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Thusly_Boned

Thusly_Boned

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  • If you're the last survivor in the match, and you're on the ground, do the second chance perks really matter? The killer gonna down you and go on a tour of the map while you recover and get up? You think the killer would throw you on your first hook and just run away?

    No, the killer will never let them proc; you're dead either way.

    DS is the only on that might have a chance of being useful in such a scenario, and with the current arrangement, countering an end game DS is one of the only reasons mori offerings are used, so not a ton is going to change in that regard.

    Note: I am assuming that if you down one and chase the others out, it's not going to just teleport you to the downed surv, you'd either have had to just downed them or found them on the ground.

    1. Playing only one side means your opinions on the game are largely ignorant.
    2. Finding two survs simply absolutely determined not to be found is not so easy as you might think, but you wouldn't know if you never play killer
    3. The entity would surely grow bored of such things, so some sort compulsion to work on objectives seems sensible.
    4. This isn't "Hide and Seek: The Game"

    I think I could evade detection by even a good killer for an obscenely long time if that is what I was determined to do. But the level of god-tier fragile pettiness doing that for 20+ minutes would take isn't something I can identify with in any way.

  • @GuyFawx said:

    I mean myers can do it why not her

    Yeah, but he needs a rare add on. I think an add on that makes tape-carrying survs instantly and fully condemned for as long as they are holding it would be fun.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967823#Comment_2967823

    This isn't a problem for me. I interact with the killer every match. I'm just giving my opinion on the idea of survivors evading the killer for too long being considered holding the game hostage. This, in my opinion, is freaking ridiculous. Add a surrender option for killers. Problem solved and no one gets banned.

    There is a point where as a surv, you just need to accept that you're not getting out, and push your objective even if it is totally futile.

    There are scenarios where escape is all but impossible, like a 2 survs left alive with 4 gens remaining like in the OP. If as a surv in that scenario you choose to do anything to avoid detection for obscene lengths of time rather than attempt to escape, you're in the wrong. We've all been there, in what is essentially a no-win, with one other surv, and you give it a little bit to see if the other will get caught and you can get hatch; but you have to draw the line somewhere. For me that line is 2-3 minutes, tops.

    Life is too short for that BS.

    No, it's not an epidemic (I have played 1K+ hours of killer, and I think this has happened to me maybe a dozen times), but it happens occasionally, and the surv is not entitled to a non-death option.

  • I think condemned should accrue faster, especially so if carrying a tape. Or make the surv exposed while carrying a tape. Make turning off her TVs a risky proposition.

    But what she really needs is some sort of anti-loop; the Dredge only highlights this shortcoming even more.

  • @ThatOneDemoPlayer said:

    The aim-assist or aim-dressing or whatever the devs named this thing. I've had entire games lost because I missed a hit because to this stupid mechanic that forced me to hit a rock instead of the Survivor

    For real. And a lot of survs know it, and will keep you in their hitbox if they can't get away. I'll get screwed by the aim assist at least a couple times per killer session.

  • Survivors would never win if they had first person perspective. I mean imagine it, really. Looking all around while working on a gen? Nope. Looking around while behind a wall or in cover? Not anymore. Imagine if looking behind you while running meant you couldn't watch where you were going, and how that would work in loops. Virtually every chase would result in a quick down.

    OTOH, a few surv players might get jump scared to death, which would make DBD more of a proper horror game, I suppose.

  • @Tsulan said:

    This is a pretty balanced forum. Most people here play both sides and have valid points. As long as people complain about both sides equally, i´m not worried. Thats just the way it is.

    It really is pretty balanced here, but you'll always have people on the extremes. You can tell pretty quickly who only plays one side by the way they talk about the other; I just tune those out. Or get a good chuckle. People who play both sides tend to have more rational takes on things.

    At the risk of sounding gatekeeper-y, if someone doesn't play both sides fairly evenly, I don't put much weight in their opinion.

  • @[Deleted User] said:

    Survivors disconnecting on their last hook or killers disconnecting at the end game of the game.

    People DC'ing on their third hook will never make sense.

  • @AshInTheTallGrass said:

    I'm still hoping that someday I'll get a "The Mummy" (1999) chapter. Give me an Ancient Egypt map, Rick O'Connell as a Survivor, and Imhotep as the Killer. I've also heard a lot of people want an "Alien" chapter, with a spaceship map (complete with windows for an amazing space view) and Ellen Ripley as a Survivor. That would also be really cool. What about you? Do you have any licensed (or even original) chapter ideas?

    https://us.v-cdn.net/6030815/uploads/5X510UC4MQX0/unknown.jpeg

    Yeah, a Mummy chapter with Rick and Evie would be awesome.

    IT would also be great, as would an Alien chapter w/Ripley.

    But I think Friday the 13th has to be top of list for me, just because of Jason's iconic status.

    But a ANoES with Nancy as the surv would also be great, but not holding my breath for that one.

  • @jesterkind said:

    You're right.

    The problem with NOED isn't that it's too strong, the problem with NOED is that it's annoying. Evaluated on its merits as a tool, compared to the other perks in the game, it's aggressively mid-tier. Very flimsy, requires good play throughout a match with only three perks active (without accounting for bad survivor play at the last second, of course), and only active during a very short window, on top of being the most counterable perk in the game. It simply isn't OP, because it's barely even good.

    But, it's still annoying to be hit by NOED, so I support it getting changed. Just not nerfed, it doesn't warrant that.

    Annoying is the right word for it. I just played a match against a Bubba where I hadn't gone down yet, ran him for 3 minutes or so while the last couple gens were finished, and he hit me with an M1 and down I went (NOED) just shy of the gates, and my two remaining teammates bailed (it was RPD, and who wants to search for bones in there?). Lame. Not mad, just annoyed.

    It's not OP because it doesn't always proc and breaking bones can take it off the board entirely, but man is it annoying.

    @SentinelCaptain said:

    Small Game + Counterforce, first thing I try to do every match is get rid of NOED.

    I like Detective's Hunch a lot for finding bones, I think it's better than Counterforce.

  • I don't stay or dodge based on platform, because that's stupid. It's just another fallacious way to make things about someone else.

    You're just as likely to get a PC potato as any other platform. Except maybe Switch players, those poor bastards.

  • I thought almost all of it was great. I also liked that we actually heard timelines.

  • David, Bill, and Meg would be my first three.

    WGLF, BT, and SB are great off the bat (also Unbreakable, Adrenaline, and Q&Q are pretty good).

    I actually never use DS, and don't find it all that necessary, and OoO is crap now, so I'd put Laurie down my list a ways.


    But otoh, if they're about to nuke the meta, who knows?

  • @Bwsted said:

    I'm gonna go out on a limb and say that out of the 40 perks about to be reworked, NOED's not gonna be one of them. That would be hilarious.

    I wonder if it's even in the tip 40 most used perks? I don't know, but it wouldn't surprise me if it isn't. You definitely remember when you fall victim to it, but I don't actually see it all that much.

  • I like the map, but tonight I was playing on Haddonfield as Twins and I ended up with a 3 gen where all three were within 20-30 meters or so; at the end of the road, one in the middle behind a barrier, another just to the left near a hedge, and the last upstairs in a house right next to a broken wall. It took no more than 10 seconds to patrol all three. Easily the easiest 3 gen to defend I've ever had.

    I just parked Charlotte between the three of them and chased with Victor, and they had zero chance, and pretty much gave up. The match went on near 20 minutes because the last two didn't even try to finish a gen and just immersed instead, so I ended up just throwing the rest of the game because it was so boring.

    Really awful RNG.

  • Dead Dawg is the only one I feel at a disadvantage on as survivor, just because it is so small.

    @malloymk said:

    RPD

    RPD sucks hard on both sides, but I hate it more as killer, tbh

  • @FeelsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961114#Comment_2961114

    No. Instead of asking for harsher penalties, they need to fix the reason why people DC in the first place.

    For example: if you play soloq and get camped/tunneled multiple games in a row while you watch your team not doing anything it just builds up frustration.

    If you get that frustrated, finish your match and stop playing the game for the day, don't DC. You're just screwing your teammates over. Camping and tunneling aren't going anywhere, unfortunately. There just aren't good viable solutions to prevent them.

    And really, you're going to get people who are going to DC whenever the match takes a turn they don't like, regardless.

    At the end of the day, and it sounds crappy, but if the game frustrates you enough that you rage quit with any frequency, maybe taking a step back from it is the best course of action. Don't punish those making the best of it because you personally are fed up.

  • I think the first DC should remain at 5 min, because anything can happen.

    But after the first the penalty, the subsequent penalties should increase sharply. Like 5 min for the first, 60 minutes for the second, 24h for the 3rd.

    For habitual offenders (people who DC multiple times per play session consistently), longer and ultimately permanent bans should be on the table.

  • Farming is fine if all the players want it, but there shouldn't be any expectation there that if you want to farm that anyone else has to go along with it. I've had survs get salty with me because I didn't want to farm, which is kinda BS. I think we should always assume every game is going to be standard unless otherwise indicated.

    As killer, when I encounter a surv team that seem to want to farm, I will signal as clearly as I can (usually with a smack and "no" motion) that I am not playing along, give some time for that to sink in, then proceed to try to kill them all.

    @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961022#Comment_2961022

    That's not true. It's been stated that they disapprove of farming but don't consider it against the rules unless a player who does not want to farm is being held hostage by those who do (as in, if you don't want to farm so you do 5 gens by yourself and leave, that's fine, and if the killer only kills you and farms with the other survivors, that's also fine, but if the killer keeps slugging you and the other survivors keep healing you and they prevent you from ending the game in a timely manner, that's breaking the rules.)

    I have been held hostage that way before, and it was annoying af. But also super rare.

  • @MrSheep51 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2961032#Comment_2961032

    Get that with bubba if your fist down is with the saw they tend to DC. Same with gen grabs on myers/ghostface.

    I rarely use Bubba, but I often get a DC or two as soon as they hear the chainsaw. But it can be any killer; I had someone DC against me while using Trapper last night.

    Reality is that some people will DC as soon as they realize their expectation for match isn't going to be met, for whatever reason.

    It's selfish and pathetic, but it is what it is, and will continue to happen until they dial up the penalty.

  • If you remove the BP bonus from BBQ, the perk is in the bin, totally.

    But yeah, making the BP effects of BBQ and WGLF basekit makes a lot of sense.

  • @GoshJosh said:

    The DCs on death hook are some of the most hilarious. ‘I’m gonna stick it to this killer by undoing all my earned points this match, and getting a timeout penalty!’

    This is one of the funniest things, makes absolutely no sense. I think 99.9% of DCs are BS, but for early match ones I can at least see the thought process.

    DCing as you are hooked for the 3rd time is just senseless. Yeah, you still lost, you're still dead, the killer still beat you, AND now you have absolutely nothing to show for your last 10 minutes (not including the time you waited in queue before the match), and now you have a penalty.

    At least it doesn't screw your teammates like other DCs, I guess.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958715#Comment_2958715

    Just don't down them then? Let them find the hatch and leave..??

    If you want them to know that you're giving them the hatch (for your ego's sake?) then just find the hatch, wait for them to show up, and nod your head.

    ----

    That said. When do we get an immediate and automatic resolution for killers who have lost?

    Yeah, your automatic resolution for a killer loss is that you leave and the game ends. Pretty swift and conclusive.

    You wanted some Voltron-style combo teabag or something?

  • A lot to like here, but the prestige rework and bot practice mode were highlights for me. I may yet end up using Billy, Blight, and Nurse if I don't have to eat dirt in live play to learn them.

    The perk/meta overhaul is really tantalizing as well, though I am tempering my optimism until I see what the changes actually are.

  • I have have conflicting feelings about this, but on balance I don't think I like it.

    I do like carrying a surv to hatch sometimes, and tbh I mostly run moris to circumvent end game chaos/exit gate Decisive Strikes, so this might lead me to tunnel a little bit more early game to take those DS off the board.

    Few things are as gratifying as having a just unhooked surv body block at the exit gate, thinking they can use their DS and make it out, only to mori them instead. I like having that control.

    On the other hand, survs might be less likely to hang out at the exit to get that last tea bag or point in if they know getting downed=death. Less exit gate BM is definitely a good thing. And honestly, if you're the last surv in the game and you go down, you're already at the mercy of the killer, unless you land right on the exit.

    I do think if this is going to happen, which would likely reduce the number of moris we see, BHVR needs to soup up the Moris, especially the older ones that are really lacking. If it's gonna be this cinematic finisher, it needs to be cool. Many already are, but most are pretty meh.

    Though I am also assuming that the finishing mori can and will register as a sacrifice/hook, if we're being deprived of the choice.

  • @phant0mthi3f said:

    Good riddance I say. My only complaint is they are removing the offerings and making cypress the only mori. But survivors don't give you a kill unless you were laughably worse than them. Why do killers feel like giving escapes?

    1. The survivor was laughably bad (pity)
    2. They were good and their team screwed them (sympathy)
    3. It makes the killer feel powerful, in control of life/death; because they feel like if they carry the surv to the hatch, they will clearly know they only got out because they were allowed to (power trip)
    4. Because the killer wants appreciation for their kind and merciful benevolence (validation)

    #3 is kind of funny because it should be implied that if the killer doesn't slug for 4K, they are probably okay with the last surv getting out.

    On the plus side, this would prevent those stupid instances where the killer carries you all around the map only to kill you anyway. Just kill me if you're gonna kill me, don't waste my time, please.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2956317#Comment_2956317

    so you think wasting 10-20secs to activate pentimento and decrease 30% of gen repairs speed won’t be the best perk in the entire game?

    Because activating Pentimento is still conditional, and there's no guarantee you'll get any value out of it in a given match. If the survs don't boon or break totems, Pentimento has no utility. And if it's just one totem, that 30% gen speed reduction is offset by the time it takes to find it, repair it, and the time taken away from direct pressure to do so.

    People who don't play much killer don't always appreciate how much pressure you give up by having to hunt for things when you are your only teammate.

    I don't think any perk with conditional activation can be called a top tier perk. It's like Devour in that it's hella powerful once you get it to a certain point, but that doesn't happen that often, and most of the time it's useless.

    I think this perk is a way to address the boon meta a bit by discouraging liberal booning, and I think it's fine. Boon less, or not at all (gasp!), and it's a non-issue.

    1. She looks fine
    2. I like characters that look like regular people, feels more relatable
  • I'll be interested to see what these are, I've P3'd a number of characters, but stopped entirely when I decided it wasn't worth it, but poured many millions of BP into characters I've never prestiged at all. So I have a foot in both camps here.

    I'm mostly happy for new players, since getting those vital teachables onto all of the killers/survs was a pain.

    These are very welcome changes.

  • I like it. Like many other perks, running it will be a gamble as to whether or not you get much or any utility from it, and survs will have to think really hard about whether or not to spam those CoH boons.

  • @_AdamFrancis_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955609#Comment_2955609

    Yeah I don't wanna have to leave the lobby to change killers.

    It's a pain, but so long as killers have different MMR rankings, I don't see how that can change.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954170#Comment_2954170

    Comms are not even the reason for the difference between Solos and SWFs. The difference is that you can filter out Potatoes.

    Example:

    I am on the Hook. Survivor A is being chased (just got injured AND is the Obsession). Survivor B and C are on a Gen together. I die on the Hook.

    How would Comms changed anything? They got perfect information - they knew where everyone was (A was occupied by being chased and the remaining teammate of them was with them on a Gen).

    So if they buff Solo with Icons (as they said that they were thinking about it), it will not matter too much. Because even if this Meg sees that a Teammate is getting chased, this does not mean that she will be useful.

    A useless teammate is going to be useless, sure, that's given. Info is only good if you know what to do with it. But a really good teammate is going to be that much better with clear, real time callouts and coordination. I'm sure you could cherry pick particular circumstances where comms wouldn't be as helpful as others, but come on. It's huge.

    Info is king, and voice comms can and do elevate really good teams, without question. With four solid players, comms is absolutely a massive advantage. Bringing a gun to a knife fight, as I said.

    I'm not advocating for it to be removed or anything, but there's no 1:1 substitute for it, it's hella strong.

    That said, I don't think solo is nearly as bad as some people make it out to be. I suspect a lot of people only feel it is singularly awful because SWF play is their baseline.

    Though as a surv player, I am definitely looking forward to some of the rumored implementations.

  • I think the plan is to buff solo, but nothing is going to be equivalent to voice comms, ever. A good SWF on comms will always be bringing a gun to a knife fight, metaphorically speaking.

    But the rumored plans seem like they will be adequate to me, if we ever seen them come to pass.

    And don't forget not all SWFs are good. Some are awful, and some are just goofing.

  • @xfireturtlex said:

    Ive had ppl off themselves because i was 99ing the exit gate right next to em before gettin the unhook. Ive had ppl do it when i was hiding right next to them waiting for the killer to walk away a little so they dont get immediately tunneled down. Ive got no sympathy for ppl that wanna opt out at the first feeling of "abandonment". Sack up n hang in there for a couple minutes then someone that knows what theyre doin might be able to get u out alive. Just my own personal thoughts on it.

    Some people will suicide if all three teammates don't immediately drop everything and run to them the second they are hooked.

    There is a certain amount of time you have between hook stages, and experienced players have a feel for that.

    That's not to say you won't ever be left to die, or go to second stage (especially at lower ranks), but some people need to take a deep breath and assess before DCing or killing themselves on hook.

  • Please, this.

    I don't care if it were just a stationary practice dummy in a sterile room, just some mode to get a simple feel for the mechanics of a killer without have to eat poop in live matches.

    Something, anything, would be better than nothing.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954020#Comment_2954020

    https://forum.deadbydaylight.com/en/discussion/comment/2954021#Comment_2954021

    Technically. You can technically turn it off. I've tried turning off cross-play on Switch, and after over an hour of waiting I gave up trying to find a match. Not much good for an option if it literally prevents me from playing the game at all.

    PC players shouldn't even want to cross-play with console. I dodge lobbies with other Switch players because it's too much, a single Switch player on the survivor team already tanks the match. (I would feel bad about getting everyone killed, but this is on BHVR. There's no brightness slider, the fps is crap, the stuttering is abhorrent, the input lag is the worst of any system, the sensitivity is miserable, and I can't turn off cross-play and still get a match. I can't even run DS to prevent being tunneled out because the "difficult" skill check is actually impossible.) When I play against Switch killers, it's usually pretty boring because they whiff 90% of their attempted hits; people get fudge all for BP in those matches.

    There should at least be the option for PC-only cross-play and console-only cross-play.

    Or maybe a system where you can choose which platforms you want in your crossplay. I've never played on Switch, but it sounds way worse than the others. I play primarily on PS5, which was a huge performance upgrade from PS4, and runs DBD comparably to my PC. Obviously not as good, but I don't feel like there is a ton of difference. My ping is usually stable at 30-45.

    I'd imagine Series X is similar.

    As killer, I do feel like the aim assist on console screws me a lot more often, though.

  • Probably, but who knows, tbh I don't really pay much attention to who my opponents/teammates are.

    I wouldn't be surprised if I were on one of those "baby killers getting 360'd" compilations during my early days, though.

  • I do think that excess rift fragments should be converted to something if you earn them. I am a full time worker and parent, and I still complete the rift well ahead of closing, and it has always bothered me how those excess rift fragments just disappear into the aether as you earn them.

    If you can't bank them, covert them to iri shards or BP or something.

  • I play primarily on console, and I do pretty well for myself, usually as good or better than crossplayers I get matched with.

    Also, I'd rather deal with the occasional bot/hacker than wait an eternity in queue, which is what happens with crossplay off (in my experience).

  • Where is the killer here?

    How long have you been on the hook? Who was hooked first? There math to be done here, and neither one of those teammates would have any chance of getting to you in time, and unless they are potatoes, they know it. I want my teammates to stay alive, but I am not going leave a nearly completed objective in pursuit of a lost cause, either.

    How close are those two gens to being done? They are the last two, after all.

    Also, if the other person was just hooked, they other two might have thought that person had been going for the save.

    Or maybe those two just left you both to die from the outset. We've all been there, but this image on its own doesn't tell us a ton.

  • @ThiccBudhha said:

    Jason Voorhees. I suppose any licensed killer would be exciting, but we "need" Jason.

    Yes, I was just coming to post this.

    I am pretty jaded at this point, but seeing Jason teased would get me giddy like a kid for a minute, ngl.

  • I particularly like equating DH to the other exhaustion perks, as if they are all equal. The thing about SB is that you have to sit on it until the right moment. If you want to save it for that right moment, you can't run, or you have to nurse that 99%, which is not optimal in chase. Most of the time, you can see that SB coming from a mile away. Lithe you can only use if you fast vault. BL you have to find a sufficient drop. Etc, etc. There are offsets and requirements that keep them from being OP; they are limited in application, and I have ZERO issue with any of them.

    DH you can use at any point to bail you out of being downed, often (usually) after you've just been badly outplayed. It's an on demand mistake eraser. In golf, it'd be a mulligan. Imagine being a survivor, beating the killer to a pallet or vault, dropping it/vaulting, only to have the killer hit a button and instantly jump to your side and hit you. DH (especially for distance) is that level of BS.

    People can create all the false equivalencies to other perks they want to justify it, but DH stands alone on its own tier as a survivor perk. It's OP.

  • @Bladeisbest said:

    The core problem comes from players being conditioned to think they are better or worse than they really are.

    That's definitely part of it; the vague nature of the ranking system leads to a whole lot of Dunning-Krueger style misjudging of their own level. It's easy for people to think they are better than they are, and most do. And what that leads to is people needing to externalize blame when they don't win.

    I don't play a ton of online games, but I have never seen a player base so full of people who cannot accept failure as this one.

    One of the other reasons for that is that there are no universal win conditions, everything is subjective. It's beyond asymmetrical, everything is open to personal interpretation. I think that's intentional, as at its core, DBD is a casual game. But that people play it like it isn't is also a huge part of the problem.

    Don't get me wrong, I like to win for sure. If I could escape or 4K every game, I would. But I won't sweat over it like it proves anything. But I also won't shame people who play that way, even if it seems silly to me.

  • @Wampirita said:

    you guys are getting anything besides corn? Jealous

    It's probably just bias, but I feel like half my matches are on a damned Coldwind map.

  • Freddy/Twins. Twins' use rate is the lowest for a reason. I recently played as the Twins for the current tome, but that was the first time in ages. Freddy? It's been a looooooong time.

  • I like facing the Huntress occasionally.

    One night I faced her six times in a row, no exaggeration.

    Sometimes it's like that The Oatmeal fall meme with all the pumpkins flying out of the computer screen, except it's DBD and the Huntress

  • Happens. I got Ormond four times in a row the other night (and 6 of 8).

  • @Pulsar said:

    Killer is completely playable and most matches are winnable.

    Few matches are actually fun, however.

    This is the truth; I could win the vast majority of my killer matches, but it wouldn't be much fun for anyone involved.

    Some say that killer is has never been easier, and there is some truth to that, but the caveat is that you have to play a certain way for that to be the case.

    And that sucks.

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