Terra92
Terra92
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- Terra92
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After one kill it evolves into Marshtomp, after two kills it evolves into Swampert. It can just drown the map in mud and water. No matter what map you offer you'll always get backwater swamp.
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How many calories did you burn?
In all seriousness, if the situation turns to that, you need to end the game. Them being stubborn doesn't mean your stubbornness isn't equally at fault. This is a known troublesome part of playing against Freddy, and survivors honestly can't do jack all against it(believe me a friend and I tried for 15 minutes before finally just sacrificing ourselves).
See the thing is that in a 3 gen situation most killers don't commit to a chase, no they believe a 4k is deserved right then and there. That survivors are just delaying the inevitable. The reality is that you need to still put in the effort of chasing one and finding the other. The game isn't over, but you're being stubborn by refusing to commit to a chase, or even baiting them to a generator.
Remember, the game isn't over until the post game stats, don't assume you deserve a kill just because the game is in your favor.
And yes this goes for survivors too, but you control the end game in this scenario so you have the obligation to either end it or enjoy being able to do nothing for an hour and ten minutes.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1466192#Comment_1466192
The Ebony mori was made to be a power-trip offering.
In the past the Ebony mori COULD KILL YOU WITHOUT HOOKING YOU FIRST.
The Ebony mori was made so killers could feel powerful not for the kill animation the only mori whose conditions haven't changed is the cypress because it has always been solely a "Glory Kill" offering.
The current feeling of a mori would be like if all four survivors could escape via hatch after one generator is completed.
It's not fun to go against, even in the best of situations. I've only ever escaped once in a mori offering. Maybe I'm just a terrible player, but I know I'm not the only one who doesn't like the current state of moris, which feel like they hurt the game more than they help. They're a near-guaranteed depip. Almost every game is sub 10k points for everyone. It's not a good experience.
I've always thought moris should be built-in, but only allowed on either the obsession on final hook or the last survivor on final hook.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1465353#Comment_1465353
Adding the hooked twice(aka on death hook) makes mories useless.
Also even with the death hook condition cypress mori(Aka the useless one) inherently has sense the last survivor is auto death hook.
Moris are supposed to be kills without sacrifices. A cool thing that gives you different points but makes the entity displeased for burning that offering. I don't think they were intended to give you that big of an edge before the first gen has even been completed.
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It's the cycle. Killers see players running meta perks so they think they need to run meta perks, but then survivors see too many killers running meta perks so they think they need to, it never ends.
One day everything will be nuked from space and we'll only have lightweight, plunderer's, small game, and deja vu on survivor side, territorial imperative, deerstalker, monstrous shrine and distressing on killer side. And then everyone will complain about those perks being broken and op. Somehow.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1466105#Comment_1466105
DS has a direct counter that isn't slugging? Even if the exit gates are opened and they are within crawling distance to get there before their DS runs out? What if they have DS AND Unbreakable? Do tell.
Dead harding for distance has a counter? Do tell. And no, baiting doesn't work when it's for distance. Unbreakable has a counter, sure. Don't slug. I suppose. However, slugging is a key part of playing killer. So unbreakable is a counter, to a counter, that forces killers not to use their counter. My god, lol. In any case, saying "don't slug" as a counter to unbreakable is like telling a killer to slug as a counter to DS. It's stupid, and like a book full of plot holes.
Pop DOES have a counter. It's called repressed alliance, it's a perk that just came out with Pyramidhead. The survivor can block the gen from pop. Kind of like their version of thrilling tremors. Except this perk blocks the gen for 30 seconds instead of 16. Brush up on your game knowledge, bud. Then come back and try harder.
Hey man, you can reply to someone and not be completely rude about it. Make your points and move on, or try to see from their point of view so they can see from yours. You come off as very bitter and assuming when you're writing.
And hey repressed alliance is awesome! I can work on a gen and notify my team when it's almost done. I can also force a killer to focus on me instead of the generator I've worked for the last minute on. I can't tell you how many times I've 80/90%'d a gen only to have the killer come up at that last moment and stop me. It also takes an entire minute to charge and recharge, so you only get to use it once or twice, unless you become the gen jockey that match. It's based entirely on seconds, so I could have worked on four generators and still not have it up. It also doesn't work when teammates are also working on the same generator.
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@Heartbound said:
Planning for failure, instead of building for success.
Yeah I initially though Soul Guard would be fantastic. It's alright. If you get slugged and there's an active hex on the field you can pick yourself back up with a borrowed time bonus, but it's so niche, I almost never get slugged these days. Maybe if I start seeing more slug games I'll equip it again but I don't think it'll do much good in the long run.
Borrowed Time from the dying to the injured state is really cool, but it's so niche. I think since Cheryl came out I've had the bonus maybe a handful of times, and I can't even say it was a full handful.
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@Mr_MoneyInTheBank said:
https://forum.deadbydaylight.com/en/discussion/comment/1465748#Comment_1465748
Broken?, how was supposed to be broken? If his power was so “broken” then he could be a top tier killer
@Mr_MoneyInTheBank said:
https://forum.deadbydaylight.com/en/discussion/comment/1465762#Comment_1465762
Wait, seriously? The old Freddy was the easiest killer to play? You mean that the actual Freddy is the easiest killer to play, he has map control and anti loop snares or fake pallets, it’s more unbalanced now than before! Come on man it’s ridiculous he has too much in his base kit
These two responses conflict with each others. So which do you think he is, is he an easy killer or a hard killer to go against? Because both of these responses lead me to believe you think he's either in the middle or you're just questioning every response to downplay instead of have a conversation.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1465119#Comment_1465119
I agree with your point, but the point you're arguing isn't what he's actually saying.
"I don't get this idea that psychological reads are "boring""
IE This is not what he's saying.
You can predict the Deathslingers actions entirely and it won't matter is the point. The time for his aim and shot is quicker than your reaction time possible. If you go through the pallet you get hit and if don't you get hit, either way. It's a lose/lose scenario.
Note, we are not saying Deathslinger is too strong or OP at all. We are simply pointing out that it is designed in an un interactive game play manner that isn't fun for either side at windows/pallets.
I even think Deathslinger could use buffs. We just want interactive and fun game play for both sides.
Oh oh what if...
So the general idea that a lot of people would like to see is a reduction in his quick scope, aiming down sights.
What if he had 40M or even 72M range, but past--what is it 20M is his current max?--his bolt breaks off the chain and keeps sailing. A survivor impaled with this bolt takes a health state, and lets out a cry of pain every X seconds. They are able to remove the spear with a few skill checks.
I mean it kind of makes him similar to Huntress, but they could totally tweak the bolt breaking off the chain, like it severely arcs down after the chain breaks, so a deathslinger would have to purposely aim higher to get the bolt to go max range.
The drawback to the extra initial range would be that Deathslinger would have to either find his bolt again or go into a locker to get a new one. If he hits a survivor with the chain then same situation as usual, he gets his bolt and chain, reloads, keeps on truckin'.
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It's a very inconsistent experience. High highs, low lows, sometimes, maybe about 2/10 matches, you'll feel like you actually had a hard fought match that actually felt worth the effort.
I either run into baby killers or killers who have far too much experience. I feel like I almost never run into someone who is at or a little above my skill level, it's usually an extreme on either end.
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I think it's potentially stupidly strong, but you can only use it 12 times potentially, so it has a finite use(albeit that its final use the game is already over). But I think limiting it in some way, like adding a cooldown timer to it, would discourage killers from hooking so they can use it, pushing towards the late game, giving up gens because they can't use the perk...
I dunno, it's something that would need to be continuously tested for a while to really see how it would affect games. It's really strong when you get hooks back to back to back, just keep popping generators and refreshing pop. But it's basically useless if you only manage to hook a couple people throughout the game. I guess it's dependent on experience and feast or famine.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1462075#Comment_1462075
From what I recall, 3 of us spawned next to a gen, we rushed it as he was making his way.
He hit 2 of us I think he went after Nea. We just, dispersed and started working on our gens individually.
She kept him busy though.
I mean, that doesn't sound like genrushing though. It sucks that it was the first hook, but it sounds like it was a typical Sunday afternoon for Noob3 or something. The killer just couldn't keep up, unfortunately. Maybe they were mismatched, maybe they were just having a bad game.
Often times it's okay to pump out the first gen. Get it out of the way, everyone's there, who cares. Killer's coming and it's better to pop a gen and start a chase than to disperse and get caught out without any generator progress--seriously I've run an entire match without being able to do a single generator, I depipped because all I could do was run away from the killer as they were chasing me.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1459746#Comment_1459746
thats all well and everything but where is this high demand?
i already said that I think the cast is already pretty diverse and I don’t see the need to ask for more diverse ethnicity. The only person really demanding in this thread was OP because they said „need“? But even then that was not high demanding but just one sentence.
now look at everyone complaining about those high demands (not the posts saying there is enough diversity but really people complaining). THAT is much higher in this very thread and these forums and way more problematic.
just asking for something is not demanding. But people demanding others to not simply ask is another thing: they kind of want to silent them without any real reason. We don’t know anything about OP really (the only one using the word „need“ and thus may „demand“ diversity). Why not assume his native language is not English and maybe he used not the best choice of word for saying what they want?
We never use the best choice of words, we have to assume based on context of what the person wants, otherwise we're arguing about definitions and never the complete thought--language is an expression of ideas and feelings through those ideas, not the definitions themselves. Simple example, If I say I love cake, I'm not in love with cake, I just enjoy eating it.
I think the status quo is what people tend to stick to. They find any extreme thoughts or ideas to be uncomfortable and unnecessary. These opinions are usually held by the masses, and they have to be convinced in a way that makes them comfortable in order to get them on your side of things.
That's why they usually shoot down something like this. They've seen the dangers, irrational behavior and violent tendencies behind similar movements and they don't want any part of it.
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When I play Huntress I'll always have Lullaby on, it's funny when no one cares to cleanse it until the 4th hook and suddenly every generator is popping off like the 4th of July.
But other than that I can't say I really use slowdown perks. Mostly just stuff to track survivors down or help deal with hooks being too far sometimes.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458777#Comment_1458777
That only works some of the time. Just because they might all share the same language, doesn't guarantee they are swf.
People are just too quick to call swf.
https://www.youtube.com/watch?v=DcLnu-5oARw
and for good measure here's the other one too because it's just as funny
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There's already a post-game chat for PS4 within the PS4 messenger app. It's way more harassing than your game could ever be.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1458763#Comment_1458763
Why can’t you let people ask for something that wouldn’t hurt anyone at all?
you can still play hide and seek with harmless representation as the current state shows very well.
Here's the problem with demanding representation where there's already a lot.
Two problems, time(patience) and variability(which ones get picked?).
I'm completely for the inclusion of every possible race, mixed, monster mythos out there, but what happens when the next killer isn't "your" killer or the survivor(s) don't represent your race, and you continually perpetuate the idea that BHVR won't cater to diversity? What happens when your representation is met, but there are already seven similar-but-not-exactly representations? Claudette is Canadian, Detective Tapp is American, Adam Francis is Jamaican, the Wraith is an African(possibly Nigerian) Immigrant to the US, the Hag is African but that's a pretty vague location.
Are we going to complain if another African character is added to the game? Are we going to claim a lack of diversity if a specific Afro-ethnic character isn't added to the game? Obviously the same argument applies to every race, included and yet to be included, but since there are so many black characters in the game it's easy to point out how many characters of a single(read: broad) race exist. There exists so many different cultures within the race of X that it's impossible to include everyone in four years.
If you've got an idea for a race you personally would like to see, I highly suggest you submit your designs, the culture behind them, a lore that could fit within this eldritch horror universe, to BHVR in whatever appropriate manner exists. But the expectation of a Canadian company to know everything about everything is a little short sighted. No one's going to know everything, and if the bar to entry for a company is an understanding of every culture so they can implement and represent all races and cultures equally, no company today should exist. Period.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1458680#Comment_1458680
That's completely ignored the point of my post.
Literally read it again
You did the exact same thing to me. I don't know why you're upset about it.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1456713#Comment_1456713
Reason why you start of healthy is so the killer is aware that they are unable to slug you.
The purpose of the Perk is to help you if you are slug but because you can get off the ground infinitely it needs a counterbalance and staying in to all match isn't enough.
The only two other perks that get you off the ground is soul guard and unbreakable both of which don't inform the killer specifically because specifically their effects to get you up or so conditional.
Unbreakable can only do it once and once alone so giving it away would be actively detrimental.
Soul guard requires you to because considering it completely for a part of the killer doesn't bring a hex perk or the hex perk is destroyed this is why this doesn't have a indicator
No mither allows you to get up infinitely with next to no conditions as well as not leaving blood and having a reduction in injured sounds to balance this out you are permanently left injured and the killer is a where they should be careful when Downing you
Adding a health state to the beginning of the match wouldn't change the perk, it would run as intended past the first hit. Killers could reasonably presume that the survivor has no mither afterwards. You would not be able to become healthy one you've reached the injured state.
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@exf310n said:
https://forum.deadbydaylight.com/en/discussion/comment/1454850#Comment_1454850
I completely agree with you on all points. Winning is a very ephemeral notion in this game. Everyone wants to have fun and enjoy themselves though, which is also a very abstract and case by case situation as well. But perhaps we can agree that the pip and ranking system are no help at all. So maybe they should be done away with. Also, I think the game should choose match making based upon play time. I'm just trying to brain storm some ways to mildly improve most player's enjoyment of the game. What do you think? And do you have any suggestions?
I have a post that reorganizes the entire start of the game, to give a better experience to new players. You can find it in my discussions on my profile if you'd like to look.
Moving off of that, I think game time is a solid baseline to go off of. It'd factor about 30% of your games, the remaining 70% would be split unevenly between mmr, rank, win/loss per hundred games, average point value per hundred games, upvotes and reports, possibly even hours played per week/month. The concept would be that people who have played over X amount of hours are guaranteed to never play with people who have played less than Y amount of hours, while people with Z(Y<Z<X) hours could potentially play with either depending on the other factors. The more you play the closer you are to being able to play against veterans who know more if you're looking for a challenge, but if you don't play all that often but you're decent enough, you won't have to become frustrated because you hit red ranks after playing for a couple months.
It's definitely not a simple solution, likely some or all of what I've thought of don't mix well, or are easily exploited.
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I think if No Mither just started off in the healthy state, and once you're hit once you cannot go back to the healthy state, it would fix a lot of the initial problems the perk has.
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I don't really mind him on the whole, but I do still think his quickdraw needs to be toned down just a tad. Or rather than slow down the hardaim itself, maybe have it take a half second to pull the trigger.
Actually I'll go off that idea:
So you'd still have quick aim, then a half second pull to fire. Don't dial back aiming so much while the trigger is being pulled, you should be able to lead your shots and follow your target, but it should take a hot second for the busted harpoon gun to actually fire, like the whole thing is bound to burst on itself because it's a rusty old gun. I think that would be pretty freaky.
As the killer works right now, they can turn a corner and shoot into a corner that a survivor is turning, without really applying any pressure or forethought. It's just an instinctual press from eight million hours of fps shooters. It doesn't even take a new player that much to figure that out. But force them to commit to a trigger pull and they'll actually be more tactical with their shots.
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@exf310n said:
Can we talk about what really is winning in this game? We all basically know that rank does not determine your skill level at this game, yes? So even if you don't kill a single person in match, but manage to gain 20k plus points, I consider that a win. Points are what advance character level, buy add-ons, and perks for characters, not rank. Yes, everyone wants to dominate a match and crush the killer/survivors, but perhaps we should shift our focus away from those metrics of performance. Points reward us. Points are awarded based on a number of factors during a match, not just surviving or sacrificing. Sure, there are matches where killers very quickly end a match and very few points go to survivors. There are also matches where survivors manage to keep a killer occupied long enough to open the gates and prevent them from securing hooks by using perks or items. This happens because people are focused on the wrong goals, and they are only concerned for their enjoyment of the game, and their rewards. If we would all think more about earning points through extended match play and performing different tasks during matches, then perhaps more people would enjoy this game and be less stressed. 🌾🌾🌾🚜
Please don't use corn emojis, I'm still recovering from the PTSD induced nightmares Coldwind Farm gives me.
The problem is no one can agree to what is considered a win. 20k is nice, but someone might think 21k is better for them. Some killers think 1k is good, some killers think 4k is the only way to consider a win, while others think that 12 hooks is the only true way to win, while others think 32k is the only true way to win. Some survivors think a good chase is a win, a single gen, several gens, making sure at least one person has a good chance at escaping, making sure at least one person actually escapes, all the way up to 4-person escapes.
The truth is often it's case by case, individually determined, and determined by what map you play on and who you play against in an in-the-moment way--meaning that X individual playing against Y killer on Z map might have completely different goals depending on what happens early, mid, and late game, to change what they consider a win. And we're trying to create a line in the sand as close as possible to our version of winning, which isn't really set in stone anyways.
As much as I think killers need to chill out about 4k games being the only real way to win, the current pip system encourages it, and in a system where rank is visually important, even if the community knows that it's not really, it systematically stimulates that sort of mentality.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1454761#Comment_1454761
Personally I think kill rates aren't a good indicator for map balance due to 1 simple fact: Most survivors don't use maps effectively. I see it on both sides, too. People dropping pallets AFTER getting hit or without looping one single time despite having good distance and people are rarely even trying to combine pallets with near-by windows because reasons.
If survivors played optimally (which does not include me) map balance could be determined way more objectively.
People don't always play optimally, killer and survivor both. Optimal play is such a niche factor in even the smallest moment in a game. You can play optimally in the first half of the game and blow it for the rest. You can play optimally while on final hook but completely whiff it on the first two hooks.
If the standard for playing the game is excellence beyond measure, the gap between the learned and the learning would be way too big. Take the level Road to Nowhere in Crash Bandicoot, touted as the most agonizingly hard level in the entire franchise, it's even harder in the remake, because of the updated controls and physics. The level required precise timing on everything you did in order to make it to the end, and if you missed, instant death, start over from the beginning/last checkpoint. That's just for a single player game with less than 10ms of input lag. I
Imagine that sort of optimal play being necessary in a multiplayer game, where both sides have to deal with varying differences in ping, ranging from as low as 40 to as high as 3000. They need to consider so many different things without immediate knowledge of the killer's delay, there's absolutely no way anyone could play optimally like that and still enjoy this game in the moment. The same goes for killers, if they memorize every variable and adjust to it each map they're just playing an algorithm, not a game.
Kill rates might not be the best indicator for map balance, but nothing really is. You can make an argument with any statistic and it could likely work in your favor.
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1454789#Comment_1454789
That's what the Entity makes the Legion do when they displease it.
"Eey 4 for the price of one, get to work kids! Child labor is the best!"
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The farmer took it back home.
@calem said:
I mean also thematically, it makes no sense to see a tractor at a ski resort.
You need a tractor to shovel that much snow single-handedly, unless you want to hire a bunch of people to shovel snow for 8 hours a day.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1454723#Comment_1454723
How did I insult him?
That's what you took away from that post?
Maps have been shown time and time again that there are no survivor-sided maps. There are a few killer-sided maps and a few maps at 55%, but nothing below 50% kill rate.
Tiles, tiles and pallet spots are the random implement in the game that vary difficulty for killers, but just because you find personally easy to avoid killers does not mean that every killer that goes against you is matched specifically to your skill level. Everyone is different, you're not always going to get the best killer, just like you're not always going to play your best every game.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1454462#Comment_1454462
Unlike YOU I am at red ranks on both sides (at all times). Also don't comment in my threads please.
Everyone knows you hate killers and think the game is balanced when REWORKED maps are strong enough to avoid hits for minutes.
You don't even understand what the thread is about. It's about reworked maps being too strong. Do you know the term "reading comprehension" ?
My performance in this video is completely meaningless so great job missing the point (as always).
You need to chill out with the insults, you're taking this very personally.
Ignore the posts you don't like and answer the ones who are contributing. You don't have to answer to everyone.
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I do it on accident when I'm prepping to vault a window, especially in shack, forgetting there's a locker that vacuums you straight to it.
Happened to me yesterday, I somehow avoided 2 hits but instead of vaulting the window, I jumped in both lockers. It was embarrassing, a little frustrating, and really hilarious all at once.
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I finally came up with a decent perk list for a Ripley character. At least in my opinion lol
Mother's Intuition:
- Killer Terror radius is increased by 5/10/15% for you, and is more audio-direction accurate. Killers whose Terror Radius give them stealth give the player a notification via classic motion sensor sound, but no direction can be determined. Abilities that use Terror Radius are increased alongside your perk(for example, Static Blast will affect you 15% further than survivors who don't use this perk).
Bishop -- "I'm afraid I have some bad news..."
Protect Newt!:
- Reduces your chance at becoming the Obsession at the beginning of the game. You cannot activate this ability when you are the Obsession. Pressing the Active Ability gives you 150% sprint movement speed for 3 seconds, aura reveals yourself to the killer for 10 seconds, and makes you the killer's Obsession. You become exhausted for 60/50/40 seconds.
Ellen Ripley -- "Get away from her, you [bad word]!"
Last of the Nostromo:
- The more survivors are removed, the more determined you are to survive. When healing, searching chests, cleansing totems, opening gates or repairing generators alone(more than 20/15/10M away from any other Survivor), you gain 2% repair/cleanse/open/heal speed for every survivor that is hooked or killed(18% total). Medkits and toolboxes stack with this effect.
Ash(Android) -- "I can't lie to you about your chances, but, you have my sympathies..."
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Piggy is nearly impossible to beat. She's hands down the only Killer who has
no weaknessesone weakness.But if I reveal that booping the snoot completely defeats her, she'll go from top tier to bottom tier. And no one wants that.
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Dark Light: You don't want to see what this Killer has done throughout the whole map.
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Classic dead head.
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@ShrekTheThird69 said:
Mandatory if you want the win
What's a win?
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1451195#Comment_1451195
Damn it, wrong again, stupid wiki. Its 15% for every survivor in 4m, so it's actually 45%
Yeah that's if there's 4 people working on one generator, which is really inefficient. It works maybe at the beginning with a Shroud of Binding but how many generators actually allow for all four survivors to work on the same generator at once?
Currently all Prove Thyself does is:
Does nothing to single man gen repairs, unless you count babysitting a teammate a good way to complete a generator.
Negates the penalty for 2-man repair speeds, making it mildly efficient.
Gives great efficiency for 3 and 4 man gen repairs. But only for one generator. The rest are completely unworked on.
And yet again, there aren't a whole lot of 3-4 man generators that don't put you in a really precarious position. In the middle of nowhere, or right in a big blind spot, or blocking the rest of the map.
Most common scenario is you get 1 person being chased, another working on a gen by themselves, prepping to save the player, and two others working on a single generator, one or both prepping to save the player being chased. Unless the killer is sitting in a corner with their ball, pouting that survivors gen rush too much, generator speeds aren't that fast. And once a killer has killed one survivor, chances of the rest surviving drop significantly based on how many gens are left. If there are at least 2 generators left, it's pretty low. More and it's almost a guarantee you're getting a 3k, 4k if you find the hatch first.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1450437#Comment_1450437
I completely agree.
However, having said that, Deja Vu is literally a bad version of Detective's Hunch. I don't think there is any perks in the game that are so FREAKING similar.
I would say remove Deja Vu because we have Detectives Hunch and it's the same perk but better.
Saying Deja Vu is a bad Detective's Hunch is like saying Small game is a bad Detective's Hunch.
Deja Vu is invaluable for making sure gens are done in a way that doesn't screw you over late game. Yeah sure your teammates have been working on the 3 closest gens, but at least you can do something to make sure that last gen isn't as difficult as they're making it.
Detective's Hunch lasts for 10 seconds, has a 64 meter range, and a generator has to be complete to activate it it.
Deja Vu lasts 60 seconds, has unlimited range, and activates at the start of the match as well as any time a generator is complete.
Whichever you choose, it's personal preference. But I prefer Deja Vu/Small Game over Detective's Hunch.
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/1446604#Comment_1446604
That's a problem i have too. I really would like to enjoy the game more, especially the killer side. But i'm too competitive and end up being frustrated over the game. I think a part of this attitude comes from survivors that "train" you to be like that. When you lose, survivors don't hold back with their "ez baby killer" messages, even if you made it really hard for them to escape. That instigates fear of losing again and being the dumb jerk. From all the PvP games i played, DbD has the most toxic potential and community, not because the people are bad in general but because the game contains so much frustration potential by design. You play really good but lose to do RNG, maps, got "perked" or survivors coordinate over voice comm.
Especially the first week after rank reset is always horrible, seems like all the sweaty swf's come out again to get to rank 1 and then leave the game till next season. The last week before the reset i made it back to rank 1 and stayed there and thought "nice, you've impoved!" only to get trashed after reset in nearly 50% of the games
That definitely comes from the "I'm anonymous and I don't see you as human," mentality. Easy to not care about someone when you don't have to look them in the eye. I swear these people wouldn't dare say something like that in front of your face, but because they can hide behind a screen they think it's totally okay. It's the problem with the gaming community in general, but no one calls it out because a) "everyone else is doing it" and b) there's no way to really call out people that doesn't sound like "telling on teacher."
Yeah a large number of my lost matches are unlucky first hooks, sandbagging teammates(whether intentional or unintentional), etc. A fair number are just me having a bad game, or just playing like garbage because the killer is playing so well. But rank reset just blows that all out of the water, I'm starting to understand why matchmaking can never stabilize, and it rhymes with "blank preset bevery glurfteenth of the punth."
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@Avocet said:
As a still inexperienced killer player I try to see it as a learning experience. Let them show me their tricks and eventually I'll figure out ways to deal with them. I'm not trying to win as much as not make stupid mistakes and learn to make the right choices. It's not always easy to stay calm but at least for me the less I care about keeping the match together, the better I play. I've been holding my own just fine against players of my skill level (not rank) but getting used to the advanced survivor tactics is taking time.
Played against this SWF group last night and they tried to grief me with their flashlights so hard. It turned into total chaos and I actually ended up having quite a bit of fun working on my flashlight evasion skills and catching them off guard. I'd like to think they got more than they bargained for. Most of all fun = win, no matter if the survivors escape or not.
https://us.v-cdn.net/6030815/uploads/LDXPYX7WSDVY/20200714185050-1.jpg
I don't feel obliged to see the survivors off at the gates just because they're waiting there. Let them wait, the timer is running anyway. What I am currently getting annoyed by is when I get 2 survivors at the end who are good at chases and/or hiding but apparently repairing generators is below them. They refuse to even touch the remaining gens (I have Surveillance) and the match drags on for ages. I'd rather be genrushed and move on with my life.
Unfortunately you get a lot of people who think winning is fun. As in, the only way to have fun in this game is to "win." 4K, 3K, whatever they think, if they don't get that, they don't have fun.
A lot of people don't live in the moment, they live for the victory. The victory determines what is fun, not the experience.
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1446205#Comment_1446205
Which is exactly why I asked if not the forums then what else? If you took the combined fanbases of just people like Otzdarva, truetalent, and maybe 1 other popular killer based content creator of your choosing you'd have half the killers playerbase on PC without a doubt. While the majority won't participate in open discussion on forums they will still actively follow the people they like, and it's also extremely likely that they'll share similar opinions.
I'd say the content creators can be considered representatives of their respective communities. So the question is: If forums aren't good enough, and neither are the streamers and youtubers who represent the players, then what exactly IS good enough? that's my problem.
That is a major leap in judgment there. I don't follow half the YouTubers/Streamers I follow because I agree with them, I follow them because they make funny or entertaining videos.
Maybe I'm alone in this, but I don't follow people based on whether I agree with them or not, I tend to follow them based on my own interests. Sometimes it coincides, but most of the time, it doesn't.
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Actually here's a real unfun thing I face occasionally but it's guaranteed every game I bring one in: no items allowed, except sometimes a medkit, maybe.
Toolboxes means I'm trying to genrush or break hooks all day, that's toxic. Flashlights mean I just want to blind and flashlight stun the killer forever, that's toxic. Keys mean I want to break the game and so I'll get tunneled because I'm toxic.
Killers like to complain about the Survivor rules but Killers have just as many absurd esoteric rules. Except boop the snoot, that one makes sense.
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There isn't any reason for me to go on there. If the team set up a checklist for us with even a minor reward afterwards I'd totally do it, but I'd rather just let people who can go in with an idea of what to look for, rather than pad the numbers and feel like I've done absolutely nothing to help.
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Genuinely unfun? I know you said Legion but...
8/9) Iridescent Button. Turns an already sighable game into just straight up obnoxiousness. It freaks you out once, when you first experience Iridescent Button, but then every time after that you're just like OKAY CAN WE TURN THE MUSIC DOWN? IT'S KINDA LOUD
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/1443319#Comment_1443319
I'd be a tad worried if I went too far someone could hop on that generator, lol. Aura reading perks would work well with it though so I could get a read on everyone's position and/or the killers before doing it. Hmmm. I'll probably give it a go and see at some point.
Oh yeah for sure, it's something that becomes more niche the more you play with it, but just using it even somewhat close to you can keep the killer guessing
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1443089#Comment_1443089
Sometimes thats just it though and players jumping in locker every minute IS doing nothing. It really comes down to if the oppertunity to use a perk actually presents itself vs trying to force it. Its like those times that you have players following around a chase with a flashlight in hopes of getting a sweet flashlight blind later. If they get even 1 blind all game, they now believe it was worth never touching a single gen.
I said that to make myself see it from someone else's perspective. They don't know I have Red Herring, so all they see is someone jumping in a locker every so often. From my end I'm making the killer patrol my generator a lot more than the other two, so I'm doing my job. But someone who gets caught out and hooked sees me working on a gen for a few seconds, and then running into a locker to pull the killer away from them. They don't think "oh they have Red Herring," they think, "Ugh are they even trying?" Which is unfortunate.
@cheetocultleader said:
Idk I hang around rank 2 and just run whatever I want on the survivor side. I haven't been fussed at about it. I'm in the opinion you can run just about anything and still win. There has only been one instance I can think of that annoyed me, and it wasn't perk related. A Jane thought it was a good idea to hop in and out of a locker half the match, lol. You reminded me of it with your Red Herring build, but I'm curious: Did it work OP? Sounds fun.
For the record most killers feel like a whole different story. I gotta find good perks if I want to win, and I'm not even close to red ranks atm.
It works a lot better with Quick and Quiet with the build, but anything works, really. I always recommend jumping in a locker far away from the generator though. If you find one that the killer has to pass in order to get to it, you get the satisfaction of knowing the killer fell for your distraction, but definitely don't stick around because killers can get a little paranoid or catch on that you're messing with them.
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@metalklok said:
https://forum.deadbydaylight.com/en/discussion/comment/1443079#Comment_1443079
just a quick search for lol meta over the years and there are tons of post about differnt metas because of nerfs/buffs and new items etc etc hes one
1. Early Season 1 - Double Bruiser bot / ability power top laner / ADC mid
2. Mid-Late Season 1 - Splitpushers
3. Early Season 2 - Atmogs (impaler and warmong)
4. Late season 2 - Soviet domination
5. Late season 2 - The ideal league of legends meta
6. Pre-season 3 - League of Cleavers & Warmongs
7. Season 3 - The pie (3.14) patch
8. Late season 3 - Elixirs, low risk, high rewards - legendary 1vs1 Zed Outplay.
9. Season 4 - Jungler and Support heaven
10. Season 5 - Double cinderhunk and skirmisher's sabre
11. Season 6 - Tank/Stall meta
12. What Riot did right
13. What Riot did wrong
14. What should happen in season 7
15. Preseason meta 2016 - the jungle rules
16. The season 7 meta game - which champions should you pick?
but dbb is the same meta over and over
You're quoting the meta, I'm saying that changing something won't make people play their builds less, it'll just make people unhappy. What's missing from that list are that several things changed during each season, yet the meta for the most part stayed pretty much the same throughout the season. It points out some key updates, but keep in mind the meta was always a work in progress, changing each year.
Seasonal changes brought several potential meta changes, but it was because the system was being tweaked and reworked at its core. New items, champion reworks, people were finally getting the hang of new champions from before, so many things that list has failed to mention. Believe me I played through several seasons of League, the only time the meta truly changed was when entire systems were reworked.
Compare that to Dead by Daylight, which doesn't flip the tables every year to change the meta. The few times perks, items, add ons, and killers have been reworked have been because BHVR deemed it necessary to change these things for the betterment of the game, not because they wanted to try to see if a new meta could be formed.
In some instances numbers can help, but in most cases it's the core concept of the perk is what makes it good, not the numbers. Changing DS so that it only lasts 30 seconds won't change anything, people will still run it because 30 seconds of an attempted instant-break is better than getting tunneled. Changing keys so they can only be activated when the gates are powered or on the last survivor won't change how killers view them, and changing moris so they can only be used on last hook won't change how survivors view them.
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@LordGlint said:
Really it doesnt matter what perks you use as long as your able to contribute. Much of the complaints over various perks isnt that the perk is useless or weak, but in the way it often results in dead weight teammates. While perks like urban evasion for example arnt the bane of my existence, I tend to notice those players finding a bush anytime the killer is ANYWHERE nearby (I tend to have bond equiped), same goes for premonition. If premonition tells ya that the killer is infact on the map, its time to hide and wait for the perk to come off cooldown to see if its safe to come out. If your able to crank out gens and slink away when a killer ACTUALLY comes your way to waste abunch of time searching the area for you fruitlessly before kicking your gen and leaving... thats one thing. If you spend more time in a bush than being productive, thats the problem and there tends to be a correlation between players that remain super unproductive and certain perks.
I have learned that Red Herring gains more usefulness as the game goes on. Early game it can be used to bring a killer to your side of the field, but early game you're either with all your teammates or you have no idea where they are--they could be on the other side of the map, or they could all be doing the gen right next to you. But when there is only 3 or 4 gens left, you can start really messing with the Killer, getting them to go over to you more and more.
It's just unfortunate that players see "teammate jumps in a locker every minute" = "they're not doing anything." I wish distraction points were awarded for players who used distraction perks and actually got the killer to go to that area within a certain amount of time.
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@metalklok said:
https://forum.deadbydaylight.com/en/discussion/comment/1442953#Comment_1442953
which ones because all the mobas(mostly smite) i play do exactly what i said aka nerf the top end and bring up the bottom end and they are pretty balanced
They've nerfed several Champions in League to balance them out, but players kept on playing them. They buffed several crap Champions to try to encourage people to play them more, it took actual reworks to get some of those to be played, and others are still locked in boring limbo.
Balancing can happen between perks but it's more art than science. A perk has to be both completely unique in its own way and be comparable to any other perk. Which is why the core of a lot of perks never lose their popularity, despite being nerfed into the ground, and why other perks never really get used despite not being that bad, or getting major buffs.
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@Halun said:
This is why I think there should be an unranked mode added. Hell, once they fix matchmaking, it could use the same MMR to keep games fair, but it would let players play without worrying about their rank, and without worrying about their builds, etc. It would even fix the issue where Killers feel unable to even try playing new killers, because they can't learn against highly skilled players, etc.
Idk. Just an idea. Every other game I play with ranked mode has an unranked/quick play option. I was honestly shocked this game doesn't have that option, and it seems to be to the game's detriment.
I've spoken at length in the past about how the ranking system completely goes against how BHVR views what is "balanced" for their games. The higher you go the more sweaty you have to play, because according to the pip system you suck if you can't get a 4k. You can't even get higher than Silver Unbroken if you die. I'm not against a separate game mode, but I also think that the system that awards pips needs to be lenient in the ways it awards points, while focusing on other aspects that don't hinder the state of playing the game.
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@GreenPufferFish said:
who cares about pips it maeks the game loads less fun
@DrDeepwound said:
there's rank in this game? I saw the achievement pop when I hit rank 1 long ago but havent thought about rank since.
It's like you guys didn't even read my post.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/1165745#Comment_1165745
that's not the point. just because you won't face every time a day a super organized depip squad, it doesn't mean that SWF aren't a core issue of the game, cheating on most mechanics and cheating the main idea that (once) was behind the game design.
When was the lack of communication a core design concept? The game didn't come out in 2003 when the internet was barely coming into widespread use. The game came out in 2016, everyone and their gaming grandma has Discord or some way to communicate quickly and reliably.
It's not like this originally came out on the Wii U.