Toblerone007
Toblerone007
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Hello!
As you get to a higher rank and verse better players . Yes you can assume that they're going to do the generators 100%. These players have played countless hours and learn the generator spawns. I can assure you if someone was to facecamp in one of my matches. The result is 1 kill maximum assuming the first chase was really short. 0 kills if first chase was 2 gens and the killer isn't Bubba/Twins.
EDIT: Which is why you don't see it often and is happens mostly in lower ranks.
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The just do bones argument would be a good argument to a 4-man swf complaining about NOED. Unfortunately, the perk shines the most at low/mid ranks where it's unrealistic to expect a team of solo q players to cleanse all the totems (especially efficiently). Just do bones to these people means not knowing totem locations which exponentially increases the time to find totems which makes it unlikely for them to reach end game anyway. I think NOED is a big deterrent for new survivor players in current state and this game does seem to have a player retention issue. The token suggestion by Otzdarva would be a good compromise so a team that has done well and not been hooked much has a much better chance to escape noed as well as bring unparalleled end game power for killer if they're having a close match with everyone on death hook.
To answer the question. It is not efficient to do bones instead of generators. Do bones as you're moving to the next generator, while you're running for an unhook, running to heal somebody. Always be on the lookout but don't make it primary objective it will lose the team the game. Exception being ruin if the killer is pressuring gens correctly.
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@Afius said:
I'm honestly curious about these strats I've looped bubba by windows but getting one to tantrum the guy has to be brain dead.
So what downsides does his chainsaw have I've seen bubba's swerve and circle like a car in an action movie.
It's about accurate timing of your fast vaults at windows preferrably god windows. You need to bait bubba into hitting the window to get them to tantrum. You can try running small obstacles but it takes a real mediocre player to tantrum on those.
That is the downside. You can't move in tantrum. The survivor gets huge distance for it.
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@jrinkwater said:
Here is the truth. As someone who is often face camped by red rank bubbas...
He is fair and sorta balanced.
Problem is his camping potential as mentioned above. And that's not really a bubba problem, it's a game design problem. It's not nearly punished enough to do it and thus people do it. Often because they are triggered (I have a clip of going down nearly when the game starts after looping one all over Haddon... and he sat on the hook in my face til I do while everyone did gens and left. He kept smacking me)
We are getting to the point where the entire hooking system, positioning, and overally mechanics are outdated and aging poorly. But at this point, this is what system we have and we will just have to deal with bad games at times if a killer wants to throw the game to piss you off or bait the team.
My rules are always
1. If i am being facecamped pray my team finishes everything and lets me die. I understand
2. If i am hit with NOED, kill myself off hook because game allows so no one has to lose to risk getting me because the killer rightfully only has one choice to proxy my hook
3. Not take it personally and just move on to the next game and NOT play killer the same way
This is a good answer.
I'd say he's very balanced. Very fun to be chased by.
Has great builds available.
The face camp is what is unparalleled in lacking in fairness. If that wasn't possible would be my #1 favourite killer to verse. Any killer can facecamp but Bubba does it best. It's just poor game design rather than Bubba in general everything else about him is great.
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I think instant regression on gens is good idea for compensating killer. Currently there is no consequence for survivors instantly tapping gens with the killer in the area. More power to the killer without making survivor less fun.
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It's up to the survivor to time it. I believe it's an interaction that's calculated by the survivors client. Much like hits are calculated by killers client.
Once you pickup the survivor, you're now animation locked. Therefore, it's up to the survivor if they're going to get the flashlight save or not. If the survivor has mistimed it or couldn't make it in time then flick your mouse up. You cannot be blinded looking up on level terrain. Only exception is on stairs with the survivor on the high ground (Obi-Wan breathing intensifies).
EDIT: To directly answer: It is impossible to dodge it if the survivor has timed it correctly. Best course of action is to always flick up almost like in cricket if you are likely going to be caught, dont stop running. Hope this helps.
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It's not a buff to 4 man. With so much complaints towards SWF shouldn't the gap between solo and SWF be bridged then balance killer accordingly? That way there is NO excuses for losing.
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My vote goes to Red Forest. Just too big for lots of killers and a little mundane for chases for survivor. No real options just safe loops and the odd jungle gym.
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I play killer. I see the BM. Ignore it.
When I play survivor, I see the killer BM. Ignore it.
It goes hand in hand. I think what is frustrating for killer is you don't really have the time to BM whereas on survivor any form of time waste is helping.
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@JimPickens666 said:
Survivor has a much lower skill cap than killer and all survivors are the same while all killers are different and harder to play. I don't know how to balance it but its def not hours especially because there's a good handful of people who have like 5000 hours and counting and obviously mostly survivors mains. They would have virtually no killers in their pool, i mean really the same can be said about any skill level which is why im still occasionally matched with rank 20 killers who probably quit after the game we play because my random teammates 100% of the time will bully them because they have small brains and dont associate their behavior with the 10 minutes they will wait for the next match.
At this point just make killers NPCs tbh
That is not true at all. Killer you might have to manage 4 enemies, however, the micromanagement of survivor is a much harder art than killer considering skill cap in mind. Pulling off a fast-vault instead of a medium. Running efficiently to good structures. Luring killers to a false sense of security in unsafe structures to then line up a fast vault on a window. Playing reactively on unsafe pallets (especially with dedicated hits). Running tiles as tightly as possible and learning the spots where there is invisible collision. Learning to fake drop pallets correctly and fake windows correctly (the timing has to be impeccable). Not saying killer is easy by any means but saying survivor is a lower skill cap is definitely wrong. Your inputs have to be as clean and accurate as speedrunners on dark souls. As soon as you make a mistake you're likely dead.
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@BioX said:
"old" undying actually had use for that aura reading as survivors needed to do dull totems to prevent room for undying to move.
new however completely lacks that need, just find the first hex totem, destroy it and you are done.
That is only if you find the other hex first. If you found Undying first it was over. Survivors didn't need to do the dull totems first who's advice is that? In terms of probability of destroying ruin or undying. It is 50% odds you get undying. Here's the probability of cleansing undying 2-4 times.
(1/2)^2 = 1/4 games - Cleansing Undying twice before Ruin
(1/2)^3 = 1/8 games - Cleansing Undying thrice before Ruin
(1/2)^4 = 1/16 games - Cleansing Undying four times before Ruin
How many games have survivors won in each of these outcomes would be very interesting data. Cannot comment exactly but from my experience cleansing it more than twice is likely a loss. Remember it takes time to find totems which takes pressure off the killer. They can now check more generators in their patrol and further increases there odds of stopping someone completing a generator given someone is off looking for totems.
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No matter what you say with Undying your ruin perk lasts longer if you want to discuss broadly. You didn't actually argue any point I made all you have said is "This is incorrect". I do agree Undying should grant vision on all totems still. It's just the RNG element that needed the nerf. I also agree that the totem hidden locations are too inconsistent. Some games are great and others pretty unfair.
If you disagree with me please support with relevent evidence - not going off on a tangent. "You'll see survivors do totems less." How do you expect that to be a trend? People still run ruin w/o undying and that still needs to be cleansed lol. NOED is a seperate discussion and you're right. It will probably get changed one day because how many games has it crutched a killer that has made many mistakes, similar to how killers feel when they deal with ds/unbreakable when survivor has made many mistakes. It's not competitive.
Finally, your claim "This is incorrect" inherently is incorrect. No matter what you say Undying will always make ruin last longer than it ever has (before blight release xd).
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Why though? I've vsd and played most those killers and never have dc'd. Whats the difference?
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Compensate them like they do with ranked matches. I think killer would like it because it's practicing defending a 3 gen in a close match.
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But I'm saying it's a single hook gamemode on a 3 gen setup. So if you get downed and dc there isnt much of a difference other than the killer not having to spend time to use a hook.
EDIT: My suggestion isn't about reduction of toxicity but a way to practice for the real deal.
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@Bumbus said:
Multiple game modes with similar design won't happen, because devs don't want to split the playerbase.
Also, any casual mode will instantly turn to shitshow of camping Bubbas and insta-DCs
Why though?
Noticed your use of an absolute there. How? Did you read my suggestion? Sure dcs might happen but does it matter?
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1876178#Comment_1876178
Yup 3 minutes before the struggle phase it is just a lot and I didn't knew that was a thing, would make sense if it was before 2018 when I started when that was a thing.
Sorry you misread. 180s flat was never in the game. Proximity timers were.
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I want the choice though. I can't have both doesn't work in my incredible impeccable logic gates.
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Shouldn't be up to the consumer to record matches. That's pre-rendered footage and takes up a lot of space. BHVR need to program a replay system of unrendered footage of matches which is temporarily stored and can be rendered when you choose to. This is a lack of programming no players should be required to do this.
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@OldHunterLight said:
Camaraderie exists you know, gives 32 extra seconds iirc.
Now, that sounds very abusable, so that means just because your teammates decide to loop close to you then the killer gets punished? No thank you.
Yes that's what went wrong when it was in the game. Proximity hook timers were once in the game but failed because of luring the killer to stay near the hook. Problem with OP suggestion I see already is 180 seconds is a lot of time. Survivors will likely use the extra time to complete generators at the start. Increasing that time simply lowers pressure the killer has without the survivors doing anything. For OP's idea to be implemented it would also require tweaking to the time it takes to do the main objective.
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Cannot see eye to eye with you I just don't understand your perspective or where you're coming from. Me personally I can't just accept what the rank system is and shrug my shoulders. I want change I crave it.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1875875#Comment_1875875
the only point is to put people of equal skill together....however that is deterimined is beyond anyones guesses because this game has no real win criteria but whatever.
If you want to as you say "not play optimally" aka mess around and/or practice....then just go ahead and do that, rank does not matter, it does not give you more or less points if you Derank, if anything it will give you more space for your practicing because now you go (if it miraculously would actually work) against worse players.
Yes but there is still other players that do. How is having something that benefits all players bad? If I 'mess around' in someones rank 1 game. It's griefing.
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Then what is the point of rank and mmr? Dismissing it and pretending it doesn't exist is just proof of poor design. Something needs to change eventually. Why can't you use that same argument in the League of Legends subreddit? Because they have created a ranked and casual system that works! Casual queue is quick and competitive queue takes a little longer. I don't play ptb because it's too far away but I've seen the games and it suits. That's why I suggested a smaller gamemode.
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I think they found a good compromise for Undying. Remember, it used to not exist at all! Suddenly it has one of the highest pick rates of any perk. Naturally players who primarily run ruin and undying are going to be upset but it's tough titties. It has removed an RNG element out of it while still acting as a increase of time ruin stays active. Might not last as long as old undying but now it will be consistent. You can practice and improve on consistent. You cannot with RNG. We should always rejoice and encourage BHVR to stamp out as much RNG as possible.
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Queue times are already getting bad. Concurrent players on steam has been on a steady decline since last chapter. I'm just saying dbd have a golden formula here for fun and competition there has got to be a forwards step to take to keep players interested after the next chapter release. Look at games like counter-strike, gmod, rocket league etc. They have the advantage of not appealing to a niche market yes, however, they give their players the option to practice publicly.
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That is perfect. Really hope the community backlash makes them go back on their decision here. Something as compact as that with the same style we love and they get to embrace their new hook counters as such. Perfect.
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Not saying you have to use it. Just that it's very effective to stop early gens with killers that can transverse the map well. Think blight, nurse, oni, billy etc.
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Generator completion has always had the same prevalence in games. In fact, after toolbox nerf and BNP nerf and multiple survivors on one gen nerf it's technically harder to complete gens than ever. Players have the Ruin + Undying combo. The corrupt + pop combo. Each generator takes 80 seconds to complete solo therefore your chases are over 80 seconds. In high level dbd, you shouldn't really ever commit that match time in a chase at the start of a match. If the generator times take a hit again there will need to be many more adjustments to follow. I'm not against generators being slow per se since it will encourage killers to do the most fun part of the game for survivors which is chase, however, I just don't see that happening because most players are happy with balance at the highest level of dbd. It has improved a lot since this game first started.
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Before hotfix was having issues with the yellow flashlight. They apparently changed the accuracy or it was bugged therefore changing the timing. Also the beam wasn't narrowing either which wasn't helping if you're actually blinding the killer or not. Not sure why they had to change flashlights again like nobody was complaining about how the work lmao
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What exactly makes the game impossible for killer? Queue times? What exactly is your point here... lmao
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I promise you that in every match there are generators in deadzone or deadzone after depleted resources. You need to assess the tiles and decide if it's worth to chase. The most fun part of dbd for survivors is big chases and you're against that? I would too like to see single trial challenges removed (all of challenges removed if it were up to me - or a seperate queue ;)) I agree object of obsession can be disheartening when you know it's swf I'll give anyone that - it should be changed. I'll try and address all your points spaced out:
1) 8 pops in 1 match shouldn't be an easy challenge you seem to think that should be easily achievable (I'm assuming you're at least green rank or higher). As soon as you're playing against survs that are actually completing generators instead of doing nothing 8 pops is highly unlikely.
2) How incohesive your post is I highly doubt you're macro managing the map well enough to know when survivors are hitting lots of great skill checks lmao. Remember, every match are ranked games therefore players don't go in assuming it's a challenge wolfdaddy power hour. Any second you spend messing around as survivor is only sabotaging the match for yourself. I'm sorry but you cannot expect survs to not do the objective especially at high level. I do agree with you saying the tomes are frustrating beyond belief, however, I'm the opposite to you; I can't stand it when people DO TOMES in matches because it often means throwing a match or doing something unoptimal which I'll never understand why they never made a seperate queue for this sort of stuff.
3) Every map should have strong tiles for survivors to use. Hell these players spend countless hours learning and perfecting how to run loops and learn how to identify what tiles you can loop together while micro managing your distance with the killer. This is like the biggest part of the game for a good survivor player. How to try and get the killer to overextend and waste time trying to get that hit they're so close to getting and snuff out those hard to complete generators. "I got ran an entire game to 1 gen trying to get someone down." You can choose to stop chase - it doesn't make you a bad player lmao. On the contrary actually. Bamboozle used correctly should never result in a 4 gen chase. I bet you were trying to use it at every window you ran into. Survivors aren't stupid, it's not hard to identify bambooze and side step and take distance to another tile. You cannot rely on bamboozle like that. You're spending too much time trying to force a free hit. Watch some good killer players and they'll show you every single 50/50 and every single mindgame possible on a tile. Trust me, hits will flow when you master every tile.
4) I really don't like your comment on moris. They were a problem for a very VERY long time. It always boils down to killer players getting very comfortable to the fact they can remove one player out of the match prematurely then stomp the rest of the game 1v3 (That means ivory is just as unfair and reserves equal right to nerfing as ebony. The current mori is still wrong in my opinion and will probably one day get nerfed again but that's a discussion for another day.) How is that at all competitive especially when moris avoid any altruistic play from the survivors to prevent the hook if they choose to. If you feel like you need to take a particular survivor out of the game to win then you should be losing that trial. You can't win every single game as killer. Humble yourself and identify what mistakes I made and how I can improve in my next. I'm not saying killer is easy at all I get the stress involved but the best part of killer is you have nobody to blame but yourself. That makes room for improvement so much easier to identify. If you want to be top of the ladder as killer the mori nerf has only made it so the most elite killer players are on the top. The mori crutch players are the only people hurt by this which is a great thing! It honestly gave people such a false sense of security at what level they think they are in dbd. You have jumped on the bandwagon as well regarding it will provoke tunnelling. Oh will it now? Bring it on then. You can tunnel, you can camp all you like - you will not be beating my team though. With a mori you could. Easily.
5) Last point with the toxicity. There are some huge egos on some survivor players (as well as killer) we're all human. All I can suggest is that you look the other way and don't tilt. Only focus on your gameplay because tilting will only help out the survivor players whom you're trying to beat!
I hope my insight proves useful to you approaching future games with a level head. Just remember that this game has taken lots of steps forward in terms of balancing the 1v4.
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I live in Australia and play on the Singapore server. I have a ping of about 60ms on a very stable connection. Chinese players connect to the server as well. They have a ping of 150+ms. The dedicated hits are unreal with these players and currently in patch 4.4.1 there is zero difference. I'm pretty confident it is not active currently or not functioning properly because for the few hours it was active before I did notice a difference. It's hard to comment on because of the small sample size I had with the few hours it was active however it is definitely not functional on this hotfix.
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It's good of you to use them to show friends the animations. However, most of you killer mains do like to equip them in ranked matches. Had to be done I'm afraid. If they're there and usable and grant an unfair advantage. People will use them even if it's dishonourable and doesn't prove you to be the better player that game!
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@AChaoticKiller said:
if you stick with injured survivors and vise versa let them take the hit, crush victor, then heal them. unless charlotte is close you wasted the killers time and if you use wglf you can heal them almost every time.
heal and don't take off victor, whoever has victor needs to wait at a loop near a gen no one is on this takes away the killers power turning her into a m1 killer which is very beatable with 3 survivors.
using victor to down only one survivor or only latch onto one survivor is extremely inefficient regarding time and the reward you get for doing so especially if all the above is being used against you. victor is only good if he gets a down and a healthy survivor or if you use him in a chase and can get back onto the survivor quickly.
this killer is only strong if you let them be, prepare to be idle for a bit, make sure your team is healed, know when you can crush victor. if you have WGLF follow injured survivors being chased by victor because if they get downed it won't matter you crush victor and pick them back up resulting in the killer gaining nothing. it's literally a god tier perk against the twins.
That's an excellend point about crushing victor after he downs a survivor. I'm facepalming at missing that detail. Honestly this post was more based around the camping that's currently live. I'm all for the killer being able to setup an idle off gens with victor. I seriously am all for it. Pressure is great. I was just hoping the the pounce cancel was so quick given it is 150%. If it doesn't change; I will live. Many more killers with doomed if you do doomed if you don't in their kits.
@JHondo said:
I haven't played the twins live but on the PTB you literally could not camp Charlotte while controlling Victor since
1.) Victor can't hook Survivors, only down them.
2.)Charlotte has to be a distance from the hook after hooking someone to switch back to Victor. In the time it took to switch from Victor back to Charlotte is enough to finish the unhook animation and get a considerable distance before the killer fully regains control of Charlotte, even using her Black Hood add-on.
Like I said, I haven't played as or against them yet in live so the numbers might have changed a little but I can't imagine they would reverse this.
Yes victor cannot hook survivors. Point was leaving Charlotte as a ward at the hook and controlling victor. Switching back to Charlotte as soon as you are notified of the save. There is no borrowed time and a very small amount of time to gain distance from charlotte.
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@TripleSteal said:
Are you sure basement stairs are still blockable? I thought it was patched out a while back, mainly cause of the pig; and the only entirely blockable hook is the 2nd floor one on Tompson's House.
I could be wrong about this. What I experienced happened once on fractured cowshed. I was able to walk into the basement with the charlotte ward at the top of the stairs but couldn't get back up when she was in swap phase. Could be a one time bug maybe not consistent. Apologies.
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I think they meant camping controlling victor - not Charlotte. Victor has no terror radius either therefore BT does not activate.
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Thanks for your reponse.
I didn't cover the fact that missing is very very punishing which was part of what makes the killer really weak. I do understand that it's meant to be high risk high reward play which is what BHVR were going for here. I was more alluding to the killers that use it to get in your face with victor and hold the pounce to guarantee the hit. I mean starting the pounce, cancelling it, rinse and repeat until it's impossible to miss. Remember, it is 150% movement speed. Again, it's a 1v4 I get that killers need to down to win the 1v4. I suppose I would accept it like I accept losing to a good deathslinger. I suppose my frustration is from the gameplay I've watched and played against victor is that he is much much easier to use. I'm probably not going to see this killer much anyway when the fad is over but I'm glad you see the camping issue too. That being removed would be enough for me.