Terra92
Terra92
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- Terra92
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The issue with balancing against SWF is that it drives the meta in one direction, so eventually everyone, and I mean everyone, will be running the same perks. Not because they're fun or even optimal for themselves, but because it gives them the best chance to survive.
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Trying not to sound rude, if you're getting 4/7 gens done before you find even one survivor, I don't know what you're doing.
Yes sometimes a single gen gets done becore you even reach them, but if it's taking you 80-90 seconds to find a single survivor, you're doing something wrong.
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@MadArtillery said:
https://forum.deadbydaylight.com/en/discussion/comment/1316382#Comment_1316382
You seem oddly obsessed with this "everyone" thing and trying to "win" this like its an argument or something. I have no idea where this is coming from. And of course not, I have no expectation for pity kills, it's why I don't give pity survives either. Unless they in particular serve me for a tome or something then I'll let them go as an exchange for their obedience and help. That's more payment for services rendered though. They get 5k bp for getting me 30k.
I used "everyone" specifically once in that text, and it wasn't meant literally. I'm not trying to win an argument, the way that text comes across the screen is very inorganic compared to an actual conversation, so I tend to get everything I'm thinking of on the page, because for all I know I won't ever get a response, so there's no dialogue, no conversation to be had. It's just me reading what you wrote and then you reading what I wrote.
But the truth is that we're all making up random rules to satisfy our ethical standards of playing a video game. Most of these ideas are nice and across the board, at least for most people. Stuff like "don't be a jerk to others," and other standard normal behaviors for everyday life. Common decency. Then there are the nitpicky things, like "give last Survivor hatch," "using flashlights is toxic," and a list of other things I won't get into because the specifics don't matter.
The point is that these rules we make are arbitrary and not everyone is going to believe the same thing. If you wanna give someone the hatch, you are more than free to do so. I do it most of the time unless I have some archive or daily I have to do. But that's me, I don't expect the next Killer to do the same, and I don't expect Survivors to give me free kills. None have ever been given to me so far, why should I expect Survivors to show pity on me? It doesn't make sense.
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@MadArtillery said:
https://forum.deadbydaylight.com/en/discussion/comment/1315050#Comment_1315050
None of it was about bad manners or rudeness at all. In my experience most last survivors try to encourage you to give hatch. Mostly following various streamers rules for giving hatch or obedience to any commands given anything that could be interpreted as a command. All because there is a mercy culture among killers to spare the last under whatever arcane conditions may suit the particular killers peculiar fancy. The exact conditions to earn it change from killer to killer but it's far from an uncommon thing or survivor wouldn't try so often.
I've never experienced anything similar from survivors. It's either they just do the gens and leave, do the gens on farm off you if they are confident enough, or just bm you to varying degrees. There's not really any equivalency I've seen as of yet. The closest thing being playing dodge the hatchet at the exit. What this has to do with anything you went on about I have no idea.
Well now you're just expecting players to behave like other players based on various circumstances.
Killers can give hatch to Survivors because they have power. Survivors have to hide from the Killer in order to survive(wow who'd have thought?). When they're found out, there's almost no point in running anymore. A survivor might just want some more chase points before the end of the game, but many times it's in a really inconvenient spot, like right in front of the gates or in a corner of the map, where there are no pallets, no windows to vault, nothing. So some Survivors resort to either giving up, making a funny thing out of it, or seeing if the Killer might give them hatch.
This reminds me of back during Gears of War 2. Fox could back me up, he's been there before. There was something called a Gnasher(shotgun) Duel, or something to that regard. And people posted videos about them. Players would stand down a hallway, they would fire their shotguns to signify the request/start of the fight, reload, and start wallbouncing all over the place, firing their gnasher shotguns until one or both of them was dead.
Except very few people actually did it. Definitely not the majority. And at the end of a match you would hear in voice chat or on the forums, people complaining that no one respects the etiquette, the spirit of the rules they made, when someone would fire off their shotgun down a hallway to signify a duel request. Like it became something that players were starting to expect out of everyone else. Why? Well it was a cool thing to watch when you're just a kid playing a dumb game.
In the same essence, there's no rules or expectation of Survivors to give up their escape just so a Killer can have a kill or two. I've given it to them once or twice because I felt bad, but it was never like this "Wow the Killer is such a good player, I'm going to reward him for his great game. Great game there buddy, here take my life, throw me on the hook, I was final hook anyways so it's no biggie." And there should be no expectation from a Killer to give the last Survivor the hatch. It sucks when you're five feet away from it and you go down, but sometimes thems the breaks, and Survivors who complain about it have nothing better to do. They're just venting. They didn't earn the escape and the Killer shouldn't give it to them.
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@MadArtillery said:
It's one of those courtesy things like giving the last survivor hatch. If survivors did stuff like that more often instead of clicky clicky flashlights I'd probably give hatch more often. As is survivors generally want mercy when they give none.
You also have to realize we're not a hive mind. Just because dingus dip* Donovan over there decided to teabag you with a flashlight macro that gives deaf people a migraine, does not mean Stacy twelve lobbies over, who has only ever tried her best, is responsible or accountable for his actions.
Pull yourself out of the equation, it is not an us vs them war, it is a person to person, case by case basis. Sorry the last ninety-nine out of a hundred matches you played had at least one survivor being a complete ass to you, but that doesn't mean the other three survivors were rude, and it doesn't mean the next hundred matches will be the same.
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@Veen said:
Be honest, sometimes you rather die on first hook while it's still 5 gens and every survivors is crouching next to you while the killer is proxi camping. this scenario is far from uncommon.
Solo queue can be a pain sometimes, you won't punish survivors who just want a game they can enjoy.
This is why I try not to solo queue as much anymore.
My advice, find a friend to play with, and limit your solo queue experience. At least then you don't have to take the game as seriously because you have a buddy who's got your back. That way even if someone dc's or gives up on first hook, you aren't forced to suffer with two other people who are probably thinking to give up on first hook as well. And you can encourage each other.
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The absolute hate is way too real with this one. Like simmer down your arrogance, do the people in your life expect the same kind of quality out of you as you do of everyone else?
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@Ihateyou said:
I'd also like to remind everyone that ALTERNATE versions of characters can exist.. i didn't hear anyone complaining about the elephant clown costume.. just because it's not "claudettes personality" doesn't mean she can't wear street style clothing or any different type of outfit
Yeah but elephant clown is hilarious. It's like Scoops Ahoy Steve, everyone wants to see it in game, it's almost expected at this point.
I don't really care about the skins, but Claudette doesn't really give off the "Urban Style" vibe.
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If they were to do that it would have to be two separate polls. The panel or whatever that decides who the winners are, and the "community favorite(s)," which would be a public poll. Likely the community favorite(s) wouldn't get anything but bragging rights and maybe something down the road.
They do these things as a sort of "commission competition." Artists can put the time in and if they win they get a significant amount of money for their hard work. If not then the company doesn't have to pay them for their time. It's why stuff like this usually has less turnout despite the massive amount of great artists out there. Most artists require at least a promise of commission pay, if there's no guarantee then it could be a lot of work for absolutely no pay. And then that idea might get taken anyways months down the road when they've moved on, and never get paid for it.
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What about Phead's abilities remind you of Deathslinger's abilities? Phead's ranged attack is much closer to Doc's ability. Like a damage-version of it.
Meanwhile Deathslinger does none of that, he shoots you from up to 20M away and pulls you in. Nothing Phead can do does anything close to that.
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I had a thread post about that, I'll just plug it here(https://forum.deadbydaylight.com/en/discussion/152922/low-rank-change-proposal#latest) in case anyone would like a read through.
But the gist of it was that ranks 20-18 became a sort of tutorial rank, rank 17 would be the new lowest rank you could ever depip to, even if you stopped playing for several months. The concept was going to tie in with another post I've yet to make, and I probably won't make because the MMR update might actually fix a lot of the issues we have.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1313372#Comment_1313372
In this case you should disconnect, this is a real life situation, i think the biggest issue is people AFKing from the start of the match, and I don't think people are looking for one afk = ban, it's obviously if you're boosting your shards or deranking and being afk over several matches.
That takes a deliberate few seconds to do. In the moment of an emergency no one would ever be thinking "oh hold on honey you're in pain but I gotta log off first."
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@Giobb said:
https://forum.deadbydaylight.com/en/discussion/comment/1310894#Comment_1310894
i'm not changing anything man. the chances are NOT equals to find any given item and if u think they are clearly u've never ran this perk. Go to the wiki and do the math : u have a 14% chances of a key, minus 3,6% of green key = over 10% chances of finding a purple or pink key with PI
And yet you still have nearly a 90% chance to find literally anything else, including a broken key.
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@IMhereRUN said:
the killer is already penalized for hook camping...he cant rank up and you other 3 get a free escape. If you’re really interested in the score, use Borrowed Time and purposely trade your friend’s hook with yourself. Have others do the same to buy extra time to finish all gens and leave, debate amongst yourselves which of the 4 of you will take the fall.
Well actually most times the Killer ends up getting a 3 or 4k from doing that. A hook camp save takes coordination between at least two survivors, and they're usually not on comms. So inevitably one hook becomes 3.
But that's mostly because Survivors don't usually try to complete the generators.
But it's also a self sustaining loop of justification for these Killers. They justify camping because Survivors gen rushed too much while they were learning, or maybe they're just having a bad day. Of they get several kills out of it, hey wow that was actually profitable, do it again. If they get nothing out of it, it's probably because Survivors gen rush. Stupid Survivors gen rushing all the time, I'm gonna do it again, I might as well get my one kill. And the cycle continues no matter which way the game ends up.
But I agree, there's not really anything that can be done that won't be exploited. It's really just a result of outside influences or taking things personally in an impersonal game.
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@BlueFang said:
Cool story, not everyone plays freddy or pyramid head.
Cool story, not every SWF is using voice chat or meta perks.
You're also forgetting the massive amount of bugs that make some killers almost unplayable that have been in the game and haven't been fixed.
Bugs are not an imbalance they are a broken element that needs to be fixed, both sides have their fair share of bugs
The devs have only just started to address gen speed issues and infinites. They completely broke the nurse. Spirit has had sound issues since she was released. Meanwhile if a perk like dead hard isn't working properly we get a fix within a week or two.
Not sure how only spirit is afflicted by sound issues and others aren't. Unless you are talking about when she is using her power of course which I don't believe is a bug.
There aren't anymore infinites left in the game ya silly fool. What you call an "infinite" is nothing compared to what we once had to deal with. If you call survivors using map knowledge and loops to their best advantage an "infinite" you've missed the point of the game
Moris are weaker than keys, you have to chase down each survivor and mori them, taking precious time. With key it's just about instant and all the survivors can reap the rewards.
Oh yes of course. The ability to remove a survivor from the game after one hook state is obviously "weaker" then an item that requires the game to either already be finished, the survivor team being slaughtered and a certain amount of gens done. On an individual and team-wide basis Moris are utterly broken, and if we complain about keys being unfair to an individual killer I find the general disregard of the individual survivor to be quite hypocritical and hilarious. Moris and Keys are equally bad game design, though Moris have become even worse. A killer can knock a key out of a survivor's hands with Bubba's perk, they can see survivors equip it in the pre-game lobby, they can focus the survivor down. Whereas Killers can bring a mori and suffer no downside the survivors don't know the killer has it until the game has started and the mori cannot be denied. A key may never come into play with all these conditions, but a mori is ALWAYS going to come into play
But "Moris too weak I have to do work"
You're actually not making any points here because what you have described is very easily countered by a survivor that is capable of some form of critical thought. I also find it amazing that you even bring up bamboozle. I might as well just have brought up spine chill self care and premonition in my original statement.
You brought up Dead-Hard as this "god-tier" spam perk which survivors can use to win loops they couldn't. But when I bring up Bamboozle a perk with no cool-down, ends vault loops completely and fits that same criteria as DH you go and downplay it and bring up bloody *detection perks*
Just goes to show how entitled and willingly hypocritical the killer player-base has become. You guys wouldn't have lasted back in 2018
In a worst case scenario for the last two Survivors, they need to complete three generators in order for the hatch to spawn. There is almost no chance that a Killer won't find at least one of them before then.
This unfortunately stems from a vocal minority of Killer that believe if they've killed three survivors, then they deserve the fourth kill.
Fortunately or unfortunately, however you view it, the game ain't over til it's over. End Game Collapse is not set match. Really can't stress how this mindset needs to be reinforced to all players. EGC is not game over, it's the final countdown. The hail mary pass, the last ditch effort.
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@Shocktober said:
She's good with a green shirt on and a yamaoka offering; even the survivors don't notice you. I've had someone looping a log that I was crouched at and both the killer and survivor were running past me, actually touching me because I was part of the loop at that point, and neither seemed to notice at all.
I've unhooked a guy, who then tried to rat me out to save himself, and he got downed in the same bush I was at and the killer just picked him up and killed him while also basically touching me.
Ah yes, Walmart garden center Claudette. My favorite outfit to wear on her.
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@Giobb said:
Keys are unfair even to survivors.
if 1 guy escapes at 1 or 2 gens left, whoever is left behind gets completly f*cked.
And as of rn with the "plunderers instincts meta" (thx for the search chests challenge) keys are found A LOT.
numbers based on the wiki : with PI u have over 10% chances of finding a purple or pink key in a chest. 3 chests per trial, more if u brought a coin
every other game someone takes the hatch and screws his mate(s)
Yes but you also have nearly a 90% chance of finding anything else, including a broken key. It's a 2 in 16 chance of getting a key. Or a 14 in 16 chance of getting anything else.
Let's not conflate the odds to serve an agenda.
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I usually play Nancy and I don't usually do poorly. Some games here and there but that's kind of the nature of the game, some games you just have really bad luck.
Maybe you're running into the unlucky players and they happen to die.
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I initially thought Phead was going to be an irritating Killer to go against. After watching a few videos on him, I don't think that much anymore.
I'm still not sure if I'll enjoy facing off against him, he might be fun, the associated map looks confusing as all hell, but I'm trying to keep an open mind about it. He seems like a cool concept, I just don't know if I like the whole "don't need to hook anyone cursed and I can mori them on final hook" piece.
I'm sure it'll be fine, I'm probably just being pessimistic about it.
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I will say, base kit mori is something I was okay with, especially if it's on death hook, but when they make it so that the killer doesn't need to even hook, it takes away a crucial step for survivors. This won't be fun to learn to play against, it'll feel like a complete mess until I get the hang of it, and even then I don't think I'll like playing against him.
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@Peanits said:
Sometimes just increasing the numbers isn't the right answer, and Monstrous Shrine actually happens to be a great example of that.
Right now, it'll knock about 5 seconds off of each hook stage. That's not really a huge amount, so let's say you double that. Now you'll take a little under 11 seconds off of a hook stage. It's still arguably not that great (usually people are going to save before that happens anyway), but you might get some use out of it. But that raises the question of what kind of gameplay that promotes. Would it be appealing to the average person? No, probably not. Would it be appealing to a facecamping Bubba? You bet. Facecamp someone to death faster and suddenly you're more efficient.
It's definitely on the radar, though.
What if, instead of it being the basement hooks, it's four randomly chosen hooks on the map(assuming the algorithm won't put them all right next to each other). These hooks' auras would be green or purple or something to notify the Killer where they are, but they'd also look a little different than the other hooks. Not like "hey over here sabotage this hook it gives the killer bonus points!" but definitely something that looks a little different.
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@Zarr0ch said:
Jars to regenerate are an interesting idea. But you don’t want to slow the killer down at all.
I'm thinking he'd probably start off as a 110 killer, maybe 115. Gaining jars gives a minor permanent speed buff and ability cooldown, and an instant cut in ability cooldown so he can go back to obscuring vision.
His mori would definitely be the classic life sucking scene. Man that would be scary to see every survivor as a ghastly husk.
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@metalklok said:
https://forum.deadbydaylight.com/en/discussion/comment/1299474#Comment_1299474
killer chases dude for 30 seconds to finally down then but gets flashed in 2 seconds and loses the guy and sunned for 5 seconds. I would say at least the flashlight should break if you save someone.
The Killer knows not to position themselves where they might get lit up, and that they can leave the person on the ground and chase the flashlight user, if not also downing them, at least away so they can pick up their freshly downed Survivor. And if that Survivor also gets up, then you know they either used their one Unbreakable or there's just one person on the generators, which means you've successfully stalled the game and put pressure on the map, even if it was just Survivors goofing off. Helps you snowball a little easier.
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Everyone could start out with jars, and the Mummy could run around, damaging/hooking one and taking a jar, becoming more powerful. After several jars are taken, the Mummy becomes whole. Maybe a small speed buff, perhaps cooldown reduction on abilities and perks?
At a certain point between that, the Mummy can summon sandstorms to create the Oblivious effect in a quadrant/large area of the map, making Survivor vision extremely low(something like 12 meters maybe?), and they cannot hear the Mummy's footsteps. The Mummy also has decreased vision, but still has aura sight on generators, maybe aura pulse reading on Survivors that still have jars(Survivors may have 2 jars each? spitballing here). The duration can't be too long, but the cooldown also can't be too short.
And then finally some sort of scarab beetle effect. Like maybe the Mummy can place scarabs on up to three(or more) generators, Survivors who touch those generators get infested with a scarab/scarabs that they must quickly remove or they let out a scream/get injured/both? The Mummy won't get a sound notification when a scarab jumps on a Survivor but they will see that the generator it was hiding in is no longer there, and their counter will go up by one. This one can't be too many or we get another Legion problem, but it also can't be too few or else Survivors will just pretend the problem doesn't exist, or they'll use it against the Mummy as bait.
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I think that sounds like a nice idea. It definitely sucks to depip because you didn't get enough points in the 33% of the match that you were able to play in. It never feels nice to depip when you had very little in the way of controlling that outcome.
I think Moris should only work on death hook, I think that would be the best case scenario(hell make Cypress base kit so Killers can just end the last Survivor instead of hooking them), but this also sounds like a fantastic idea.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1299266#Comment_1299266
Well this conversation just jumped the shark.
Replying to a comment someone made isn't jumping the shark, it's not like everyone here is responding to the person above anyways, it's a forum, not a meeting.
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@StardustSpeedway said:
I find both sides fun because I play both. Solo survivor for me is way more unforgiving. Not only do I have to worry about the killer, but my own team mates as well. If you play solo, you'll either get: good/decent team mates, trolls, sfw who only care about themselves, useless players, survivors dropping all the pallets in their first chase, survivors allergic to gens, self care, and people who will sandbag you. The best is when those cocky swf in your team try to be super altruistic and all go down at once leaving you to be the only one who can save them, then get upset at you for ignoring them due to their stupid mistakes.
I had a Demo last night that had probably about a million ping, they were hitting me about five meters off and downing me, it was pretty bad. But they couldn't find the last survivor, so they kept letting me struggle off, like I was going to rat out my teammate. I knew where my teammate was but I refused to be that player, I've been on the receiving end of that situation far too many times, and it is the worst feeling ever. Solo survivor is truly a nightmare, I feel like I'm in Nazi Germany or Communist Russia being outted by neighbors, "There they are officer! To the hook! Now let me live because I'm a good pet."
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Honestly perks should be organized by type, Aura, Healing, Tracking, Exhaust, Second Chance, etc. You could have some overlap too.
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@Lowkeysaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1297422#Comment_1297422
True I suppose, but it's so irritating. I understand the need to vent, games are huge tension builders, but a lot of the time it's... Not a genuine problem? For example, calling DS 'op' but it's only useable once is farfetched at best, and BBQ and Chili with it's 7 counters is just stupid.
But yeah, at least it's not ######### memes. That'd be just annoying.
I think a lot of times killers say it's OP because they don't want to go through the hassle of rechasing someone they already downed, even in a situation where they really had no choice but to tunnel, other than just walking away from the only survivor they see.
It depends on the survivors you're going against, it depends on the killer you're playing, it depends on a lot of things. I personally find DS to be a completely useless perk for myself, but I think it's very fair in how it works. You get to use it once, and you become the obsession once you've used it. I think there should be more baseline obsession perks on the killer side, other than Rancor. Maybe like an aura reader that activates every minute that lets you see where the obsession is and any survivors within a 10M range of the obsession, for some short amount of time.
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@Shocktober said:
Former pig main, she's near the bottom or at the bottom. Good survivors will just run off the tile when you crouch for a dash attack, so it's borderline useless against them.
She is good with double purple add-ons for the head-traps but what killer isn't good with double purple add-ons? Stock traps are nothing more than a time waster unless you are tunneling off the hook, and at higher ranks that usually just means you will get DS'd.
Her greatest strength is that random people will come up to boop the snoot, and it's up to you if you want to take advantage of that or not.
I always want to boop the snoot. That snoot needs a good boopin.
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Some people just gotta vent after a frustrating game, y'know? And when it's an actual problem it's good to put it in writing.
Not everything on here has to be some well though-out thesis on the implications behind using Botany Knowledge over Hope.
And at least this hasn't devolved into 99% low-quality memes that get reposted every twenty minutes because someone didn't bother to scroll down half a page.
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@Yamaoka said:
Honestly I'm beginning to believe there are in fact actual bots. I'm not even joking. Some decisions survivors do even on red ranks do not seem logical no matter how you put it.
I mean it's a bunch of people playing a video game. Illogical behavior is kind of our go to as people.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1292620#Comment_1292620
You must have gone against potatoes. And were lucky to get a 4k since the game gives the last survivor a free escape, unless you find the hatch before they do.
What if she said she went against over a hundred? Over a thousand? I get some of that 70% might have had a french fry or two but ALL of them? C'mon
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Ruh roh Raggie, are re rearry goin to be in dis game?
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I mean look at League of Legends, they were running strong with about half their roster being broken, either overpowered or completely useless. They only started dishing out like 1 rework a year, and they only updated their map after like 5 years of that ugly mess of a map.
Devs want to fix some things but this game is built on slightly better spaghetti coding. It's still spaghetti coding. I mean look at every update, it comes out with more and more bugs, and then they have to work out the bugs.
And I imagine most of those bugs are something like, "Someone made a note here but instead that note turned into partial coding, we need to now find the note and delete it and hope that deleting it doesn't delete a significant portion of the code. Whoops Canada is being invaded by polar bears again, I guess we're screwed. But hey Gerald over here made a new Killer, hopefully that'll keep the polar bears at bay for a while."
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1286376#Comment_1286376
Every killer in the world breaks the shack pallet as soon as it's dropped, though. And if it's one of those killers that don't break pallets then you can loop them into oblivion anyways using the dropped pallets.
As a result the perk remains useless as it can only be used to reset pallets outside a chase.
Good killers break strong pallets immediately and bad killers can be looped even with bad windows so I really see no point in the perk as long as it has its requirements.
I guess I'll have to accept I will never face survivors with any fancy outside the box builds because people are too scared to buff mediocre perks.
I used an example of a way it can be used. It's pretty situational regardless, you still have to be in the area to know the pallet was dropped in the first place. This is true for every pallet drop in every area of every map.
Again, it was just an example, I could have provided any other example, but Killer shack is something everyone recognizes immediately. I could have said "Y'know the 4th jungle gym in Coldwind Farm IV? Yeah there's a pallet there." Probably would have gotten an equally snarky nitpicky response, but that's just how the internet works I guess. People don't wanna read into the context and instead attack something at face value.
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@Yamaoka said:
Sounds as useless as it is right now to be honest.
Pallet pick up animation must be INSTANT (if you try to go for a double stun you risk getting hit/downed through the pallet) otherwise it will never be strong or fun enough to replace ANY meta perk OR decently strong perks.
Decisive Strike, Borrowed Time, Unbreakable, Dead Hard, Adrenaline, Iron Will, Sprint Burst, Prove Thyself, Kindred, Inner Strength etc etc etc
Why should you instead pick a perk that lets you pick up a pallet (IF THE KILLER DOESN'T BREAK IT STRAIGHT AWAY) a few times per match and requires you to stand still for 4 seconds?
I mean you really shouldn't be going for a double stun in the first place. It's mostly to allow a loop to be reused, especially a really good one.
Like say your teammate gets downed at Killer shack, and they used the god pallet. While they're being taken to the basement/hook you can reset the pallet and bait the Killer to following you while another teammate goes for the hook save. Now Killer shack can be looped again.
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I used to use Fixated just to see my scratch marks, get a feel for what I've been leaving behind, and why a Killer might find me when I initially thought enough time had gone by.
It's a good learning perk in that regard, but aside from that, I never really utilized its faster walking speed.
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You'd need to have 8 gens on the field then, which would either break the distribution(like in older versions) or seriously screw over either side with terrible/amazing gen placement. The more gens there are the more the killer has to patrol and find.
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There are two rooms like that, one on the second floor of the saloon, and one near the windmill/water tower.
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@BeHasU said:
Well, think of the word "Either''
British people pronounce it eye-ther, but american people pronounce it Ee-ther (like the sound in Bee).
I'm from Ireland and i pronounce it my-ther, i have some american friends that pronounce it Me-ther.
No American would pronounce it "me-ther."
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@batmanscar said:
Im just saying since dbd is a popular game maybe they might try to make an f.p.s since there are barely any ww2 fps games out there . and they have a really good anti-cheat system thats the main reason why I suggested it . I would like an fps game that has a great anti-cheat system like dbd and set in the ww2 era . also since dbd kind of has that old/weathered look to it I think they could use the assets of dbd levels to make a ww2 fps . all they would have to do is change the color of the sky and add ww2 weapons . I think it's an interesting concept that BHVR should discuss internally .
"Barely any ww2 fps games out there."
Honey, were you born yesterday? Because before yesterday there were over a hundred titles that focus specifically on ww2. And after yesterday they still exist.
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1281623#Comment_1281623
Uhm, okay. So 3 escapes bcs they played poorly after they did 4 gen on a single side of the map resulting in a 3 gen situation it's totally okay, plus the addons that they have wallhacks all game long because of that. Yeah dude, you do you
I don't know why these conversations always end up this way. Someone wants to have a serious discussion about ONE aspect of the game. But then someone always inevitably goes "NO, we can't have a discussion about THAT part of the game until we have a discussion about THIS part of the game. Scoot over kid, I'm taking the wheel and we're driving off this mountain pass into the ravine below."
Like, it's in every Mori thread. Every. Single. One. Like you're somehow unable to make your own and keep the discussion on topic there, no you have to come in and derail a topic because it's absurd that anyone would talk about a mechanic of the game that LITERALLY CUTS THE GAME SHORT BY 60% because they find it unfair that a survivor might escape instead of stand there in a staring contest woth you for 20 minutes on the open hatch.
And the people who complain about keys never offer a goshdang alternative! I only see it in Mori threads. "Hey why don't do this to Mori's so survivors don't feel like they wasted time even queuing up?" "NO WE NEED TO FIX KEYS FIRST." Okay grandpa jeez you don't need to scream at me I have working ears.
Like if you're going to hijack a thread and complain about a completely different mechanic than the posted topic, at least offer a solution that isn't, "delete keys because keys." That doesn't give a solution to the conversation, it just shuts it down.
Which maybe you're trying to do that, fair play. But everyone else wants to have a conversation about it, why do you get to dictate what the conversation can be?
And obviously I'm not talking about you specifically. I'm not calling you out. I'm using "you" as a hypothetical.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1281623#Comment_1281623
The hatch will also spawn and open if there's only one survivor remaining, no matter what.
Yeah, it happens. You still have to work for your 4K. Just because all the gens are done doesn't mean we automatically escape. I've seen Killers wipe a whole party with the gates powered, without noed. The game ain't over til it's over. And Killers have the advantage of speed and map control, so you're likely to find the hatch before they do.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1281609#Comment_1281609
Yep. Some things are still client-side, for various reasons (skill checks are another example). In the case of hit detection, though, that is about to change.
That's ridiculous, no wonder every Killer hits you from a mile away. They hit you, send it to the server, the server sends it to the survivor, who is already on the other side of the map. Good gravy
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@BeHasU said:
Well, the cypress mori should be base-kit and the moris over-all should be only on death hooks.
But keys are a thing too though. Yesterday i was playing killer and after 4 gens i managed to finally get a kill (all the other survivors were on death hook). It was a nice 3 gen situation with very close gens. I patrolled the gens for 30ish seconds and then all of them escaped through hatch. Pretty fair, huh? After their lack of strategy for avoiding a 3 gen situation, they still got rewarded for that because of an item.
And this isn't the only problem, i understand that killers have mori's and survivors have keys, but key's addons are extremely powerful. The guy with the key had Object of Obsession with that key addon that let you see the killer when he is in a 32 meters range for 45 seconds. I was unable to do anything about that, mindgames were impossible bcs he was able to see me at every moment in the game.
Survivors have to complete as many generators as there are survivors left alive, plus one. There is no guarantee that a survivor will escape via hatch.
If a survivor gets hooked once, it is a guarantee they can be mori'd, and usually are.
Keys are not the problem. Keys would be a problem if after the first generator was completed, hatch spawned and everyone could escape. THAT would be a real problem. Keys allow survivors to escape when all other avenues seem impossible.
Killers often tunnel someone with a key anyways. It's always funny bringing in a broken key just to see how a Killer reacts.
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@Fibijean said:
By having bad ping.
(In all seriousness though, lag switching - essentially, giving yourself bad ping on purpose - is bannable, and they're changing hit detection to be server-side soon so it won't even work. So definitely don't actually do it.)
Wait... you're telling me they use dedicated servers but still decided to use client side hit detection?
I'm having Gears of War ptsd flashbacks
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1280334#Comment_1280334
If you feel that Killers are already OP when playing in SWF then that means you likely won't face any extra perks, as this is not meant for your team's performance. The extra perks are meant for the Seal Team Six who find the killer to be a joke and just play to bully or be toxic.
If Seal Team Six comes in then likely the Killer was matched up poorly, end-game stats will likely show it's some baby rank 20 killer facing off against all rank 1's for some ungodly under/overflow error reason. I've definitely experienced that as a Killer, and I can tell you it wouldn't have mattered how many perks I could equip, the end result would have been the same.
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8 perks is an insane concept to propose. I'd say 5 max, so one extra if there's an imbalance, but even then I'm hesitant. Killers are supposed to be OP, they already are OP. That's their gimmick. Adding four extra perks would just make things over the top.
Survivor comms are just a side effect of being an online game. If voice comms didn't exist we'd be calling each other or using Xbox Live just to talk. But survivors on their own don't get much in terms of "fighting back" against the killer. Most of it just delays the inevitable.
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1278844#Comment_1278844
WAIT WHAT. I thought it only worked on a obsession?!
Actually you're right, I've always thought it was universal. Teammates highlight when they are hit, but that doesn't tell you much other than they got hit.
Honestly it should apply to the entire party, not just the obsession, idk why they designed it like that.