Thusly_Boned
Thusly_Boned
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2886095#Comment_2886095
It already exists lol
Yeah, but that would really streamline the process
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You know with a certain degree of accuracy when a DC is intentional. If it's immediately after a down/pickup, or right after you hear a tell tale sound (like the Nurse's blink or Spirit's phasing). Not like a 100%, but a fair assumption, as far as assumptions go.
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Just think of the MMR farming shenanigans that could lead to
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@MikaelaWantsYourBoon said:
I am not coward, i swear.
Okay, I believe you. But just you. Everyone else is a coward.
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Plague is one of my primary killers, and I really don't think she needs a buff, but you are spot on about the chanting. Trying to listen for environmental/surv sounds while her power is active is nearly impossible.
IN particular, I almost always struggle to find the hatch while in power.
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Because most people don't like gameplay that doesn't revolve around looping, and she shuts that all the way down (except against really, really good survs). People like what they know, and she is different.
I personally find any deviation from the standard to be refreshing, though with her most survs just leave the loop and hold W, which really sucks. But it seems like many survs just hold w all the time regardless, but that's a separate issue.
I really enjoy crow sniping though, and can be exceptionally gratifying.
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@Sir_Kazi said:
Everyone DCs or suicide when Nurse is killer. I'm iridescent 3 and every game, someone just runs up to her, drops their item and follows her until she kills them. Is she this broken? I struggle juking her but I try to have fun with it. Does no body want to work to win anymore?
That says more about the quality of the survivors, imo.
Hell, the other night I had three teams do exactly the same thing (drop items, stop trying immediately) against the Onryo.
Some people don't want to play unless things are going to go exactly the way they want, and aren't the least bit interested in a challenge.
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I am still going against a lot of Sadakos, so not as much of a flop as the Artist, at least. And comparing Sadako Rising to RE and SH isn't apples to apples, as those two IPs are way bigger.
But the early announcement didn't help.
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So many
Pretty much any endgame save and escape against a camper (bonus points of they are running NOED)
When a surv with DS begs you to down them so they can use it, but they have been hooked twice and you have a mori. Even better if they take the down at the exit gates expecting you to pick them up. Delicious.
When an injured surv is BMing at the exit gate, but didn't get quite close enough to the exit to take the hit and make it out.
I relayed this in another thread, but the other day I got downed and hooked in the EGC by a killer who I had run all over, two others had escaped, and another was on the ground near the middle of the map (got downed because I tried an ill advised pickup). The killer was so salty with me that they sat there hitting me on hook and nodding until I was nearly dead (all the way though both stages), all the while the slugged surv was crawling for the gate passing right behind the killer (like within 5 meters), and out the gate, just as the egc was about to end. They probably assumed the distance was too too far to cross with so little time.
What made it more satisfying was that the killer realized what was happening at the very last second, and you could see the panic as they ran for the pickup, but was just too late. I died of course, but it was totally worth it to witness that karma.
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@Ruma said:
Understanding and playing both sides is the key to a good DBD future.
Yes.
And not just a little of "the other side", something approaching an even split of hours in surv/killer. Too many people just identify full on with their main role, and have no clue about the other.
And I get that it is harder to learn two sets of mechanics, and time consuming, which is a big reason why so many people only play one or the other. But I think it's necessary to really have a remotely informed opinion about game balance. You can always tell the people who say they play the other side a lot, but don't.
Plus, playing both sides evenly will make you better at both, provided you put the time in.
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I often play late into the night, and it's almost exclusively killer time, because the surv queues are like 10+ minutes (NA, MST - PSN mostly, but also Steam, Crossplay on).
It's very hit or miss, I get a lot of try hards, and also tons of total noob squads. Like brand new to the game noobs. A fair mix of getting wrecked, good games, and me babysitting. It's a total roll of the dice after midnight.
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Wiggling out of the killer's grasp is something that should only really ever happen if they killer gets super greedy, or your team really does a good job body blocking. So pretty rarely. I think having the expectation that you have a legit shot of wiggling off every time you are picked up is unreasonable.
As others have said, the mechanic is really only even there to prevent the killer from just carrying you wherever or for however long they want to.
If anything, Iron Grasp is slightly underpowered, for taking up a perk slot. The only times I run it are when I have a "hook in the basement" challenge, or recently when Boil Over was busted. And even then you have to run it with Agitation to get even marginal value, which is two slots for little return.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2881421#Comment_2881421
You can tell you're facing a SWF because of how stressful it is. You'll be downing people quick, but the gens still fly. You can't just pretend it's not a factor.
Good solo squads can do this. When you get survs with many hundreds or thousands of hours, they'll have enough game experience to know what the right plays are most of the time without comms. Four really good solo survs are probably going to do pretty damned well. I've definitely played as part of some random solo teams where we played in a way that likely looked coordinated.
For me, the best indicator that you are going against a comms team is extreme coordination. Like consistently body blocking/showing up for each other at the precise right time, really intricately choreographed plays, and exceptional timing. You don't see those all that often, and they really stand out.
SWFs generally aren't too hard to identify, often due to naming and extreme altruism. Comms squads are usually a step or two beyond that, and you don't run into them as often.
But on the survivor side, communication is the most powerful thing there is. It'll make crap teams decent, decent teams great, and great teams oppressive. I have no particular problem getting occasionally stomped by a comms SWF, I would just appreciate non-BM behavior from them, since they were the ones who brought a gun to a knife fight.
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@Seanzu said:
Killers get more useful perks more often than survivors do.
Perhaps, but the ones the survs do get (or already have) are really strong. Surv meta perks are run so consistently (especially at as you ascend in MMR) for a reason. While there are a lot of useful killer perks, there are few that are so strong that they are universally "must run" against strong opposition. That is much less true on the survivor side.
Also, the utility of killer perks can depend a lot on the killer using them, and while there is certainly a killer perk meta, it's a lot more fluid than the surv perk meta. DH/BT/DS/CoH/IW/UB are powerful in almost all instances, as all survs are functionally identical.
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I like playing Legion for fun, but their power is essentially useless is almost all cases against good survivors. The second you realize you are facing a Legion, you split up, at which point Feral Frenzy becomes a non-factor. It's fundamental flaw.
The new buffs are significant in their own way, and welcome, but do nothing to lessen the effect of the "split up" counterplay. There will be occasions where you can lure/trick multiple survs into proximity, but not nearly often enough for the new buffs (mostly the down on the fifth hit) to consistently useful.
It'll absolutely wreck noobs who herd together in terror, though.
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@Yankus said:
https://forum.deadbydaylight.com/en/discussion/comment/2882784#Comment_2882784
Plague has always had issues pipping IMO, she doesn't get nearly as many points for doing stuff as other killers.
This has been historically true, but since she was tweaked a bit a while back, it's been a lot easier to pip with her. Specifically, her Deviousness. At least in my experience.
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@jaawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2882352#Comment_2882352
If you get camped every match, you're not able to play the game. Therefore, camping interferes with your ability to play. You just may be fortunate to not have it happen every game.
I am not trying invalidate anyone's experiences, but who does this happen to, really? Every game? Even every other game? I'm skeptical. This seems up there with the "I ran the killer for 5 gens" tier of exaggerations for effect.
I have played a lot of survivor (~1K hours, I would guess), and while I have certainly experienced quite a bit of camping, the number of times I have been facecamped more than once in a single day is really low. Two or three games in a row, even rarer. More than that? Never.
I may be presumptuous here, but I think a lot of people have very loose definition of camping, and like tunneling (where this is even more pronounced), they feel like they are being camped, but really are not.
But I suppose this comes down to how people define these things. And I know I am limited by my own experience, but I find it difficult to believe people are out there getting camped every thing game, or even half the time.
As for the topic, I think it's only really camping if the killer is given reason to leave the hook (no other survs around, gens getting done), but refuses to. The team has to give the killer a reason to leave the hook. If I hook a surv and immediate see other survivors moving in like vultures, I will probably hang out. That isn't camping, that's crap surv play by the team. While on hook you might not be able to see everything that is going on.
And the law of averages would indicate that for every time you get camped, there's going to be a time your teammate is camped, and you are ignored.
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I played a match last night where the the killer put another surv down, two exited through the gate, and I got downed after trying to make an ill advised pick up of the slugged surv. I got hooked near the gate, and the killer proceeded to hit me on hook and nod until I hit struggle, but all the while the slugged surv crawled halfway across the map, right past where the killer and I were, and out the gate.
The killer panicked and saw the escapee at the last second and tried to get them, but was just a hair too late. It was classic.
I guess the moral is that there is risk in slugging. Or maybe I just wanted to share that because it was so damned funny.
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Well I hope not for their sake, because she would be one of the worst killers to camp and tunnel with.
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@Crowman said:
Sometimes you just gotta accept that your teammates will lose your games regardless of how well you play.
https://forum.deadbydaylight.com/en/discussion/comment/2882659#Comment_2882659
Depends on the map honestly. Like Plague doesn't get increase lunge or faster vaulting than Myers T3 gets. And many maps still have really strong tiles that aren't easy to play around as a purely M1 killer. Don't forget Plague is tall and has a smoke effect from her incense. She's very easy to watch over tall walls making it much harder for her to pull off successful mindgames against competent survivors.
This is not to say you should never cleanse, but not cleansing can be much safer on generally safe maps for survivors.
A lot of people also underestimate how frustrating it can be to charge and hit survs with corrupt purge in loops. It's highly effective in the open, or when a surv drops a pallet (like Huntress), but in loops I'd rather M1 all day, mind games be dammed.
And also don't forget her addons, the apples which increase the default number of corrupt pools, and the iri seal will activate corrupt purge every time a gen gets done. I also love running black incense, which lets you see a surv's aura every time they puke, which when you have all four full infected, is pretty much constantly. If your whole team is fully infected and then you she gets her power, that it the worst situation to be in against her, and it can happen even if no one cleanses.
I personally think it's six of one, half a dozen of the other. And it's super lame when people abuse a teammate for cleansing.
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Cleansing is fine, so long as the team is coordinated, and cleanses strategically.
I play a ton of Plague, and I've probably 4Ked more "we refuse to cleanse" teams than those who cleanse as soon as they hit the injured state.
As a surv, I will cleanse when:
- My teammates are also cleansing
- Only when I hit the injured state
And that works pretty well. If no one cleanses, Plague has a harder time getting her power, but with four broken survs, she's essentially tier 3 Myers. Not only that, but loud vomiting makes you far easier to find.
Now in the above scenario where your teammates are cleansing then immediately re-infecting themselves, there's not much hope.
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Cat jumping on the keyboard/controller. Cliche, but will ruin a match every time. Especially if they land a paw on just the right button.
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I define tunneling as pursuing only one surv off of hook until they are dead, only hitting other survs to get to the target of their tunnel. If you brak chase or down another surv, it's not tunneling.
That said, if you're a macro clicker, you get what you get. I won't throw a game to kill a clicker, but if you're in my immediate field of vision, you're gonna get it.
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/2881749#Comment_2881749
As if she needed that to not already be the most disliked killer in the game, lmao. Rin has always made more people DC than Nurse.
Not so much reason to DC against her since her nerf, but yeah. Old habits die hard for some cowards, I guess.
Faced a bot Oni earlier, I think. Not much fun.
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Right now, a lot of Onryo, some PH, Demo, Plague, Nemesis, and Myers.
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@Erd69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2878868#Comment_2878868
So the game's fine? Gen speed is fine?
I wouldn't say fine, but gens aren't totally busted.
You shouldn't have to run 2-3 gen perks on many killers (and Corrupt is a virtual necessity on some killers), but if you do, you can mitigate gen rushing enough to give you a chance. But you have to be smart, drop chases that go on too long, pick your gens and pressure them.
I know when I get blitzed and lose, it's almost always because either because the surv team brought an insane toolbox array I had no real hope of countering, or because I screwed up, usually because I didn't consider gen locations or drop chases to pressure gens, or ran a stupid aggressive build.
I do think some tweaks are advisable, like decreasing the amount of time it takes to kick a gen, and/or increasing the time it takes for survs to "tap" a gen (the differential between the time it takes a killer to kick a gen and the time it takes for a surv to stop that regression is stupid). Or increase regression speed, and have a kick immediately regress the gen like 10%.
But I think the time it takes to complete a gen, uninterrupted, is largely fine.
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@AcelynnBen said:
Yes we got a CoH nerf that's awesome
we still have the fact that gens fly faster than rockets, i played 2 hours, not a single game won as killer the most i get is 1k by facecamping in end game
seriously i don't wanna play nurse, i wanna enjoy my nemsis, my pyramid head, i wanna have something else beside Noed 99% of the time, this is really unfair, and just depression like hell
Either play toxic and get toxicity from survivors or play as u are suppose to play and get bagged at the door
there is just no solution is there
Actually there is a solution, see ya in June, i got my auric cells for the next killer i might as well forget about this game for a while
Have "Fun" everyone
Not to be mean, but gen rushing is mostly a function of poor play or preparation on the killer's part. If you are using a low mobility or less powerful killer, you need to run gen defense/regression perks, sometimes more than one. And knowing which gens to defend, etc. is important.
If a team comes in with a bunch of commodious toolboxes, BNPs, spools, etc., there's not much to be done for that by anyone, and that doesn't seem like it would be fun for the survs, but it'll happen.
Now if you're newer to the game and don't have access to all the perks on your favorite killers because of the god forsaken grind, that's a tough spot.
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@Tsulan said:
Imagine killers could set up hex totems like survivors can set up boons. Where they want and as often as there are totems left.
And the survs couldn't ever break the bones, so there would always be some left.
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@Dwight_Fairfield said:
You know it's funny most killers I face have no issue tunneling Laurie players or any survivors. They are perfectly happy to risk a DS.
I'll often re-down and pick up someone immediately just to get the DS out of the way, and am genuinely surprised when it doesn't happen. A situation where the meta ends up punishing those who aren't even taking part in it, lol.
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@boomrain14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2878065#Comment_2878065
I don’t feel I need to be just grateful. I shouldn’t have to lose a pip after gaining it.
You're playing an asymmetrical game in a role where your teammates will dictate the outcome to a large degree. If you're looking for total fairness, you'll not find it here.
All the game knows is that you were repeatedly caught and died, and did few objectives. Not to sound harsh, and sometimes there's not anything anyone can do about a focused tunneling, but the best advice is just to be a harder target. That takes time.
They could just set it up so no one de-pips ever, but then Grade goes from meaning next to nothing to nothing.
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@brokedownpalace said:
Yes.
But keep an eye out for the few people here who claim to be survivor mains but strangely only ever make comments that are biased towards killers.
Lol, that knife cuts both ways. Lots of survs who claim to play killer "a lot" and clearly don't.
Part of the problem is the so many people are "mains" to begin with. A huge chunk of the community is just heavily biased one way or the other, with little perspective on what the other experience is like.
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Because each one is only fun for one side, and miserable/unfair to the other.
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@MikaelaWantsYourBoon said:
She is not popular as Blight, Nurse, Huntress and Spirit but she comes after them for me. I am recording my games, i faced with some Sadakos.
Honestly, I don't get the killer distributions. Lots of weird ebb and flow. I get tons of Blights and Huntresses, but almost never see a Nurse or Spirit most of the time, but when I do, it's in bunches. I recently went a week without facing a Huntress, which was truly bizarre.
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Forums are usually populated mostly (but not exclusively) by people with grievances to express, and imo killers have more legit grievances (though the game isn't heavily skewed).
Content people just vibing generally don't feed a great need to express that, so the voices of discontent are usually the loudest.
And a fair number of trolls just stirring the pot.
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@boomrain14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2877987#Comment_2877987
That’s if your team is smart enough to even do that! But the survivor getting tunneled shouldn’t have to lose a pip.
Maybe not, but there will be matches where someone else is getting tunneled and you gain a pip because the killer's focus was elsewhere. Law of averages and all that.
If you're caught up on Pips, just be grateful you can't still de-rank as well. Getting to iri and staying there is as easy as it has ever been.
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A lot. At least 20-25% of the time, some days like half of my surv matches are vs. Sadako.
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@dictep said:
It’s time for noed, I think
MoM was busted. BL is fine, I still run it. OoO was busted in SWF. Boil over is in far better shape now than it was 6 months ago. CoH was hella OP, and never should have been to begin with.
The drama here is palpable.
And delete NOED for all I care, take DH with it.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2877450#Comment_2877450
Exactly this. We're going to see a reverse situation where all the decent solo queue players stop playing due to hopeless frustration just like a lot of killers were doing previously. This will be further exacerbated by DH's upcoming nerf.
This doesn't fix the problem DBD has been having, it just swings the pendulum the other direction.
I consider myself to be a decent-good solo player, and don't run CoH or DH (outside of BT I largely eschew meta perks in general), so I am sure not going to stop playing surv.
CoH is an abomination that never should have been, and a recent addition at that, I don't see why some people are acting as if this is crippling some long standing pillar of surv play. And at the end of the day, it's still a perk that allows the whole team to heal themselves, so the utility is still clearly there.
That said, my fave solution is still to just let the killer permanently break totems.
Dedicated surv mains are going to say this is moving the needle to the other side, I say it's moving it to the middle. The ability of survs to heal quickly and repeatedly was already driving an uptick in the killer strats survs hate, and CoH just pushed that into overdrive.
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@Seanzu said:
I start t-bagging more when I see posts like this.
And posts like this make me actually want to start tunneling.
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Annoying? Doctor or Bubba. Doctor's madness and incessant shocking, Bubba because you know there's a 99.9% it's gonna be a camping match. And I hate the sounds he makes.
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There's no valid reason for using flashlight macros. If you want to tilt the killer, regular clicking will work just as well. The visuals are potentially dangerous, the sound is just obnoxious.
And disabling/muting chat is absolutely the way to go, let toxic players yell their lame insults and sad excuses into the void.
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The only changes Moris need to is to upgrade those for the OG killers, because they suuuuuck.
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@TheMadCat said:
Everyone acts like Legion will be S++ tier suddenly. Let's wait the PTB before screaming for a buff that was needed, because Legion had literally no real power. Wait... Power to injure people... Great, no Killer can do it. That was so unique.
Yeah. Legion desperately needed the help, and since it doesn't really mitigate the usual counterplay, I don't think this bumps them above C tier, honestly. They had no lethality, and this only really gives their power lethality in a circumstance that you might see once every few games, and then only if the surv team is borderline incompetent.
Not OP in the least.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2875532#Comment_2875532
'Relatively Rare'? Have we played the same game? Hexes go down within the first 30 seconds of a match all the time.
It feels like I'm surrounded by crazy people. How can I spell out "hexes that don't get snuffed in the first 18 seconds of the match are better than ones that do"?
- Survivors do not get Lethal Pursuer. They do not precisely where the killer spawns.
- Survivors do not know if a killer has a hex until they see some effect from that hex.
- Even if survivors THINK there might be a hex and go to search right at the start of the match, that's going to bring them up against the killer almost immediately and they'll get chased right from the get-go.
- Survivors are not going to drop everything to go search where they THINK the killer started for a hex instead of jumping onto generators.
- Even once survivors DO know that a hex is in play, they are going to have to still spend time searching for it, which is some amount of time not on generators.
Having a surv spawn literally looking at a hex is relatively rare, yes. I think people get get imprinted by instances where their hex goes down immediately, and tend to forget when it stays up for half the match. RNG cuts both ways.
It's not specific, but generally the killer and survs will spawn fairly far from each other, and the generally safe assumption is that unless the killer is the trapper, they'll immediately start moving to where the survs are most likely to be (the other side of the map). And imo, random is always going to be better; sometimes it will be close, others it will be on the opposite side of the map, you don't know, and that's the point.
By far the bigger factor (imo) in why hexes go down early is their precise placement, i.e. right out in an open spot with no visual obstructions vs. tucked in a hidden spot. This is how they are found by survs not specifically looking for them most often, imo. Just because a totem is closer, doesn't necessarily mean it will be easier to find.
All killers have had the experience where the hex spawns right next to you, but is so obviously placed that you know it's going down almost immediately. And then it does.
And if the survs are looking for them, and experienced, they're going down quick, whether it's 20 seconds or 40, you're not getting much value. And in the current meta, I would assume at least a couple of survs will immediately start looking for totems in every match. Frankly, it's just a bad meta for hexes in general, and boons are the main reason.
If you're convinced that there is a problem in need of addressing, set up spawn locations that only have a narrow line of sight, so you have to be actively looking for them, and can't clearly see them from like 30 meters away. Hide them better.
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@Adjatha said:
"Hexes always spawning far away from Survivors" is somehow a worse situation than "Hexes spawning directly next to survivors"?
Boy, that sure is some kind of a logical leap.
Eh, not really. If you can narrow down the locations to a portion of the map, that's still an advantage. Whether its near the surv spawns or the opposite side, is only a matter of traversal time, and some of that might actually be offset by the fact that killer is almost certainly immediately vacating the region of the map where the hexes spawned, if you make them spawn near the killer.
Outside of the relatively rare circumstances where a surv spawns in line of sight of a hex totem, it's really not a big deal. It's really about the RNG of the individual hex spawns.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2873699#Comment_2873699
Against a survivor you just hit that will be able to make 0 distance because you have almost no cooldown on your hits while going at insane speed and being able to vault pallets too
If you split up, which is what you should be doing anyway, it's a non issue. A whole bunch of circumstances are going to have to come together for you to be on the receiving end of those last two hits. It will not be a common occurrence unless you're playing at low mmr.
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Solo queue isn't that bad. Yes, it's harder and often frustrating, but it's not the assured death some people make it out to be. I also think it's more in the spirit of the game than a team with comms.
A lot of hyperbole and melodrama about how bad solo is.
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@Somna said:
https://forum.deadbydaylight.com/en/discussion/comment/2873660#Comment_2873660
It's not like Lethal Pursuer is a common pick for Legion anyway, nor do people start all clumped together very frequently, right?
Lethal Pursuer was a thought I had, but you are right, it's not all that common that all four survs spawn close enough together to make a difference.
And again, the first thing most good players do is split up, so this buff isn't going to change the paradigm much, it just gives Legion's power a whiff of lethality.
That makes me think, though - maybe the killer should be given a rare offering with the same effect as the shroud of binding (or an add on specifically for Legion with the same effect)
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@Dwight_Fairfield said:
It will be effective against potatoes. Which is the only way Legion is effective anyway.
Yeah, I really want to be excited about Legion and welcome the buffs, but they're not really going to make a dent against experienced survivors. The spit up counterplay (which is what virtually all decent+ survs do anyway) is still going to kick Legion's butt.
I almost never even have the opportunity to hit more than 2 or maybe 3 survs with ff, much less all 4. These buffs are going to make Legion more effective against who they are already effective against - noobs who herd together.
IMO, the more effective thing to do will be to further decrease the post-frenzy cooldown, to 2 secs. Being brought to a near halt for 2 seconds is still pretty significant in chase. Or maybe further increase the speed boost for each ff hit and make the killer instinct map wide. Or add 30 secs of broken to deep wounds.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2872202#Comment_2872202
No paragraphs is scarier.
Yeah, nothing strikes terror into my heart quite like the wall of text.