TWiXT
TWiXT
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To me, It really doesn't matter how short the hair, or dark the cosmetics when it comes to playing killer because while the cosmetics may make them blend in a little better, they all still have the "lighthouse effect" red stain giving away their position from across the map. This is what makes stealth killers, or killers using stealth perks like Dark Devotion more of a threat. As soon as a killer gains the Undetectable status, regardless of their height or cosmetics, they lose their tell-tale red stain and terror radius. People already Heavily complain about deathslinger because of his Smaller than average TR, but because he's so tall and has the red stain, he's still easy to spot, but can you imagine how much more people would complain if it became common for Deathslinger players to equip perks that gave him Undetectable?
Some examples: Hag with Dark Devotion is a major threat to survivors because it takes that red stain away from her, but aside from Michi, you really don't see many Hag main streamers using it. Spirit loses her red stain every time she passively phases, which gives her the advantage of not being easily spotted from any range, but you don't see killer players running her 2 add-ons that increase the passive phasing frequency and duration that much either. If you want something terrifying, go up against a dark cosmetics legion running stealth perks. They're already short, and highly mobile, so gaining undetectable while wearing dark cosmetics is a surefire way to catch survivors off guard and ensure chained stabs, but again, you don't see many legion players utilizing stealth perks for some reason. The shape is tall af, and because of his bright white mask he's also easy to spot, but time and time again survivors get caught off guard by him when he's in the first stage of his power because he's undetectable, but can you imagine how much worse it would be for survivors if it became common place for him to run stealth perks, especially when he reaches EW3 and can insta-down everyone?
Overall what I'm getting at is that as long as the killers have a red stain and TR, they are easy to spot regardless of their cosmetic choices, height or range, so unless you take those things away by going undetectable, you gain no advantages whatsoever with your cosmetic choices.
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Pig.
- Her RBT's ensure that a survivor stops focusing on doing gens and has to run around for up to 2 minutes trying to get it off of their head.
- If they don't get the RBT off of their head before the timer runs out, it kills them.
- Pig can bodyblock the jigsaw boxes to ensure an RBT will kill a survivor.
- Jigsaw boxes skillchecks are affected by Unnerving presence.
- She's stealthy.
- If she has 2 or more survivors with ticking RBT's she can focus on the survivors doing gens instead which stops survivors from doing them efficiently, resulting in slowing the gen progress to either none at all or a crawl, and hands her an easy win.
"PiG OP, pLZ NeRf!"
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1517237#Comment_1517237
Thank you kindly. Interesting. Something is definitely going on with the MMR then. Maybe its not placing people fast enough.
It could also be that many players didn't play as obsessively as I did during the event, or as frequently as I have been playing after the event ended, so its taking longer to assess them. Honestly, before July, I played maybe 1-2 times per week, 1-3 hours per session, and sometimes just took a whole week or 2 off, but when the event kicked in, I played way more often than I had all year, and afterwards, with a rekindled love for the game, I've been playing more regularly. However, If other players played through July Like I had previously been playing in prior months, then I can totally see the system having trouble placing them in proper matches, at least not for a few more weeks. It's Just a theory, but It's all I've got right now.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1517180#Comment_1517180
How long since you played Plague before MMR was released?
Pretty much 2-3 days a week ever since she came out, but during the anniversary event I played her, doc and legion on a rotating cycle for about 3-5 hours per day while stocking up on Gateau's for 5 killers (ended up with 600+) and P3'ing Pyramid Head (not actually playing him until he was P3'd and maxed on perks), so if the MMR was gathering data then, I should expect my doc and legion games to be roughly the same high MMR match-ups, which is something I'll have to test. After the event though, I play maybe 2-3 hours a day, but primarily as Plague, which is probably why the MMR feels like its being so mean to me.
It's honestly such a Weird feeling when your best killer suddenly gets paired with players that make you feel useless, when before you felt godly with them. Those kinds of teams used to be a Rare encounter for me in the high ranks when playing before the MMR system came out, so to be paired with them for 5 games in a row was way more than I was ready for, and frustrating as hell. I definitely ended up feeling a hard slap of humility, and shame by the end of that gaming session, but wonder if the MMR system was just judging me too high because of my previous record of wins vs losses with her, or if I was just unfortunate enough to be playing at the wrong time of day.
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I dunno, I main Plague as my go-to girl of domination (used to be doc). In an effort to test the new MMR system, I tried out the new Billy for a couple of games last night, and was paired with teams that are primarily low skilled players, and maybe a single high skill/ranked player. Billy is literally the only killer I haven't ranked up past lvl 37, and haven't played a single match with in over a year, He barely has 2 pages of low rank perks and very few add-on's. I never liked playing Billy, his mechanics just never "gelled" with me, but that's probably because I have poor vision, and don't like his slow turning controls while chainsaw sprinting. Due to this I figured he would be perfect for testing the MMR, and the results seemed fair enough for me.
However, in order to make the comparison accurate I went back to playing my go-to girl, and as soon as I did, I got utterly destroyed by some of the sweatiest teams I've ever faced. 5 losses in a row, some of which were the most embarrassing defeats I've ever had (like 1 hook and 4 escapes in less than 5 mins embarrassing), and I started to wonder if I was just having an "Off day", or got too used to going up against low skilled players because of the previous matches I played as Billy.
Before the MMR system, I easily ranked up to 1 with Plague, had a High opinion of her as an underrated killer, and regularly dominated in matches with My favorite build designed to put survivors "between a rock and a hard place", but after the MMR system went live, it was like I had never played against this caliber of skilled survivor teams before, and felt totally powerless with my best killer.
I know my experience so far hasn't been universal, but as far as I'm concerned, the MMR system is working, if a little TOO well for me. Granted, it may have just been because of the time of day I was playing, or some other factor wherein the only teams available for my best killer to go up against were higher skill players or full-on sweaty SWFs, but to have that happen for 5 games in a row felt like the game was saying "Oh? You think you're good with Plague huh? Lets test that little theory and give you a healthy dose of humility you cocky little #########!"
After that I Played survivor, because I needed to have some relaxing games to calm down, lick my wounds, and cheer me up. I suck as survivor, but so did the teams and killers I was paired with (except for a Clown who was R1 and dominated us with ease for 1 round), so overall It was better than I had hoped for. Maybe I'll try Playing my Go-to girl again tonight, but now that I'm expecting it to be hardcore mode if I do, I'm a bit apprehensive of giving it a try.
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@zoozoom6 said:
id on play demo but ive heard he only as one add on worth running is this true?
Kinda, While most of his add-ons are pretty basic fare and only make small changes to how he uses his power, there are at least a few that are useful in most situations. However, There is one Common add-on that everyone agrees is a Must for him to have, and because of them many players have made requests to the devs to make it part of his base kit: Rat Liver.
What this add-on Does is "Slightly increases the Demogorgon's Movement speed while charging Of the Abyss" Aka, His shred attack. That slight buff to his movement speed makes a world of difference and I'm not lying when I say it drastically improves his ability to aim and Land a hit with his Shred Attack. It's actually very fortunate for the player base that the Add-on is common, so players are not likely to run out of them, but it's also kind of insulting that without it the Demogorgon has a much lower success rate of pulling off his shred attack, which makes the add-on completely essential to playing him. Many Killer players in the community agree that when an add-on such as this becomes crucial to the point that you can't see yourself being able to compete without it, then there's something terribly wrong with the killers base kit, and the add-on's effect should be permanently incorporated into it.
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A good counter to FD:
If you know that the killer has FD, either from having been hit with it before and recovering your item, or seeing an ally lose an item after getting hit, then the next time you hear the killers Terror Radius getting closer, or See them heading towards you, manually drop your item where you are before giving chase. FD will only attempt to eat your Item if the killer manages to knock it out of your hand, so Dropping the item manually prevents the timer for FD from activating and potentially destroying it. Either way, you have to return to pick up your Item, but as long as you were the one to put it down, you don't have to worry about it getting destroyed. This is especially useful when it comes to high value Items like keys, but I feel you should take a different tactic when it comes to Keys: If you have a high value key, and the killer knows it, It's always a good practice to manually hide the key in a corner of the map, so that you can go get it either when your next hook will be your last, or you know that the hatch has spawned. Seeing keys in the lobby makes equipping FD very tempting for many killers, so the best chance you have against them is to take control of how and where the key lies on the ground before they make that choice for you.
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Pyramid Head -
Crimson Ceremony Book (Very Rare): Grants Hemorrhage effect to tormented survivors, but only while they are also injured.
Who the hell on the dev team thought this was not only a good idea, but also an effect worthy of a Very Rare add-on? It's a Completely Worthless/Useless piece of expensive garbage in any bloodweb.
Rust-Colored Egg (Very Rare): Grants the blindness effect for 60 seconds on any survivor who gets tormented.
Slightly Better than the previous add-on, but overall is "second verse, same as the first" when you think about how bad it is.
Suggested Potential improvements that can be made to these add-ons-
CCB: Make it apply Tremendous Hemorrhage effect to survivors for as long as they are tormented regardless of their health state (so they bleed while injured or healthy), and make blood trails last 3 seconds longer.
RCE: Apply Blindness for as long as the survivor is tormented, and 15 seconds of Exhaustion as soon as they become tormented.
Either add-on: Alternatively, change one of them to apply the Torment effect on a survivor under the condition that you either give them a protection hit, bring them to the injured state, or put them in the dying state with it (just one of those conditions). Add a downside of increasing the cost of using Punishment of the damned to 40% of your available charges instead of the current 20% so you have to be more skillful when using it.
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With the "Baited Traps" build on Hag, I was able to effectively destroy 2 keys, a medkit, and a flashlight. This was before the MMR system took effect and I was/still am Rank 4-3 against high ranking survivors, so I'm actually really happy with the change to FD. I really wasn't expecting it to destroy anything because of how lenient the timer is, but was surprised that 1 minute and 30 seconds felt like such a short amount of time. I also tried it on Demogorgon against a 4 man SWF who I kept playing a juggling act with over the 1 Ultra Rare key they brought into the match. Demo wasn't as effective as the baited trap build on Hag or Trapper, but it was still funny as hell knocking the key out of one of their hands, only to see the rest of the team scramble to try and distract me so one of them could pick it back up.
Lastly I used it on PH, and drew trenches over their items, which turned out more effective than I had anticipated since they would crouch and slowly move along a trench trying to find their item, only the get tormented the moment they picked it up since doing so made them stand up on the trench. Even better, If they couldn't find their item in the trench in time, after it gets eaten by the entity, they still go searching for it in the trench while crouching around, which is such a waste of time for them, and gives me an edge I wasn't expecting. Medkits and Toolboxes are easy to find in a trench, but Keys, Maps, and Flashlights aren't since the trench covers them up, so I had a lot of fun with that.
Overall, I'm actually enjoying the new FD, even if it's mostly a meme perk, and best used on Trap based killers or killers who can cover up the items with something like a Demogorgon Portal or a PH Trench/trail, The only problem I have with it though is how dim the auras on the items are, especially tiny keys, which makes it difficult to find them so you can trap them sometimes, otherwise It's been a fun improvement to the perk.
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Funny enough, It's usually Gen Rushing that forces killers to camp and tunnel in order to gain some semblance of pressure so they can start a snowball effect, or so they can net at least 1 kill before the survivors escape. When up against a true team of "Gen Rushers" (a team equipped to finish 3-4 gens in the first 3 mins of the trial), a killer may only get one or two chases at most in the opening minutes of the trial, and if they manage to down 1 survivor and hook them, only to see 3 gens pop during or right after that chase... a sudden "dying inside" feeling of hopelessness set in, and that really puts pressure on the killer to try and take any advantage they can get in order to salvage the situation, if possible.
In that kind of situation, of which I have been a part of both from the survivors and killers perspective, the killer really only has 3 options:
- Camp the Hook to try and secure a kill whilst also hoping that more than 1 gen rushing survivor tries to rescue their ally so you can start snowballing the team.
- Patrol around the area within 30 meters of the hook to see if you can spot and down another survivor coming for the rescue, whilst being sure to knock the hooked survivor back down again as soon as he gets unhooked to keep the team busy trying to rescue instead of doing gens.
- Leave the hook to attempt to pressure the gens, expect the unhook to happen while locating/chase a new target survivor, and down them asap.
Of these 3 options, no. 2 is the most likely to succeed. If you locate and start chasing a survivor who came for the rescue, that means that a 3rd survivor has to leave gens in order to rescue the hooked survivor, leaving 1 hooked, 1 chased and possibly downed, 1 substitute rescuer, and 1 on a gen. If you also manage to down the survivor again right after they've been unhooked, that extends the time the majority of survivors aren't doing gens, which allows the killer to start regaining pressure. Option 1 is sad, and only lets the rest of the team continue finishing off the gens, because if they know you are camping, and they aren't idiots about it, they'll punish the killer for it and escape at the cost of 1 teammate. Option 3 is also pretty bad, because you have to guess where another survivor is most of the time, reach that generator area, and give chase to down them asap. Meanwhile, the other survivor gets unhooked without worry, and can immediately get on a gen with their rescuer, putting only 1 survivor in a chase and 3 doing gens.
Overall, against a true "Gen Rusher" team, very few killers can keep the pressure on the gens consistently enough while getting downs/hooks, in order to put a stop to it. So when that "Dying inside" feeling hits right after 3-4 gens pop, there's not much the killer can do to gain pressure that survivors won't find "scummy", and quite honestly, they should've known their actions directly correlate with the killers change in tactics, so I feel there's no reason to begrudge a killer for having to resort to using them when the survivors created the situation for it in the first place.
TL;DR
Gen Rushing Survivors should be prepared to "Reap what you sow", because it causes most killers to have to play "scummy" by using tactics like camping and tunneling in order to try and salvage the match. If anything... It's the survivors who shouldn't complain about it when their own "Gen rushing" tactics are directly responsible for causing the change in the killers tactics in the first place.
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t's posts like this that make me bring up the unbiased rules I feel everyone should follow:
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.
4 - When the gates are powered... Anything goes.
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players anyway) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:
- A Game breaking bug rendering you incapable of playing a normal match.
- A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
- Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting.
Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.Don't be a petty DC'er.
8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.
Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.
Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.
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@IMhereRUN said:
I don’t see killer locks being an issue right now, time will tell.
However, the idea to have preset custom loadouts you can quick switch to I think would be beneficial, especially with the quantity of perks/add-ons/items/offerings in the game. I’d like to see this added, but for killers and survivors alike.
Technically, survivors already have this option, just spread out among different skins. When I play survivor For example, I have my:
Stealth Build (Claudette), Gen Build (Feng), Meta Build (Ace), Meme Build (Kate), Totem Killer Build (Nancy), Killer Aura build (Yui), and Runner Build (ironically Meg).
Every time I lobby up, I can switch to any of these builds on a whim and even strategize with my teammates about it. funny enough, its the totem killer build that gets used the most because no one likes to chance a NOED activation. Killers however are more complicated, they used to be able to setup their builds on different killers and switch out in the lobby in response to what survivors they see and what items they bring in, but now they can't do that anymore, so giving the killers load out slots just feels like the right thing to do at this point. I'm not disagreeing with you, Load out slots for both killers and survivors is a good idea, but it basically just became an essential QoL change that's desperately needed for killers more than for survivors, since they can no longer change characters in the lobby.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1504770#Comment_1504770
They can't do that because people DC for EVERYTHING.
Perks, maps, powers, tactics, because im not winning, items, they might be swf, i dont like stealth killers, i dont wanna be morid, that player changed last second.
At some point, nearly every damn aspect of this game has been labelled as 'not fun' and a viable reason to DC in peoples eyes.
As @Reaver_Raziel and @TWiXT have rather elegantly said, people usually DC for petty reasons, and justify it with "I have the right to leave". "You can't force me to stay" conveniently forgetting that it works both ways and the poor buggers you just left in the lurch because you don't like a certain killer or survivor tactic, have a right not to have their time wasted.
The amount of entitlement while simultaneously ignoring the fact that DCing screws over everyone else, is frankly stunning. Digital Karen's everywhere, trying to justify a move that they themselves would likely complain about if their game was going well and their opposition pulled the same stunt on them.
Exactly! the "Digital Karen's" remark gave me a laugh, but does describe the mentality behind petty DC'ers perfectly. Honestly I think of them much like the terminator:
"Listen, and understand. That Petty DC'er is out there. It can’t be bargained with. It can’t be reasoned with. It doesn’t feel pity, or remorse, or fear. And it absolutely will not stop DC'ing, ever, until the game is dead."
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@CyanideBlaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1503753#Comment_1503753
Honestly, though, is it really the players fault at that point? If a game almost dies because that many of the matches are getting thrown by people who hate certain mechanics, that's not on the playerbase so much as game mechanics making the game unplayable for a large enough number of the players to put the game itself jeopardy.
If it gets to the point where everybody is DCing for this or that reason and the game begins to die, to me the issue is the thing making everybody DC and it's something the Devs should look into.
Like, if everyone is finding aspects of the game that make certain matches unplayable to the point where 9/10 games have a DC at that point it sounds to me like maybe it's just a bad game and needs fixing, and if it starts happening again, well... 🤷♀️
DC penalty or no, sometimes this game is unplayable. It's alright right now, but during events? Horrible. The worst games I've ever had in my life. When new stuff gets released, be it events, killers, new rift thingy, it goes straight to the dogs and you have to ditch it for at least a few days because there's nothing in place to stop some players from abusing certain mechanics.
@Kellie said:
Instead of adding a penalty, they should look into why players DC.
To respond to both of you, I'm just going to point out the obvious: Petty DC'ing has nothing to do with the game being "Unplayable" and everything to do with rigging the game in the players favor.
Enter a match on a map you don't like, or against players that are good at the game: DC
Enter a match on a map you like, or against players that are easy to oppose: Don't DC, and get an easy win.
There is nothing about that logic that takes into account the other players and their enjoyment, or even factors in a match that is "unplayable". To me, an unplayable match is one that has:
- A Game breaking bug rendering you incapable of playing a normal match.
- A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match).
People who DC over these instances are very rare. Whereas Petty DC'ers do it simply because they don't like the map they are on, the fact that they got spotted by the killer first, they lost a hex totem in the first 20 seconds of the game, they don't like player(s) they are up against regardless of their skill level, the team brought in an item they hate, the killer is one they don't like or brought in an offering they don't approve of, etc... these players aren't DC'ing because the game is unplayable, they are doing it because they don't want to take up the challenge when they can simply keep DC'ing until they find a match in their favor against weaker opponents. This is why DC'ing reached epidemic levels, not because there was something wrong with the games design, because the game was unplayable or broken, or even because a mechanic made one side or the other OP... they do it to rig the game in their favor, and screw everyone else over in the process for petty, selfish, overentitled and unsportsmanlike reasons for their sole enjoyment.
Does any of that sound like its the devs fault? What could the devs possibly do to appease this kind of toxic and unsportsmanlike player base that were/are KILLING the game to make it "enjoyable" enough that players like this will refrain from DC'ing?
This is a Multiplayer game, which by its nature, entitles absolutely NO ONE to win every match, yet these players DC habitually in order to rig it so that they can. They don't give a damn about the rest of the players they screw over for their own enjoyment, they don't even have a shred of empathy or intent to be a good sport and take up a challenge, they don't care about the health of the game or what their petty actions are doing to its community, reputation or future... they just want an easy match, and if they don't get one, they DC for any and every petty reason as soon as the match drops out of their favor in order to find one where they are more guaranteed to win.
What's worse: by behaving like this, at one point the DC'ing gets so rampant, that they create a chain reaction wherein players DC in response to a player DC'ing because there is no point to keep playing if someone on the team isn't going to commit, Eventually this gets out of hand, and we reach "EPIDEMIC" levels of DC'ing that threatens to kill the game. It's not because the devs did something that made the game unplayable, its because the game became unplayable due to too many players setting off a domino effect of DC's... which is exactly why the game almost died last summer.
@Kellie , @CyanideBlaze , How do the devs put a stop to this that doesn't involve punishing that kind of toxic, bratty, overentitled, and unsportsmanlike behavior? If you have the answer... I'd love to hear it.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1502985#Comment_1502985
https://forum.deadbydaylight.com/en/discussion/comment/1502974#Comment_1502974
I don't think either of you even read my post.
Even in my first sentence I wrote "Disconnecting because you're they're losing is pathetic".
A disconnect penalty due to the game randomly kicking players, or a killer leaving the match because a SURVIVOR disconnects because they got downed early (the match is already been ruined by the survivor disconnecting early) do not relate to your responses whatsoever.
Oh I read it just fine, but I can't agree with you at all because of this:
"However, without the disconnect penalty and I have a survivor disconnect against me, I can simply leave the match and queue for another game."
Your argument is that because the DC penalty is gone, you are free to DC whenever you want in response to another player DC'ing, So, In your words, you are responding to a petty DC'er... by committing the same offense over equally petty reasoning. 2 wrongs don't make a right, and like I said in my previous comment:
"
Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love."You were around in March-July 2019 when the "DC epidemic" hit its peak where 9 out of every 10 games had one or more people DC over petty reasons, and the player base started to plummet over it since no one could even play a full match most of the time, so I feel you have no excuse for making this post in favor of letting DC's go unpunished again. Honestly if it weren't for the publicity and new players brought in by Ghost Face and Demogorgon, as well as the return of a DC ban wave from the devs in mid July 2019 to get the epidemic under control, this game would have flat out died. I'm still dumbfounded that the devs didn't incorporate the automatic DC ban system sooner than December of last year, and ever since they did (until recently anyway), the game has been far more enjoyable for it, because we have been able to play full matches without the threat of "Petty DC's" ruining all of our experiences.
Sure, there have been a few victims of it who did nothing wrong and got a DC ban over crappy internet connections, game crashes, and hacker attacks, but compared to how often people DC'd during the epidemics peak, those situations have been few and far between. The entire design of the DC ban system is to put a stop to "Petty" and "Habitual" DC'ers who ruin the game for everyone, and when it went down during the anniversary event, the DC epidemic started to rear its ugly head again, but fortunately DC Penalties came back, stamping out the problem before it could truly reach epidemic levels again. But now here we are again, without that safety net to keep toxic and unsportsmanlike players at least a little "honest", and yet you are arguing the merits of letting it all slide because its "Convenient" for you.
Let me ask you something:
If you DC every time a survivor DC's, and this game gets back to epidemic DC levels because we no longer have a ban system in place... At what point does anyone actually get to play the damn game?
Your careless attitude and opinions about one of the largest problems this game and community has ever had to suffer through, is neither helpful or welcome. In my eyes, you are being a blatant and unapologetic contributor to the problem, and I don't care for people of whom, through appalling arrogance or ignorance, make posts like this one, because when all is said and you've made your point... it doesn't change the fact that you are arguing in favor of killing a game I love.
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This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:
- A Game breaking bug rendering you incapable of playing a normal match.
- A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
- Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting.
Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.Don't be a petty DC'er.
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Ace, because he's the quietest survivor.
Feng, because she's arguably the cutest (can't get enough of that little squeaker).
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In my experience, there are 2 times the chainsaw overheats:
- About 3 chainsaw sprints back to back.
- Revving the chainsaw too much.
Basically, he's become weaker at loops since he can't keep his chainsaw near full charge for very long, he can't camp hooks anymore while revving, and if you or your team can dodge 3 chainsaw sprints he won't be able to attempt a 4th for another 20 seconds or so. Otherwise he's pretty much the same aside from being noisier and making that ridiculous "GWAAARRR!!" war cry when he starts a sprint. Another benefit is that he also can't do insta-saw anymore do to his add-on changes, which makes figuring out his timing very easy, and they nerfed his turning add-ons so he can't turn as well as he used to, which makes dodging him much easier.
Gone are the days of insta-saw, turn on a dime while constantly sprinting, camper, and revving at loops Billy! Good riddance!
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It's posts like this that make me bring up the unbiased rules I feel everyone should follow:
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.
4 - When the gates are powered... Anything goes.
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:
- A Game breaking bug rendering you incapable of playing a normal match.
- A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
- Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting.
Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.Don't be a petty DC'er.
8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.
Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.
Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.
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@Babyyy_Boyy said:
This is how it’s been for a while now. And when you play survivor at rank 1 you’ll pull killers with less than 12 hours in the game.
https://us.v-cdn.net/6030815/uploads/RX6DESIB93CO/a3a0b276-9abf-4169-9ace-3c1ba47b06df.jpeg
BHVR said to expect this as the new system is still building up user information data. The new MMR system didn't incorporate any previous data from anyone's accounts, so when it went live on xbox, it started everyone from scratch. After a week or 2 however, things should level out more for everyone as it counts their wins and losses, and starts pairing them with like-skilled players. Unfortunately this also means that for killer players, every time they switch to a different killer, they're going to start up against mixed or low skilled players until the system learns how well they do with said killer. So killer players will take longer for the system to assess vs survivors as it rates survivor skill in whole instead of individually per character. In the end, I'm optimistic, but we won't know how beneficial the system really is until it's built up enough data and starts pairing us correctly, so by all means keep playing the same killer for a few days, and see if your matchmaking improves or not.
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@WhatTheHeckMeg said:
@TWiXT "I thought you were going to say "make a hooked survivor teleport to another hook on the map if the killer stays around them for too long" like how cages currently work."
... and that's exactly what Behaviour should do. It's long overdue.
Except, then high mobility killers like Hillbilly could play a sick game of "Keep away" with hooked survivors. I had that happen to me accidentally while I was playing PH, the survivor was in their 2nd phase in a cage, and the other survivors kept leading me to her but didn't rescue her because I was after them, she teleported across the map (mothers dwelling) twice, and ended up dying in the cage. If PH had the mobility of Hillbilly though, then I wouldn't have had to chase survivors at all in order to get the caged survivor to teleport around on purpose.
While the idea of having survivors teleport from hook to hook if the killer sticks around them for too long is a good way to prevent camping in theory, in practice i feel it would become a race around the map to see who reaches the hooked survivor first.
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I thought you were going to say "make a hooked survivor teleport to another hook on the map if the killer stays around them for too long" like how cages currently work.
As for the 2nd stage having skillchecks, that is a decent idea, but it won't stop survivors from suiciding in 2nd phase when they can still purposely fail skillchecks to get it over with quickly. As it is with the Cages, 3 failed skillchecks kill you, so while the skillchecks delay the suicide by a few seconds, they don't prevent it.
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BHVR have said that they want to bring solo players up to SWF's level instead of nerfing SWF, but despite all of their buffs, and attempts to do so, there is literally only 1 thing that will do it: voice communication. If BHVR were serious about bringing solo up to the standard set by SWF, they would have incorporated Voice communication between survivors long ago. TBH, at this point I really wish they would and just get it over with. Implementing Voice comms in the game by default would actually turn out to be a huge benefit.
Not only would it allow players to be more competitive, It would also show BHVR how they should buff killers in order for them to be strong enough effectively compete as well. On top of this, SWF in a lobby wouldn't matter as much, and thus there would be no reason for killers to dodge SWF lobbies vs solo lobbies. Sure, it would also allow players to verbally abuse each other, but we also have a reporting system, and just about anyone can record their games these days, so with a few tweaks to the report system, It's not like it would go unpunished.
Honestly, I've said it for years, If BHVR want to bring solo up to SWF's level, they just need to add Voice communication. Instead they are tip toeing around this fact to come up with creative ways to buff solo players, but then have to compensate by buffing killers, and compensate again and again etc... in other words they are taking the hardest path to achieve the same goal, when the simplest answer has been in their face the entire time but they're inexplicably and purposely avoiding it.
My only theory as to why they are taking this approach is because they Know how much more powerful a team of survivors with voice communication is, and they don't want to have to massively buff every killer to compensate for it. The problem with that logic however, is that the killers are still at a disadvantage against teams with voice comms regardless, and they know it, so when they know they are up against an SWF team: they dodge the lobby.
TL;DR
BHVR, Please Just add voice communication to the game, collect data, and buff killers as necessary to compensate for the survivors advantage. That's the actual solution to close the gap between solo and SWF.
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There isn't even any BP offerings! I mean I could understand being a little upset at someone who isn't joining in on farming when there is 400%+ bonus BP at stake (still doesn't mean I'd try and force them to farm mind you), but farming for base points? That's inexcusable!
I'm a simple killer whose trying to P3 and max out multiple characters, so if I see 3+ BPS or Gateau's and the survivors want to farm, I'll play along, but if I don't see that and they still want to farm... they're just wasting time, and I'll mercilessly come down on them for it. In order for farming to be worthwhile, the potential Gain has to be at least quadruple the amount of points or it's not worth it. I can easily earn triple the points with normal play + BBQ and a survivor pudding, so I don't need survivors consent for that many points.
That being said, if someone doesn't want to farm, I just kill them and move on with the rest of the team that does, but again only if my BP gain is gonna be worth it. There's no point in forcing people to farm if they don't want to, and even more so when the BP gain is below quadruple the amount. It's baffling to see the killer in that game went along with farming for a measly 17k BP (they didn't even have BBQ), much less getting salty over OP's refusal to participate. If the game had 5 BPS, or Gateau offerings and the players all brought in WGLF/BBQ, but one didn't want to participate in farming, then I could understand being a little perturbed, but then again, that's their loss and is no reason to try and force them to farm, much less be an ######### about it in the post game chat.
I'm offended at so many things regarding their farming attempt. These guys obviously have no idea how to farm for points, and I would gladly have just killed them all for trying. You want to farm? Make it worth everyone's time! If you can't, then don't even try and just play the damn game normally.
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Personally, I just like the idea of changing one of his arguably useless VR add-ons like Rust Colored Egg, or Crimson Ceremony Book from their current effects to one that applies Torment if you manage to down a survivor with the Punishment of the Damned attack. To me, that seems like an effect that is worthy of a Very Rare add-on.
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I'm probably gonna regret writing this as I play killer mostly, but then again most people have probably stopped paying attention to comments after page 3, so:
The strategy to beat a 3 gen situation:
- With 2 or more survivors, simply split up and work on gens separately. Albeit this is more difficult with only 2 survivors, but still possible as long as you are confident in your ability to lead the killer a decent distance away from the generators, and focus on the 2 gens that are furthest away from each other.
- When the killer comes for you, run with intent to lead the killer as far away from the gens as possible. Dont hang around a loop them, and always try to get an early start.
- If you are downed during your chase, the killer has to waste time hooking you or leave you on the ground to recover, either way the killer loses precious time while your teammate(s) make progress on their gen(s).
- The killer can't cover all gens at once, not even Doc, so If they chase you, realize you are leading them too far from the gens, and break chase to go back to them, all you have to do is cautiously follow them back to the gen you were working on. In all likelyhood, they'll either spot you and start pursuit again, or they'll go after your teammate(s) giving you time to continue making progress on your gen.
- if injured or downed during your chase away from the gen but not hooked, Recover/Heal with a medkit/perk, or meet up with your teammate(s) after they get chased away from the gens and heal before returning to yours to continue repairs.
- Never lead the killer to your teammates.
- Instant down, and high mobility killers are a bit trickier to deal with than the standard killers, but the same principle applies... If they are chasing your teammate, pound away at the gen; if they are chasing you, do your best to lead them as far from the gens as possible.
- Unless there are 4 survivors, never double up on a gen, no matter how close it is to being finished. A good killer will quickly injure both survivors, pursue and down one, then return to down the other. With everyone working on gens separately, the killer can only pursue and try to down 1 survivor at a time, giving the other survivor(s) progress.
- The stealth approach will drive a killer nuts. If you are good at keeping out of the killers line of sight, they will spend a long time searching around a gen trying to find you before they either do so and you lead them on a chase away from the gens, or they don't find you and give up their search to go stop your teammate(s) from completing their gen(s). Time is always against the killer, and this strategy really puts the pressure on them to try and down survivors as quickly as possible, which very few killers can pull off.
- if there are 4 survivors left, the 4th's job is to either distract the killer, or keep rotating to the gen being worked on by a teammate that is furthest from the killers current position.
- If a survivor is put on their 2nd hook, and you know you can finish the gen AND have time to rescue them, finish the gen.
- This strategy works best with 3 or more survivors, but 2 survivors can still pull it off. However, If there's only 2 survivors, and one dies, it's the other's obligation to seek out the hatch asap. Before splitting up to work on the gens in the first place, prior knowledge of the hatches location is very important.
- Sacrifices are mostly inevitable, so you may find yourself taking one for the team. The sooner you accept that, the better this strategy works. I'm not saying you shouldn't be cautious, I'm just saying that once you realize that you've put yourself in a 3 gen situation, at least 1 survivor may need to die in order for the others to escape. Accepting that is important in order to take on this bold but effective strategy.
As a killer, Every time I've gone up against a team that uses this (surprisingly rare) strategy, someone always escapes. If its against 3 or more, the majority escape most of the time, if its against only 2, then 1 of them escapes. Either way, its a simple strategy that solo's should take advantage of, and SWF's should flaunt. The only way I have ever come close to beating this counter strategy is to start slugging, but even that is rarely successful. It actually baffles me how often I end up in a 3 gen situation, and the survivors (even with a full team) will either try to all focus down 1 gen or won't even approach the gens, much less employ this strategy, and because of that I end up winning most 3 gen situations, which is a shame because it's not a difficult strategy to use, and it flat out works.
OP, your situation sucks, and you should definitely report them for holding the game hostage because as long as there were at least 2 of them, they could've pulled off this strategy in an attempt to win, and it would've been even more effective for them since they were SWF and on voice comms with each other. They literally had no excuse to avoid doing their objectives, and must have made the toxic call to hold the game hostage in an attempt to get you to DC. Our community could do with less people like them.
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@Todgeweiht said:
all they have to do is remove the cooldown or remove the "only basic attacks" condition.
I 2nd this, at least for removing the "down with basic attack" part. That requirement didn't work for Infectious Fright, and it's not working out well for Surge either.
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Played Legion on Rancid Abattoir, the accusing Survivor Must not have understood how Killer Instinct and Deductive reasoning worked. They Accused me of wall hacks to know exactly where they were at all times. I saw their KI blip running in one direction, and stop behind a group of trees just as I was heading them off, ended Frenzy, and caught/downed them in their hiding spot. Apparently there was "No Way" I could've known they were there without "hacking."
Similarly, Had a Huntress match on Badham where I had previously caught this guy 2 times attempting to cleanse the same totem. When it was just him and another left, and while I was chasing the other, I saw him running in the direction of that still uncleansed totem. So I downed the other survivor, and sauntered over to check and see if he was still trying to cleanse it, or finish off the gen in that area... He was trying to cleanse it (it was a dull totem too, which makes his perseverance even more baffling, I guess he thought I had NOED or something). "How did you know exactly where to find me!?" "Liar, you hacking piece of #########" "Reported" etc followed in the post game chat. Again, deductive reasoning is apparently an unknown concept to some people.
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Deathslinger has 5, separate, slowdowns for using his power. Comparatively, Clown and Legion have 2 (striking, and reloading/recovery). Every slowdown a killer has in their base kit = time survivors can focus on generators or escape. So of the killer choices you have here, Deathslinger is the one that will give survivors the most time, so keep that in mind when you are making your choice.
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Recovery Tech:
This is when a survivor is down, typically near an open gate, and 1 if not all of the rest of the team jump on them and start the healing animation to help them recover, and in turn, prevent the killer from being able to pick them up. The killer can smack the teammates around, but with slow weapon wipe/strike recovery, there's no way to either down another survivor, or prevent the already downed survivor from fully recovering. This "Strategy/tech" completely prevents killers from picking up the survivor and getting a hook, often resulting in the downed survivor and his teammates escaping, and again, there's little to nothing the killer can do to prevent it. The only killer who can disrupt this tactic is Doctor, since every time he shocks the survivors, they spend 2.5 seconds unable to interact with the downed survivor, and if the Doc manages to get them to Madness 3, they won't be able to heal the downed survivor at all. All other killers however... they don't stand a chance against this, yes, not even PH since the other survivors just dodge the ranged attack all at once.
The devs used to allow the killers to interrupt and grab survivors who are healing another survivor... If that were still in the game, it would completely prevent this kind of abused "no win scenario" tactic.
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It would be nice if they replaced his "rust-colored egg" (blindness when tormented) or "Crimson Ceremony Book" (hemorrhage when tormented and injured) Very Rare add-ons with something that applied torment if you manage to down a survivor with his Punishment of the Damned attack. Currently those 2 add-ons are beyond useless, and don't deserve the "Very Rare" spot they occupy.
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Obvious Hex totem spawns next to generators/survivors. This really shouldn't exist. A least make it so that the survivors have to actually hunt around for a totem instead of gift wrapping it for them in the first 20 seconds of a match.
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Unwinnable scenario's:
Scenarios -
- Downing a survivor 20 meters from the gate, but they were just unhooked, and have DS active, so either you pick them up and take the DS so they can escape, or you watch them slowly crawl out because there's nothing you can do about it.
- 1 gen left, 3 survivors, 1 key = all escape via hatch.
No matter what you do as killer, nothing nets you a kill in these scenario's. They are unbeatable, heavily demoralizing, and shouldn't be in the game.
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Fine, make it so that Spirit hears survivors grunts and footsteps omnidirectionally instead of directionally. Now we have a Spirit player who can't see survivors, their blood spots, can't touch them, and can only hear that they are in an area, but is otherwise completely unable to pinpoint where while phasing. Aside from moving across the map faster, at what point in this scenario, would using her power be any benefit to her? Even worse, If the survivors are using Iron Will, a perk that's already a bane to her, It just became the number 1 "Perk 2 Win" against Spirit, since she won't even know an injured survivor is in the area.
Adding this to Spirit, a killer who primarily hunts by sound (in a game that frequently has sound issues every other update), would mean that she has to exit phasing to give chase normally, and since she moves at 4.4 m/s, she would be the worst killer to play. Have you ever played Hag, Huntress, Deathslinger, or Spirit, and just said "I'm not using my power today, because I want to see how much more of a challenge it will be to chase down survivors, and M1 them at lower than average speed!"? I can tell you right now, if anyone has done it, they just played the worst killer in the game and they know it.
So many people argue that Spirit takes no skill, but they are flat out wrong, and likely haven't tried playing her themselves. Hunting by sound, and prediction is much more challenging than most realize, not to mention survivors HAVE ways of juking her while she's phasing by taking advantage of the fact that she can only see their scratch marks, and has to rely on hearing them, so using perks like Iron Will, Urban Evasion, Quick and Quiet, Dance with me, or Fixated gives them heavy advantages against her, the rest is all in the mindgames. She has her mindgames, but can be mindgamed back just as easily, and IMO, the only reason people complain is because they don't even try to mindgame back which gives her the advantage.
OP, you're asking for her to be limited to using her power for Map Traversal only. At least until she comes into an area where she can hear survivors but can't pinpoint them, and then has to exit phasing in order to chase them at 4.4 m/s since using her power won't help at all during a chase. If this becomes the rout the devs take, then she'll need something to compensate, like 4.6 m/s base movement speed, the ability to see survivors scratch marks even when they aren't running, or see their auras while phasing when close enough, otherwise she'll be F tier at best... Although I assume that's what all the complainers are really after anyway, so writing this response is likely pointless.
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Had a game as Plague at rank 2 against a team of R1-R3's the other night, on the Thompsons house, and 3 survivors DC'd. I may be decent as Plague in the high ranks, but I went in fully expecting to lose that match because: Plague. Who DC's against Plague in the high ranks? These jokers started to DC only 2 mins into the match... just Why? I guess now I know, thanks OP for clearing that up for me.
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I've said it before, I'll say it again: 5... Separate... Slowdowns... just for using his power.
No other killer has this many slowdowns, and the most any of them have is 3. All killers have the initial slowdown of missed or successful M1 strikes which is why I'm adding that to the total, so Nurse for example, has that + she Slows down when charging her power, Slows down for Fatigue which = a total of 3 slowdowns. Deathslinger however Slows down for: Striking, Aiming, Reeling, cooldown/stun, and reloading.
Successful reeling can take up to 5 seconds, otherwise it takes 1 second, Aiming is a large slowdown but over with in less than a second if you know how to quickscope, cooldown/stun takes 2-4 seconds depending on if you're on cooldown or stunned, reloading takes 2 seconds at base. So, Just to successfully injure 1 survivor with his power he can take upwards of 7 seconds, + 2 more to reload. Unsuccessful spear shots take 5 seconds to recover from and reload, but the worst is the successful spear shot that results in a stun which takes a max of 9 seconds to recover from and 2 seconds to reload again.
Deathslinger has too many slowdowns that give survivors too much time to do objectives all while he's just trying to knock down 1 survivor. Even In an Ideal situation where he manages to land 2 shots from his spear gun and knock a survivor down, the whole process can take 16 seconds. In contrast, Huntress only slows down for the windup with a max of 2 seconds, and the cooldown of 1 second, and holds still at a locker for 2 seconds when reloading but gets 5 shots every time, and she can knock a survivor from range in less than 6 seconds with 2 well aimed shots.
Deathslinger isn't balanced at all... he's too weak! I hadn't even mentioned his slower than average 4.4m/s movement speed which only exaggerates the fact that Using his power gives survivors too much time, and In a game where the "Power Role" is constantly against racing the clock in order to succeed, Deathslinger comes in dead last. He would honestly do better, and be more efficient at downing survivors if he just stuck to M1'ing them... that's how bad his "power" is.
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Trapper: 3/5, Put traps in good places, win interesting prizes.
Wraith: 2/5, Peekaboo isn't really my kind of game.
Hillbilly: 1/5, His mechanic just never gelled with me.
Nurse: 3/5, Decent but queuing up to play her sets my teeth on edge with anxiety for some reason.
Huntress: 4/5, Finally mastered getting shots/snipes from 20+ meters away, still have trouble with cross map shots though.
Myers: 1/5, Aside from a Small TR, and Insta down potential, he's just a glorified M1 killer with all the problems they have as well. I own Him, but never took much time to play him.
Hag: 4/5, The Jumpscare queen takes time to get good with, but totally worth it.
Doctor: 5/5, Before his rework and after it, Doc's always been my ticket to pain town for survivors, and very few other killers can completely change their playstyles with a few build adjustments like he can. Crazy versatile, fun, and such a headache to survivors when played well... what's not to like?
Cannibal: 2/5, While his mechanic gelled better with me than Billy's, I still didn't put much effort into him.
Nightmare: 2/5, Great mechanics, and good feel, but a bit overwhelming at first, and not as fun as I thought it would be. Still feeling the burn from buying him when he first came out and had to take 2 years before he got a rework that makes him better. May return to putting some effort in later.
Pig: 4/5, She's Stealthy, and like old Ruin, stalls gen progress but with her base kit. She's just too fun, and allows you a chance to breathe instead of always being frustrated on the back foot. No other killer accomplishes this feeling as well as Piggy.
Clown: 2/5, Since his minor buff my opinion has improved a little, but he still lacks where it counts the most... Map Pressure!
Spirit: 2/5, People call her a "P2W killer", but honestly any killer that has to use their ears more than their eyes in order to secure downs, especially in this game where Audio issues pop up on every update, is a killer doomed to a life of frustration. When the Audio is fine, I do well, but the majority of the time its not fine, so I do poor. I applaud anyone who can play her well despite the fickle and inconsistent audio design of this game.
Legion: 4/5, sure they've been nerfed into the ground, but they still spread damage better than any killer in the game, and have good map pressure.
Plague: 5/5, Love Her! No other killer can use a build that puts survivors between a rock and a hard place as consistently: cleanse, she nails you with the best ranged attack in the game. Don't cleanse, you spend the whole game 1 shot down-able, and she can both see and hear you better. She's quickly become my "go-to girl" for red ranks, and because hardly anyone plays her, I'm always underestimated.
Ghost Face: 2/5 Similar mechanics to Mikey, but smaller in size. Still a glorified M1 killer, but I feel he's got more options than the walking refrigerator that is The Shape. Plus, being able to t-bag survivors back for once is a nice bonus.
Demogorgon: 2/5, fun to play, feels powerful and scary, but gives away his position and when he's using his power too much to the point that he's very easy for survivors to evade. Sigh, I wan't to love him, but just can't.
Oni: 1/5, If Hillbilly's mechanics didn't gel with me, what makes you think this guy would?
DeathSlinger: 1/5, 5...separate... slowdowns! He's Already slower than average, has a limited range attack, and 5... SEPARATE... SLOWDOWNS JUST FOR USING HIS POWER! The most any other killer has is 3! For this reason, I feel he's no where near as effective as a basic M1 killer, gives survivors way too much time to accomplish their objectives, and there's ######### all he can do about it. He's literally the only purchase I made that I regret.
Executioner: 3/5, Frustrating to learn, nice ranged attack when you manage to land it, but severely punishing if you don't. Feeling decent with him never the less, and looking forward to getting better.
Survivors: 3/5, the game is so much less frustrating when you are on a team instead of alone trying to stop said team. I primarily only play survivor to relax, because that's what the survivor experience is like compared to the killers... its a breeze. I'm not the best survivor, but i'm not the worst either. I play killer for a challenge, I play survivor to take a break. Also... Feng Min makes cute noises 😋
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she can start with 3 pools corrupted if you stack her apple add-ons.
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I wish it still damaged items charges. I mean its great that it can destroy items in a new way from before, but I miss being able to smack a flashlight out of a survivors hand and know it just cost them 1 second of usage if they get it back. Sigh, I guess the threat of completely losing an item is a better alternative, even if the time it takes for the item to be destroyed is a bit too lenient. 90 seconds isn't going to destroy anything, 60 might in an off chance, 30 definitely would. OP exaggerates, The average chase against a good killer lasts less than 25 seconds, the average unhook time from a teammate is only 15 seconds unless the killer tries to stop them first, so getting your item back won't be too hard to do, and it will reset the timer when its picked up and knocked out of your hand again. The only real threat to the item getting destroyed is if the survivor manages to lead the killer on a map wide chase for 90 seconds from the time they were hit with FD, at which point... you just lead the killer on a 90+ second chase, and likely 3 gens just popped! Seems like a small sacrifice to me.
Hell, from what I understand, if you don't want FD to consume your item, just drop the item yourself before leading the killer in a chase. Only items dropped by FD will have a chance of getting consumed, but if you drop it yourself, there's no threat to the item other than forgetting to go pick it back up, or a teammate stealing it.
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@csandman1977 said:
I actually think blind is underrated. But i play solo so it really affects my games. 3rd seal is incredibly strong to be fair.
Of course i havent played as PH enough to really have a full grasp of his addons. But 60 seconds isnt a very long time, especially since unless you actually use the cages, theres no way to reapply the torment correct? Or am i completely wrong on how the effect actually works?
PH can re-apply torment if they step on a trail of torment again after getting uncaged, otherwise that's not happening. Since avoiding trails is so easy for survivors, most PH players opt to save using cages or Final Judgment for a more strategic time if someone is tormented. In Red ranks it's especially difficult to get a survivor tormented just once; trying to do that 2+ times? Forget it.
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The only rules you need to follow are here:
@TWiXT said:
Due to the new Silent Hill Chapter release, we are getting an influx of new players, and so I must say:
First of All Welcome to Dead by Daylight, and I hope you are all having fun so far.
That being said, you are likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side the posting member plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying the game:
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.
4 - When the gates are powered... Anything goes.
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:
- A Game breaking bug rendering you incapable of playing a normal match.
- A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
- Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.
Don't be a petty DC'er.
8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.
Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.
Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.
To all you new players, again Welcome to DbD, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.
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@[Deleted User] said:
If PotD could trigger them as well, and hemorrhage was changed to a stridor effect, they wouldn't be as terrible. No one would use them seriously of course, but they would at least be fun to meme around with. As it stands, people still avoid trails like the plague, so actually applying those status effects is annoyingly uncommon.
The only add-ons worth running anyway are range add-ons and sometimes "total amount of time that Rites of Judgment can be performed" add-ons, since the recharge rate is a flat % (like Oni's, which is why duration add-ons are insane) instead of a flat pre-determined number.
What if one of these 2 terrible add-on's was changed so that PotD applies Torment upon putting a survivor into the dying state with it? I mean I get why they don't have it apply torment for every PotD hit, but If you had to use a VR addon, and it only applied torment to survivors upon downing them with it, I think that would be fair.
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The reason you don't see many PH's not using the cages is because the survivor has to be tormented first. The Trail of Torment mechanic is nice on paper, but super easy for survivors to avoid. I've gone entire red rank matches, and no matter where I put the trails, survivors never step on them, and I know it's less about me not using them right, and more about how easy they are to avoid stepping on. You start leaving even a tiny trail at a loop = the survivor just moves to a new loop, You setup a long trail ahead of time = survivors go around it/crawl through it, you setup landmine trail pieces all over and attempt to chase survivors through them = they see them, and go a different direction. Not to mention they only last in the trial grounds for 75 seconds at base, and while that may seem like a long time, you'd be surprised how short it actually feels.
Just getting a survivor tormented in the first place is difficult enough, but once you do, how are you going to use it? Are you going to take a chance of sending them across the map to their buddies? or are you going to save it to use at a time that grants a more strategic advantage? Either way, The overall torment mechanic is difficult to pull off, and when you do, using it to you advantage is highly situational.
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@MojoTheFabulous said:
https://forum.deadbydaylight.com/en/discussion/comment/1415941#Comment_1415941
It still shouldn't show up when you succeed a skill check though.
This, It shouldn't show up until you FAIL a skillcheck, or a survivor you're working on a gen with does.
This would make it easy to find on lower ranks since they fail skillchecks all the time, but harder in higher ranks since those guys are good at nailing them. I believe it shouldn't inform them at all at any token, since that becomes very obvious at 3 tokens, and the only real harm it does is the 6% more damage for a failed skillcheck. Once survivors realize its shortening the audio prompt time before the skillcheck appears, this only causes survivors to pay more attention to their screens, because if they don't they'll fail a skillcheck anyway, so Having it inform them of its existence only after they Fail a skillcheck just makes more sense overall.
Currently, the notification comes up when a survivor gets a skillcheck, whether they succeed it or not, and that makes it one of the easiest Hex perks to discover. Due to it's token building nature, this pretty much means that survivors will go looking for and cleanse it before it even gets a chance to build gain a token or two, which in essence defeats the purpose of even bringing it into a match in the first place.
Not to steal your thunder OP, but I feel this is a better alternative than having it inform them at 1 token. What do you guys think?
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It's when we get posts like this one, and I read the comments, that I feel the need to suggest the list of "made up rules" that I follow:
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.
4 - When the gates are powered... Anything goes.
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:
- A Game breaking bug rendering you incapable of playing a normal match.
- A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
- Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting.
Disconnecting is currently being punished for a good reason:Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.Don't be a petty DC'er.
8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.
Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.
Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.
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PH's P3 outfit is also really nice, turns him from a bright white, easy to spot "guy", to a blood drenched, harder to spot "monster". Granted all killers with a red stain are easy to spot regardless, but his P3 outfit makes him more intimidating in my book.
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Pig.
- Her RBT's ensure that a survivor stops focusing on doing gens and has to run around for up to 2 minutes trying to get it off of their head.
- If they don't get the RBT off of their head before the timer runs out, it kills them.
- Pig can bodyblock the jigsaw boxes to ensure an RBT will kill a survivor.
- Jigsaw boxes skillchecks are affected by Unnerving presence.
- She's stealthy.
- If she has 2 or more survivors with ticking RBT's she can focus on the survivors doing gens instead which stops survivors from doing them efficiently, which really slows the game down, and hands her an easy win.
"PiG OP, pLZ NeRf!"
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Hell, Franklin's Demise as is was actually nerfed when the devs decided that items under 10% of their total charges could no longer be destroyed by it after the item retention update. Now they're allowing it to destroy items again by putting them on a timer after they get knocked out of survivors hands, while also allowing the killer to see where it is and how close it is to being destroyed, so at least it's getting a small semblance of its previous power back. However, It also no longer damages item charges... so kinda meh change honestly.
Either way, I'll always love using it on 2 killers: Trapper and Hag! Survivors items make great trap bait.
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From the Forum rules:
Please do not encourage negative behavior (e.g. encouraging DCs and griefing, etc.)
This post is a rallying cry to do exactly that... encouraging negative behavior
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@Mellow7 said:
They disabled them because of what happened to Tru3Talent, Hackers somehow found a way to give anyone the DC penalty and stack it, I was in the stream when it happened and the hacker got his penalty all the way up to 72hrs.
Any official response that's the actual reason? I thought that happened over a week or so ago, were the hackers doing this to so many people so frequently that they had to turn off DC penalties to try and stop them from ruining everyone's accounts? Has anyone else besides Tru3Talent been hit on live stream or come to these forums complaining about getting hit by this?