Thusly_Boned
Thusly_Boned
About
- Username
- Thusly_Boned
- Joined
- Visits
- 5,944
- Last Active
Comments
-
About 8:00 PM - 2:00 AM local (MST) time. Unfortuantely the survivor lobbies slow waaay down for me after midnight, but then I just switch to killer.
-
Giving hatch or exit gate is a gesture that loses any meaning if you reward it in game, so no. I say this as someone who does this quite a bit.
Plus, it'll just create expectations and entitlement.
Also, you'd think to have it not be a complete joke, you'd have to remove or reduce the survivor's hatch bonus if the game is officially determining that they were "given" hatch.
-
@burt0r said:
All hail to our lord and saviour Lightborn. 🙏
Once you learn flashlight counterplay it isn't as necessary, but if I see 3-4 of them in lobby I often throw it on just as a bit of an f u. Flashlight squads are just tedious, and I love just trashing their plans.
-
@WesCravenFan said:
Bubba is a perfectly balanced killer. One of the most balanced in the game actually.
His ability to down multiple people is based on Survivor stupidity. You can't down 3-4 people in one chainsaw sprint if you aren't all having a Survivor meeting.
He can be looped.
He can be defeated by windows.
He throws a tantrum if he screws up his sprint.
He has balanced add-ons.
If you get absolutely wrecked as a team by a Bubba, he either earned those downs or your team screwed up royally and that's not on him.
Yeah, pretty much this. I don't like going against him because I like to play altruistically, and that is not the play against him.
And now that I have accepted that, I hate playing against him because many of the matches consist of me sitting on a gen watching my teammates throw themselves into those situations.
I'll be watching, thinking "no, don't do that. What are you thinking? STOP...crap, hope I can find hatch"
-
@nostrada96ass said:
https://forum.deadbydaylight.com/en/discussion/comment/2631879#Comment_2631879
I think this post is appropriate but It was just patched according to the user's skill, and the original setting was crazy.
previously, even if the survivor was stoned or didn't gen
still two or more could escape from the good killer unless it was a nurse.
but this time all killer perks also have to ignore one of the pallets or windows like nurse,blight to use them
Ignoring bad killers at high mmr and nerfing wraith for good at low mmr
It wasn't that cenobite was a scam than the mattle of man, but after a similar amount of time, he got an unprecedented quick nerf
In addition, boon, which is applied to the entire team as a range effect on the existing self-care upward compatibility efficiency,
disables the killers who are used psychologically by injury
so
what I meant was that this post itself was a troll and bait, and that you were a fish in your serious response
lol, in retrospect. I suppose it was. Being a little bit too earnest tonight, I suppose.
-
As for advice (I'm good but not great, full disclosure):
Look around you all the time. It will take some time to develop the map awareness to the point you aren't running into stuff and it doesn't mess up your skill checks, but it's vital.
Don't walk everywhere all the time, run when navigating the map. You might be leery of leaving scratch marks, but unless you can hear the terror radius, it's probably not going to bite you too hard if you run. Walking = lost time.
Keep an eye on the HUD, it will give you a TON of info (like who the killer is, if they are in chase, etc.), learn what all the symbols and icons mean.
If you're on a gen/totem or healing, don't bug out the second you hear the heartbeat or see Spine Chill light up. You'll end up getting nothing done. Knowing when to bail is a sense that will come with time (and a lot of hits/downs).
Don't bomb the hook for saves. Good killers will eat teams who do this alive. Once a survivor is hooked, there is time between hook stages; be smart. If one person is on the hook and the other three survivors are all circling, nothing is getting done. That said, do your best to not let a teammate go to struggle on their first hook. Develop a feel for how much time you have.
Related: if you are on your first hook and no one has immediately unhooked you, don't panic and try to unhook yourself right away. You have some time.
Keep an eye not just on the killer, but the other survivors (if you have the right perks). If you can see that the killer is chasing another survivor, you can commit to an objective (like getting an unhook) without having to be sneaky (it is so frustrating to die on the hook because one of your teammates is slowly crouchwalking toward you when the killer is clearly chasing someone on the other side of the map, for example).
Don't throw. There are probable losses, but no such thing as a sure loss. Ride it out, you never know what might happen. Plus it's disrespectful of your teammates.
-
@FeelsBadMan said:
It doesn't matter how good you are if your teammates are actual potatoes. You are good at looping? Too bad your team mates still won't do gens. Instead they will DC/suicide asap as they get downed/hit once. Best tip I can give you is get a full SWF.
There's a gulf that's deep and wide between having all your teammates are potatoes and a full SWF. You'll get those occasional games where all of your team are total clueless babies, but most of the time you'll have at least 1-2 decent teammates. A lot of the time when people accuse their whole team of sucking it's projection.
-
Sure, it can be if the survivor is really good (or the killer is really bad/tilted). All I am saying is that isn't be remotely easy, the survivor should be at a large disadvantage in 1v1.
I am not a top tier killer by any means, but I can count on my fingers and toes the number of times I've been run by one survivor for more than a couple minutes. How many 4 man escapes I have I allowed? A whole lot more than that, lol. And that's the way the game should be, imo: survivors largely living and dying (apologies for the pun) as a team.
-
For Legion a simple change that would make them a lot more fun to play would be to remove the cooldown after you voluntarily leave your power. Congrats, everyone is in deep wounds (if they didn't scatter), but they're all in Narnia. If I can deactivate my power without giving the the last survivor I hit a crapton of distance, I feel like I can get at least on probable down.
-
@nostrada96ass said:
I think twins are fine but just they're ugly
But you're kinda forced to slug with them, which sucks for all parties involved
-
My first 600 or so hours of DBD I played exclusively killer, and was of the opinion that the game must be survivor sided.
Then since then I have played A LOT of survivor (more than killer by at least 2:1), and during that time I have learned...that I was more right than I thought I was. This game is clearly tilted in favor of the survivors. I didn't start playing more survivor for that reason, but because survivor is just less stressful.
As for the gripes about killers being oppressive in 1v1, of course they are. If you get into a 1v1 with the killer, it absolutely should just be a matter of time before you go down; it's a 4v1 game, and as the survivor you have the advantage of having a team, which the killer has to divide their attention/time among. If every encounter with the killer could easily be turned into a 2-3 minute chase, killers would never win.
I mean the whole horror appeal is driven by feeling like the protagonists are at a heavy disadvantage, and usually it comes down to teamwork to overcome it (and not everyone makes it), because superhuman/supernatural killers are supposed to be oppressive. The best you should be able to hope for in chase is to buy time for your team, and maybe escape the chase, if you're good.
And to me, that's the whole point of DBD; weaker characters use numbers/coordination to overcome the big bad killer. If you're looking for a balanced 1v1 test of VG skill, you have come to the wrong game.
-
The answer is that there are more people playing as survivor than killer. In my experience, survivor queues are always significantly longer than killer queues. At peak times it's not so bad, but I often play late, late at night, and survivor queues are really long. Honestly, six minutes isn't all that bad.
-
As far as I am concerned, any annoyance I have to endure as a survivor is less than the frustration of wanting to play the game and then being essentially doomed to lose because one of my teammates DCed immediately. It's a selfish, dick move, and if anything I think the penalty should be increased proportional to how early in the match you DC.
I know that sometimes your internet crashes, but dropping out the second you see a Spirit or land in RPD is not cool; it's not just you it's four other people whose experience matters just as much as yours.
-
@Nos37 said:
"Now you have a deadly ability and everyone is one shot."
----
You mean OR have a deadly ability, not and. If the survivors don't cleanse, they are one-shot. If they do cleanse, then you have a deadly ability but they are no longer one-shot.
I use plague quite a bit, and I much prefer four broken survivors to having more corrupted pools. I love survivors who refuse to cleanse.
-
I think jacking up the abandoned/quitter bonus would take some of the sting out of this sort of thing. As a killer, I feel bad for a survivor who gets abandoned early on, but I also want my points, and I want to play the game.
That said, is chasing down a solo survivor from the beginning of a trial any more fun than farming? I don't think so. It's just a sucky scenario all around. If it weren't for not being able to differentiate between DCs and crashes, I would suggest far more punitive measures for those who disconnect (like a longer timeout and giving up a percentage of your BP/shards to your teammates.
-
@dbd900bach said:
This is my new favorite build. With plagues new brown add on mixed with her yellow, she can extend the object infection time by I think 110 seconds, almost 2 minutes.
Corrupt intervention, pop, infectious fright and thanatophobia are my perks.
Basically if you don't already know this build takes away your ability to directly infect survivors but in exchange everything that you infect stays infected for a VERY long time while also increasing the infection rate of survivors interacting with said objects. Basically they'll spend majority of the game not doing gens or being broken until they cleanse.
Now you have a deadly ability and everyone is one shot. If people don't know how to deal with this build it quickly becomes a nightmare to manage but I have yet to run into survivors who know what to do.
Who else uses this build?
I saw Tofu's video on this and ran it a few times, to very good results.
-
@agistchau said:
I don’t know why but every time I get a 4-man escape I feel ashamed of myself, I don’t even know why I don’t take this game that seriously, the feeling is worse when I’m using Spirit because I think “Wow, you are using the strongest killer in a game and you couldn’t get at least one of them? Pathetic” I tried to use weakest killers so I can somewhat justify it by saying “Well, but I was using a low tier killer, it was gonna happen” anyone here feels the same?
My advice is to not focus on kills as the sole indicator how how you played. I've definitely had 0K matches where I made them work their butts off to get out in which I played better than 4K games against a bunch of noobs. It sounds corny af, but it's really about having fun. Too many people get raging serious about this game, and there's no good reason for it.
And I don't know how many hours you have in, but I was pretty deep into the game before I got to the point where I wasn't losing most of my games as killer.
Also, I would advise not to use the easiest killers, you won't get much better that way. But also don't use the highest skill ceiling killers early, that can be demoralizing. And because Spirit has the rep of being one of the best killers, doesn't mean survivors are just going to be throwing themselves on hooks for you. She's only really OP in the hands of very experienced players. Even moreso for Nurse, who is probably is the best killer on the game (in the right hands). And if you are early on, use NOED. But don't use Bubba, you don't want to turn into one of...them. (joking not joking)
It's like anything else, you can get the best equipment for whatever it is you are trying to do, but if you don't have the basics down, you're still not to get the results you want. Be patient, proficiency only comes through a ton of failure, but it will come.
-
I have played about 700 hours of survivor, every single match in solo queue. It definitely has its ups and downs, but on balance it's not as bad as many make it out to be. (although if you play SWF most of the time, it might seem oppressive) I probably escape 40-50% of the time, which feels right to me.
-
Yeah, I am a big fan of the new system. As a survivor, having a 3-4 person hatch escape just felt dirty, not just to the killer but any survivor who didn't know or make it through (not to mention that feeling of getting abandoned in solo queue). As a killer, I hated that feeling where the survivor team got just enough gens done and then stopped playing and started creeping around looking for hatch, and then just disappearing. One of my favorite new changes.
I haven't heard to many people complain about the new hatch/key setup, but if they wanted we could also go back to the days of the no-hook moris.
-
Neither one really makes me miserable, but after the recent changes, I'd choose DH. I don't mind not getting a hit I shouldn't, but thinking I did (especially if it resulted in a down), really messes me up.
DS since the nerf is almost a non-factor for me. I try to avoid tunneling, and almost no one runs it anymore (at least compared to pre-nerf levels). When I do get DSed these days, it's a genuinely surprising and rare event.
-
This sort of thing happens to me occasionally as a survivor but not enough for me to feel much about it. When I am playing killer and one of the survivors throws their teammate(s) under the bus to save themselves, I will act like I am playing along and then turn and kill/tunnel them out of the game, as mercilessly as I can.
-
Really a lot of variance, especially with my 3rd and 4th perks
Survivor: We're gonna live forever, Borrowed Time like 99% of the time. Sometimes Sprint Burst/We'll make it as 3/4, lately Detective's Hunch/Inner Strength (inner healing now, I guess) to try and counter all of the NOED going around. I'm definitely an outlier, but I never run DH or DS. Like 3-4 times total in 700+ hours of survivor.
Killer: BBQ all the time. Ruin most of the time, the rest is a whole lot of variance, complementing whichever killer I am using. Pop + Oppression quite a bit, I guess. I'm all ears is clutch on Pyramid Head. For slow/stealth killers, Corrupt Intervention is a must.
-
@Johnny_XMan said:
I've had games where solo Q survivors knew how to spread out and left gens on opposites sides too.
https://media1.giphy.com/media/l46CkeSRQugBbSZji/giphy.gif
SWF does not mean you get better players because you communicate, it just guarantees you have better players who aren't screwing you over.
The advantages of a SWF goes way beyond coordinating gens. Being able to call out the killer's location, tell each other when they are being picked up/slugged, where traps are, etc. eliminates much of the killer's ability to deceive/strategize/game.
Four really good solo queue survivors is probably better than an SWF of 4 noobs, but the vast majority of the time a team with four man comms is just a massive advantage over any solo configurations.
-
@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2613335#Comment_2613335
I can’t express enough how many times I’ve carried in solo que and have ran the killer more than the others and have done the most gens only to get die to worthless teammates. Being in a SWF or without a SWF doesn’t determine your skill level but being in a SWF gives you a higher chance of having teammates you can rely on
I've carried and been carried, that's how it goes. Having three horrible teammates is definitely not fun, but if I can get lesser teammates out, even at my own expense (which often leads to a lot of BP), can be a fun challenge. I think focusing too much on the escape as a condition for a fun and successful game is a problem for a lot of people, but I am not going to tell them how to feel.
Being in a SWF is definitely the most advantaged position you can be in as a DBD player, though.
-
SWF is OP as hell and is miserable to go against, but I rarely feel like actually I run into them. I think some people think they run into them but just rand into a team with 3-4 really good survivors. Kind of like people who say they ran into a tournament team; you almost certainly did not.
-
@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/292350/the-fair-killer-play-style-is-dead
Should never have been alive. It's a competitive game. I see nothing wrong with doing whatever the game allows you to do to win. The only unnecessary and immature stuff is the crap people type to each other after the game ends.
Is it really a competitive game, though? People try to make it that way, but at the end of the day it's an asymmetrical 4v1 with sketchy (at best) matchmaking and totally subjective win conditions. It doesn't really lend itself at all to "test of skill" competition.
But even wit that being the case, I generally agree with you. If you buy the game, outside of cheating, you should be able to play whatever way floats your boat, and escaping or killing most of the survivors definitely feels better than getting dominated.
That said, being too focused on your own fun to the exclusion of all other factors isn't good for the health of the game. If people hare having a crappy time and leave the game, that's not good for anyone long term. I definitely want to "win", but if I do so by consistently making someone else's experience miserable, I don't feel great about that.
To that end, I try not to tunnel/camp unless the game situation demands it. I don't think the hit and run, 12 hook standard is fair or realistic to hold people to, but I also know what it feels like to spend 10-15 minutes in lobby and get tunneled/camped right out of the game before you have a chance to really play. It sucks.
All that said, no one is entitled to anyone else playing the game the way they feel they should. But there is a lot of grey area between "you have to play by the unwritten rules" and "f u, I'll do whatever I have to do to win".
It would be nice if the game doesn't force you to play like an ahole, though.
-
@Mileena_Kahn said:
With all the tunneling and camping that’s been going on you just simply can’t play solo. I’ve been SWFing and my team hardly ever dies. It’s the only thing you can do if you want to have enjoyable survivor matches.
"Hardly ever dying" shouldn't be the bar for a "enjoyable"experience. If things were perfectly balanced, 3-4 escapes would only occur about half the time (and 3+ kills would only happen for killer about half the time). If you go into a match knowing you are very likely to escape (or to 4K, if you're playing killer), that's just not fun, imo.
If you need to be part of a SWF to escape at all, well that doesn't speak well to your skill as a player, but that's almost never the case. No one is entitled to winning most of the time in this game.
-
Always assume shenanigans.
But seriously, how often do you really see stuff like you just described? I mean it happens, but I think I could count on my hands the number of times something like that happened to me in hundreds of hours of survivor play. When a killer is playing like that, I always assume they can and may flip the switch at any moment, and I have no particular problem with it other than being annoyed they weren't really playing from the start.
-
@Hunter_Main_322 said:
Add an extra glow to the weapon or an animation showing that the killer has the power to kill you with 1 hit like Myers in 3 stages !!
Since it is not clear whether the killer has such power and it is only possible to find out after receiving a blow, it is very unpleasant that nothing is required of the killer in terms of brain activity
There is a NOED at the end, let the weapon smoke, burn, or hold the weapon in a special way with (Starstruck) ("Hex: Devour Hope") and other vulnerability perks
This needs to be fixed !!!
Yeah, not to be a jerk, but outside of NOED it is plainly obvious when you are at risk of being one hit downed. Myers is particularly obvious, since his whole stance changes.
But in almost every case, you'll see the exposed notification on screen, and/or an indication on your player pic on the HUD.
-
Flashlights were the bane of my existence for my first 50-75 hours of killer, but then I learned how to deal with them. Now the only time I ever get blinded is at pallets, which doesn't really bother me because if the survivor is trying to blind me, they aren't getting distance.
Once you get some hours in, the only reason you'll get blinded is at a pallet kick, or if you get super careless. If you let the killer look away while locked in an animation, you might as well just get rid of flashlights altogether.
-
@Nathan13 said:
you can penalize killers already for doing gens and escaping. problem solved.
This. Campers camp because they have been rewarded for it in the past, usually in the form of altruistic survivors bombing the hook and giving them more downs. From a killer perspective, why leave the hook when all the survivors are coming to you? In many cases, the line between actual camping and the survivor team foolishly swarming to the hook is hard for some to see.
If you want to dissuade killers from actual camping, punish them by slamming gens. Abandoning your teammate goes against conditioning, and It sucks out loud for the person on the hook, but getting 1K de-pip games is really the only impetus for these killers to stop. True camping is a terrible strategy against good survivors.
-
Bubba, but not sure you could change what I don't like about him - he just seems to attract a certain type of player.
-
As about a 50/50 Killer/Survivor player, my opinion is that Legion is the most in need of help. Myers could use updating, Ghostface's addons suck out loud, and Pig could use some tweaking. But the Legion is useless against good survivors.
-
@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/2608828#Comment_2608828
Same here, never received personal messages for multiplayer before. Then I start to play DBD and all sudden my inbox was full of messages.
Yeah, people just don't like losing, or feel like they need to save face by framing their shortcomings as the a result of someone else not playing a certain way. I am certainly not the greatest DBD player, and I feel like I play in a fair and equitable way (doing my best to consider others while trying to win), but people still came at me sideways.
I just decided that they can flame into the void; I don't have time for it.
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2608719#Comment_2608719
I still get hate mail from survivors. I cannot escape it regardless of the role I play. We are like oil and water.
I learned early. I play on console and have my settings so I can only receive messages from friends, and I ignore friend requests that come in while playing DBD. It's a lonely but largely stress free life, lol.
-
Throw away the Perk ranks, so that you only have to unlock each perk once to get the full effect. Perk tiers made sense when there were only a few survivors and killers, but now it's just out of hand.
-
I think that boon totems should be nerfed a bit. I have spammed boon totems like crazy lately, but being able to re-bless them infinitely is too much (and as has been mentioned, boon totems on maps like The Game and Midwich are busted). They should be done permently when the killer snuffs them, imo.
As a survivor, the uptick in NOED use has changed the calculus for me a bit, though. I have always been a bit of a totem hunter (I run Detective's Hunch a lot), and when the boon totems came along, I was all over it. But recently I have been having to decide between blessing protecting the late game by taking them off the board via cleansing.
I think letting the killer destroy the totem would add another layer of game play, where the killer then needs to weigh their own hexes into their decision to snuff a totem, but if they choose to, it hurts the survivor team as well.
-
@Dino7281 said:
Yeah, I used to be like over 90% killer main, but since SBMM, nerfs to my mains (Deathslinger and Wraith), Boon totem, I just usually do only challenges on killers.
Survivors are just more fun and way less stressful right now.
Survivor has always been way less stressful, there just so much more downtime. With killer you are constantly pressing (unless the survivor team is really bad).
SWFs are definitely OP, but I don't feel like I run into them very often. The boon totem situation will need to be addressed, though. SBMM seems to be really hit or miss, though. I've gone against teams that wrecked me, but just as (or more) often ran into teams that were awful. Of course I have been using killers I rarely play to learn them, so that may have something to do with it.
-
Yeah, the tbagging and clickity-clickety is pretty 12 year old noob stuff, but it doesn't really bother me. They're wasting their own time/battery at the very least (The same for killers hitting you while you're on hook. It's just kind of sad).
And for every time it happens and the survivor is good and runs me around, there is one that is terrible and ends up looking stupid. It doesn't affect my play at all, except may my odds of giving them hatch.
Heck, I played a match earlier tonight where two members of a team started clicking their flashlights and baiting me like crazy right off the bat, and they were TERRIBLE. I had hooked both of them twice in the first 4-5 minutes and they still kept it up. I mean in situations like that, knock yourself out. I don't play at a particularly high level, but I can't imagine that stuff is effective at getting in people's heads very well with experienced players.
If someone acting like a noob child in match gets you tilted, that's a you problem.
-
I think that more often than not, playing for hooks will lead to the most kills, but it really depends on the survivors. I don't like to camp, but if I hook a survivor and the rest descend on the hook like a plague of locusts, then yeah, I'll hang around and maybe end up with a 7-8 hook 4K. But if the survivors play intelligently, you're probably going to have to get 10+ hooks to get that 3-4K.
Straight up camping is only going to get you 3-4K if the survivors aren't all that good.
As a survivor, I like to play altruistically, but have developed the attitude that if a killer is going to camp/proxy camp, I am going to do my best to punish them for it. Yeah, you will get that kill, but maybe just that one.
But at the end of the day, you do best by playing whatever way the other players' approach dictates.
And yeah, 4K feels pretty empty if you don't pip or get only 15K BP.
-
I've always viewed NOED as training wheels for baby killers. Heck, I used it all the time in my first 100 or so hours. In the hands of a good killer, it's just too much.
I agree that one change that makes sense is for the survivors to get a notification as soon as it is active, not when someone gets hit.
-
Quite a bit when I was just starting out; lots frustration at the hands of flashlight bully squads, among others. But as you learn how to counter common bullying tactics, it becomes less and less of an issue. If it becomes apparent early in a match that these tactics won't work, most teams will stop trying. The ones that don't usually die.
-
@vacaman said:
I'd be happy if I was getting match with more killers other than nurse, 50%+ of my games are against nurse and i didn't use to hate her months ago but now it's incredibly annoying.
Weird, I rarely draw Nurse. And when I do, it's either too easy or the team is dead in like four minutes.
-
Huntress, I just enjoy dodging hatchets, I guess. And the play at loops has an added element.
-
Bubba, no contest. Give me Spirit every time before Bubba. Well, camping Bubbas to be specific. I hate that play style, and I hate the fact I just can't bring myself to counter in in the manner it demands.
So I guess I just hate the way you have to play against him.
Also, it feels like every Bubba I've ever been up against has been sweaty af. If I ever see a Bubba give someone hatch I might die of shock (exaggerating but not really).
-
@Dino7281 said:
Hmm, solo is harder compare to SWF for MMR and I think soloQ should get buffs in form of info that is easily shared by SWF.
Either passive things, or chat wheel. I can elaborate if you want to.
SWF has it easier not because they are OP, it helps to get free info tho, but main thing is that you skip matchmaking factor, you choose who you play with and you can rely on them.
It's just my opinion, but I feel being dropped into a game with randos feels more in the spirit of the game (though often frustrating as hell). Being able to choose your team feels like an advantage, and being able to choose your team and verbally coordinate across the map is absolutely OP, imo.
But this is a game that isn't ever going to be balanced, so to each their own.
-
Every survivor game I've ever played has been solo queue, and I escape about 40% of the time, I'd guess. Feels about right to me, winning most of the time wouldn't be fun. I've definitely had streaks of getting killed every match, but also vice versa.
DBD isn't perfectly balanced by any stretch, but if you are patient and play enough matches, it should even out.