about as useless as Cypress Mori. Key idea seems alright, though there still needs to be something done about a scenario where Person A jumps through the Hatch and then the Hatch opens up again because there's only one person left. At that point, it's no different from just two people using the same Key to jump through the Hatch.
@DrDeepwound said:
Any thread with the word "crutch" should just be locked.
There will be a thread about someone who was in a car accident and wants to use a Make-A-Wish to meet with the devs of the game, and then it'll get locked because the post mentions that the person was using a crutch at the time of the accident. :P
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I wouldn't support being able to see SWF before a match without something to combat lobby dodging. Post-match is a-okay, though.
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that means that a killer played well if he gets 2 or more kills
That ain't how the game determines how well you play.
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This is just anecdotal, but I often find that I see more instances of "ggez" when they are the last person to get the hatch than instances of "ggez" when I get annihilated. Makes it easy to just respond that it was pretty easy for me.
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@Deadsea said:
Nothing wrong with either one, keeps the game interesting. Besides, most people that constantly use Moris are toxic anyway and they do me a favor by letting me go to a different match. As for keys, I like them. Makes it so that you can't ever really trust your friends. Last night, I had a flashlight and randomly searched a box with no luck based perks and I found an escape key. I held onto it to look for the hatch. I did this cause it was me and a Dwight and Claudette left. Map was Auto Haven and killer was a Ghostface. Dwight literally hid the entire match as camera spectating confirmed this after I escaped. Claudette was too afraid to tackle the last generator and this Ghostface wasn't even that good. I fixed majority of gens, found the hatch, escaped. Match went on for ages cause both were too afraid to hit the last gen. Claudette got hooked when doors were open and I was rooting for her. She jumped off the hook and I was cheering and they both escaped. So yes, keys can be good to leave a boring match.
What you describe probably wouldn't be an issue if there was a proper system in place to dissuade people from stalling out the game to such a degree. The current AFK crow system doesn't cut it because it is too easy to prevent it from triggering while still being stealthy.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1456542#Comment_1456542
Yes because revealing the auras of anyone with friends is balance
I didn't necessarily say that OP's idea was balanced. But there has to be a way to balance things in the areas where there is clearly imbalance. And one of the areas that suffers the hardest under this is SWF.
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@RizeAki said:
Ok so punish people for having friends?
Balance has to come from somewhere, no?
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I still wouldn't use No Mither.
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Mad Grit :3
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@TheLastGreatStar said:
It sounds strong on paper but it’s not which is why you rarely go against it. It takes so long to tier up and most experienced survivors will know you have it by how long it’s taking you to reach different tiers so they will most likely play more immersive. You can also jump in a locker to avoid being killed as it only works when the survivor is stood up. It doesn’t work like his normal Mori.
Wrong add-on. OP is talking about Fragrant Tuft of Hair, not Judith's Tombstone.