TragicSolitude
TragicSolitude
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1326889#Comment_1326889
Gotcha. Thank goodness because holy cow my heart bled for that killer! 😂
Yeah, matchmaking's not as important on the PTB because a lot of people don't "play for real" on the PTB. They go in to test stuff out, have fun trying the new things. The PTB doesn't count for actual rankings or anything, so nothing that happens really matters.
I will say, though, I have seen matchmaking that bad in the live game, at least on PS4. I have gone up against four red rank survivors as a rank 16 or 15 killer.
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Matchmaking literally does not exist on the Public Test Biuld. It used to, but no one could get matches, so now matchmaking is disabled on the PTB.
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I dunno, I think the bigger waste of time and add-ons is due to the matchmaking. I almost never see farming killers. What I see a lot of though is higher rank survivors put up against beginner killers, and many times the survivors walk away from those matches with fewer Bloodpoints than what they spent in add-ons and offerings, even though they escaped.
I guess the difference though is that at least those matches are quick: they're able to rush through the gens without seeing the killer at all and get out in like five minutes rather than farming for twenty minutes.
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Any other advantages? Well, once you P3 a character, the game stops telling you you can prestige your character every time you complete a level 50+ Bloodweb. That's pretty cool.
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Not only does my blade go swinging through the stalks all the time, but there are two killers with chainsaws and yet that corn still stands. Lame.
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@thesuicidefox said:
Wait until they heal them, then smack them back down. That's how you punish that.
Obviously you can't really do this if they are up against the exit gate, but then again at this point you basically lost anyway. Maybe don't let the game get to this point.
Coulrophobia and Sloppy also counter this tactic, as they both increase that 5% healing enough that you can usually hit the guy, then hit one of the two of them down. Sometimes both.
There's a perk coming out that will give the survivor BT after being picked up from the dying state. I mean, I doubt many survivors will actually run it in the long term, but still, the possibility the killer will go up against it is there.
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I finished it. The instant killer queues make it pretty easy to just get match after match and grind the XP. Doing the challenges too just makes it all the quicker.
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I have commented on these boards before that I would like to see something like this implemented. The number of times I've accidentally killed someone because they went into struggle on their first hook and I didn't know is high. The number of times I've chased the wrong survivor because they all look alike (these days, I often don't bother hooking anyone in those matches unless I'm really feeling bold; I'll just walk around and watch them do gens) is also pretty up there.
The only gameplay reason I've seen against this is "it would help killers tunnel," which is actually not true. A tunneling killer is gonna go after the person getting unhooked, they don't need a counter to help them with that. The only killers who would really benefit from it are the ones who are trying to "spread the love" and not focus on any one survivor.
It would help survivors, too. You can make better decisions about what to do if you know how many hook states each of your teammates has left.
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In the context of the game, when the killer repeatedly hits the survivor, it suggests that the survivor did something to piss that killer off. That's what it is often/usually used to mean, so that's become its permanent meaning. If survivors aren't acting like dicks in the match but end up with a killer hitting them on the hook, they can be either 1. confused about what they did wrong, or 2. generally upset. Knowing that and doing it anyway and then being like "Why are survivors unhappy about me hitting them?" is a disingenuous question.
Multiple times I've been the last person left and I surrender to the killer so that we can both move on to the next match. I accept my loss, they won, it's fine. But then they hit me on the hook repeatedly. Like, I don't get it, what did I do to piss them off? It makes me rethink trying to be a good sport at the end of a match.
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With Devour Hope https://deadbydaylight.gamepedia.com/Hex:_Devour_Hope
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@SpiderTash said:
I love how killers will stand firm that camping and tunneling are legitimate strategies, but then whine and ######### on hook suicide. To use something from your playbook, that is a legitimate strategy, get good.
Most killers don't ######### about hook suicides. If anything, it helps killers. "Woohoo! The match became a 3v1 with less effort, yay!" I'm not saying that killers actually say that or anything, but that's what a hook suicide does: it makes the killer's job easier.
Usually it's survivors who whine and ######### about hook suicides, because it makes the game into a 3v1 and pretty much damns the survivors who are left behind. When I see a survivor suicide on their first hook, I know me and the other two survivors left are pretty much screwed. Then my choice is to waste my time with the match or hook suicide myself, neither of which is really a great option.
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The devs don't consider "leaving for help" to be a legitimate reason to disconnect. That is why they ban for it. If you know that and you choose to disconnect anyway, then that's on you.
Slugging is a legitimate in-game mechanic. Suiciding on the hook and Unbreakable are legitimate in-game mechanics. Quitting the match to give someone else the hatch is cheating and shouldn't even be possible. Until that gets fixed, sure, you can disconnect to give a survivor the hatch, but know that you will get banned for it.
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1323819#Comment_1323819
Undetectable doesn't counter any of the detection perks that survivors have access to (though it does counter Terror Radius perks like Borrowed Time and Stake Out). This means that Spine Chill, Premonition, Dark Sense, Object of Obsession, etc can all still detect an "Undetectable" killer.
All it gives the killer is no terror radius and no red stain.
I don't think the status itself needs to be buffed to counter the many perks that survivors can find the killer with, but I do really want for this "your perks can't see me" ability to be restored to Tier I Myers (and Tier II while using Vanity Mirror). It would be a good QoL improvement to help Myers shape up.
Undetectable counters aura detection perks, just not non-aura detection perks (like Spine Chill). If survivors see a killer's aura while they're Undetectable, it's a bug. Like I said, this link https://deadbydaylight.gamepedia.com/Status_HUD even gives the details on the Undetectable status, which includes hiding the killer's aura.
The Undetectable status was implemented specifically so that stealth killers would no longer have their auras revealed by perks like OoO, which basically completely countered the entire purpose of that killer's power. Survivors were using OoO to make Ghost Face completely useless and so the devs intervened.
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@APoipleTurtle said:
With the Scratched Mirror, you force yourself into playing purely as a stealth/jumpscare killer, Scratched Mirror Myers isn't intended to ever be very capable in a chase. It's part of why add-ons like this make him so unique; they completely change the way he has to play and use his power.
Before they add Bloodlust to his Scratched Mirror kit (which would probably make the Vanity Mirror obsolete), there is a different buff I'd like to see return:
Myers is permanently in the Undetectable status while in EW I. However, he no longer counteracts survivor detection/killer aura perks like he used to before that status was added and implemented (as Undetectable doesn't counter perks). I think the Scratched Mirror (and maybe the Vanity Mirror too) should return this aspect to Myer's wheelhouse. He would be horrid in a chase, but extremely competent at sneaking up on survivors for free hits and grabs. It was this element of Perma-Tier I Myers that could actually make him threatening to go against and fun to play, especially on maps with poor sightlines.
Wait, I thought the whole point of Undetectable was that it does counter survivor aura perks. The change to tier 1 Myers is that he used to be immune to Spine Chill, but after the update to the "Undetectable" status he lost the immunity to Spine Chill. What he gained was zero terror radius, so Myers no longer has to run M&A, but not being immune to Spine Chill anymore does hurt him. It was a nice feature of his tier 1 EW and I miss it.
Edit: Yeah, Undetectable is listed here as preventing the killer from having their aura revealed https://deadbydaylight.gamepedia.com/Status_HUD
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1322674#Comment_1322674
The killer could have realized this survivor is good and chase someone else. The whole forum post could've been avoided if they did that.
There are some killers who will keep chase with a survivor who's better than them in order to practice chasing and get better. If they care about kills, they'll ditch the chase, but if they're more interested in improving their skills then they'll keep at it in an attempt to learn new tactics.
Or if they're like me and they just like screwing around. I've chased a single survivor around a safe loop for five gens before just to see if they'll ever get bored and run away. Usually, they don't.
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@xOMNISCIENTx said:
Thanks guys, I know I wasn't taking it hostage. I feel bad for my teammate too, just lying there so long. It was a solo q game. I'll just record my gameplay, I know videos are fun
I did have a Freddy game on Red Forest where the Freddy Slugged me then went to go look for my friend. It was us 2 left. My friend then healed me and got slugged himself. The game went on for about 30 min, maybe more, with a heal, a slug, then a chase in which Freddy could never catch the person. I thought about DCing when it started but who wouldve thought it'd be that long. We gave ourselves up and the killer wouldnt even end it that way. I'm not sure how that game finished exactly, but Freddy got his 4k by the end of it. "What a waste of time" I thought. Since then I decided that a Killer trying to get his 4k is not really a game you want to be in. There are 2 types of 4k players: Straight up killer that ends the game, and the guy doing WHATEVER it takes for the 4k. The later kind are usually the ones we have trouble with i'm sure i.e camping, insidious bubba, basement bubba, sluggsville ppl. Anyways, don't want to get in a rant.
Yeah, there have been many times where the killer slugged for the 4k and I was like, "Screw this, this is gonna be boring," so I just gave myself up to get the match over with. Obviously they care more about killing me than I care about escaping, so if they consider my surrender for their boring gameplay style a win then so be it.
As killer, it's rare I slug for the 4k; there's usually a reason for it, like a challenge to complete. Otherwise, when there are two survivors left, I usually choose which one I want to die and which one I'm cool with giving a chance at the hatch. Slugging for the 4k is just a pain as killer, and I often find it stressful as I try to both keep track of the slug and locate the remaining survivor; I don't consider it fun at all. I can't imagine playing that way every match.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1323326#Comment_1323326
This is what I don't understand though. Being a ninja is a play style. It's not unique to Claudette.
Being a ninja when wearing bright clothing or having blonde hair takes effort. Crouching and becoming invisible in tall grass because the avatar you're playing as is dark does not take effort. That's the difference. That's why many players have less respect for Claudettes. You can look right at them and not see them in certain lighting/environments, and it's not like killers get flashlights to use to point into all the dark recesses of the maps to try to locate their prey.
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@Ihateyou said:
https://forum.deadbydaylight.com/en/discussion/comment/1323484#Comment_1323484
I don't care what he said, I saw the screenshot. That's griefing.
I can't even tell who it is you mean when you say "I don't care what he said." The person you replied to? The OP?
"You're 100% wrong, that's griefing." The person never said it wasn't griefing. They simply said nothing the OP described counted as a hostage situation. They weren't wrong about anything: the survivor was not holding the killer hostage. That is all they said. They never said anything about what the killer was doing, and "griefing" was never being discussed.
"Love how you killer mains try to justify this behavior." No one justified anything. No one said the killer wasn't being an ass.
"I saw the screenshot. That's griefing." Okay? No one said otherwise, because that hasn't been the topic of discussion. You're the only one making that an issue.
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@xOMNISCIENTx said:
I healed my teammate once, the killer downed her immediately, I began to look for hatch, which is the time he supposed I was taking the game hostage. I knew he wanted the 4k. He didnt look for hatch after I was downed, he just stared at me
Sounds like you were just playing the game normally and the killer was salty you didn't immediately give yourself up.
@Ihateyou said:
https://forum.deadbydaylight.com/en/discussion/comment/1322431#Comment_1322431
You're 100% wrong, that's griefing. The game is over and the killer is just being an ass. Love how you killer mains try to justify this behavior.
Did you read the entire thread? OP asked if what he as a survivor did counted as holding the game hostage, and everyone has said that, as far as he's described, "no." We've been telling him what actually counts as survivors holding a match hostage. No one has justified the killer's behavior. OP did not ask if the killer held him hostage.
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I don't target Claudettes, I judge each player by their own actions, but I get it. Just by playing her you get a built-in advantage of blending into most of the environments without it costing a perk slot, and in really dark/foliage-heavy maps that can offer way more value than any perk. I've had times where I didn't see a P3 Claudette for most of a match, so when I finally did see them I made sure to take them out rather than risk them disappearing again.
As a survivor, I have many times been on the hook and watched a Claudette self care in a corner rather than save me (yeah, I know she's not obligated to, that doesn't make it any less annoying). Or I'll save a Claudette and rather than let anyone heal her she'll self care. Claudettes will make bad saves and then just kind of disappear into the environment so the only survivor the killer sees is the one who just got unhooked. If I play survivor and the other three survivors are Claudettes... well, these days I normally lobby dodge those, because otherwise I just get tunneled out first because I'm the only survivor the killer ever sees.
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@ShErMaDeRmA said:
Ok, i took this with a wrong approach, rancor needs a rework in general. Its not good, rarely used and can be made worldwide to survs with noed and an ebony. Its sole purpose right now is to go after one guy at the end for one free kill. Its not worth the perk slot and just screws over the obsession in all scenarios, its not that its unbalanced or op, its not good nor fun on either side. Apologies for a poor start, i was salty after being forced with rancor after running a spirit all game without even being hit only to get instadeath
I mean, I think it's more fun for survivors than NOED + a mori. Moris often result in survivors getting tunneled off the hook, whereas if the killer really wants to use Rancor to kill the obsession then the obsession will get to survive through five gens. I know when I see the killer's aura after a gen pops I get that "oh [BAD WORD]" moment and things feel more tense for it.
I use Rancor for the "kill a survivor by your own hand with _____" daily rituals. Rancor + Nemesis keeps it from feeling too much like I'm just killing someone unlucky enough to spawn in as the obsession. And I've still had the obsession escape at the end, because the other survivors body blocked for her.
There are a lot of killer (and survivor) perks that are rarely used, but at least this one can be useful for certain things (like that daily ritual) whereas Monstrous Shrine is just garbage all around.
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For survivors to hold the game hostage, you basically need 2+ survivors to refuse to touch gens. If they stealth around the map or exploit an area of the map where they're untouchable, then the killer can't kill them and gens aren't being done, so there's no way for the match to end. At about 10 minutes is when survivors refusing to participate in the game becomes a reportable offense.
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Rancor gives the killer bubble notifications; it doesn't actually tell the killer which of those notifications is the obsession. In most cases, the obsession will know that the killer is running Rancor because they'll see the killer's aura after each gen pops (which is very valuable information). I've escaped against Rancor as the obsession by hiding before the last gen pops.
I mean, Rancor is designed to work with the Spirit, who can't see auras when she's phasing, so it shows the bubble notifications. If that were all it did, however, it'd just be a much crappier Bitter Murmur. Plus, back when Spirit was released, DS was still the biggest pain-in-the-ass free-escape perk that let the survivor stab a killer with no prerequisite other than losing a chase. Rancor got around that, so the killer wasn't forced to eat the DS during the match; they could hunt down everyone else and save the obsession for after the last gen was completed. I used it for that very purpose and it was magnificent.
Now, Rancor has a sort of strange synergy with other obsession perks. For the most part, being the obsession is no longer a death sentence the way it used to be. Most killer obsession perks actually require the killer to not hit/kill the obsession. With Rancor, the killer can focus on the other survivors during the match but still have a chance at killing the obsession after the last gen has popped. That's not even a guaranteed death sentence, because if the obsession stays far away from the killer once it's down to one gen left, all they have to do is get out fast after someone else opens a door.
At least Rancor doesn't activate until after all the gens are done, not just when the exit gates are powered. That means if the obsession has a chance to go down to Rancor, they've already survived five gens. If I survive five gens and then die, I'm usually pretty damn happy I got to participate in the majority of the match.
Edit: I also might as well add that I almost never see Rancor. It's a very rare perk to go up against, at least in my experience.
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There have been many challenges that were hugely affected by luck. We've complained about it since the first Tome. Here we are.
The devs have reworked challenges when it turned out they were damn near impossible to do (two hook saves during the EGC in one trial was one of them, I think). There have been enough people completing this challenge that it's not impossible (I haven't done it yet, but my plan is to just burn a Gideon map offering, if I can), so it's unlikely we'll see a rework, no matter how luck-based or unhealthy-for-the-game the challenge is. Killing four survivors in the basement was not a healthy challenge, but that didn't get reworked, either.
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Unfortunately, as someone else said, there is no "aim assist": it's "aim dressing." It's there to make the animation look better. If I remember correctly, the events go like this: 1. killer swings, 2. game checks to see if the survivor is in range, 3. animation is adjusted, 4. game checks again to see if the survivor is in range.
Due to that order of events, this is how the following happens: 1. killer swings at survivor going around corner, 2. game sees that survivor is within range, 3. game adjusts the animation so it'll look like the weapon is connecting with the survivor and now the killer is swinging at an angle, 4. the killer hits the wall.
Devs have made a clear distinction between "aim assist" and "aim dressing." "Aim assist" helps you get hits you shouldn't have; "aim dressing" never helps you get a hit you shouldn't have, but it can cause you to miss a hit you otherwise would've gotten. Neat, huh?
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1322130#Comment_1322130
*cough cough* Corrupt intervention *cough cough*
Depending on what you consider "once per trial," you could also say Blood Warden, Haunted Ground, and NOED.
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@Polidoro said:
It's fine right now.
if you give a safety pip for escaping people will probably not go for a last minute unhook nor do any risky stuff on end game/collapse unless they owe it to a friend. Maybe not even then.
If you give a safety pip with a 2k for killer he'll probably be relieved and stall the game just for extra points or farm which is fine by me when it happens "sometimes" but would be super boring if it happened all the time.
The point right now is that you never really know how well you've done until the game is finished and this forces you into taking risks, making bad choices and mistakes and this makes the game fun, tense and suspenseful.
Eliminatet all the emergent drama and the game would be boring as hell. When a game result is predictable it leaves out many gray area choices and quickly becomes boring.
I'd give more emblems for doing some risky actions inside the terror radius though. For example I usually do a last second hook sabotage which could potentially snowball into a survivor wiggling out and other being healed back into the game but the game does not really reward emblems for it. This should be adressed as risky, bold moves are what make the game fun and players that "play it safe" should be punished, not the other way around.
This is true. The most fun I ever have in this game is making risky late-game saves. Those are my favorite moments that I can remember.
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Maybe if the survivor gets out via the exit gate after all the gens are done I could see it being a guaranteed safety pip. Maybe
Hatch? No. I've had killers stomp my team's ass and then give me a pity hatch. I depipped in those situations, and I deserved that depip. A hatch escape can be due to killer pity or just RNG luck, and neither is worthy of a safety pip.
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"legit gen rush"
That's why you depipped.
I have been amazed in my games as killer how many survivors are perfectly happy to never interact with me. I can't depip, but because of matchmaking, I'm getting greens, purples, and reds in my lobbies; you guys can definitely depip. If you gen rush the killer or play too immersed, your emblem scores will suffer. The emblems are designed to force each side to interact with the other. They don't necessarily grade you on whether or not you win but on whether or not you play well with others. That's BHVR's way of trying to discourage playstyles that are unfun for the opposing side.
I've depipped more than once when getting the hatch. Usually, my teammates got demolished and the killer gave me a pity hatch, and because of how much we got our asses stomped I still depipped. And that's fair. I don't deserve to pip or even safety pip in those situations: my side lost so bad that the killer felt sorry for me. That should probably be like a double depip, if anything. That's different than your scenario, but it's still relevant if we're just talking about depipping with hatch escapes.
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It's the ones that use Petrified Oak offerings + a Lery's offering... My only options then are to slug them to death (yeah, I've done it) or just not play (I've done that, too; I don't mind standing at the exit gate and waiting, I don't lose anything for it).
Seriously, the reworked Lery's is already kinda sparse on hooks, so even just one Petrified Oak offering means playing for normal hooks is off the table. Survivors may think it's cute, but it just means I play a slugging match; hope you guys find that fun, it's what you asked for.
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@monkeyboytgm said:
You can win if:
There is only one person on the hook, so you can start egc, which kills them.
Or, you could open an exit gate if they are powered to kill them with egc.
Each screencap shows a different survivor on top of a hook within the same match, so that's at least two survivors on top of hooks. Unless the third survivor actually finishes the gens to power the gates, there's no way for the killer to force the match to end.
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@NeaMainNON_TOXIC3 said:
Why should they change it because of how you feel? Discordance is up to preference. You can chose if you want more noise notifications or not.
Not if the Bloodweb forces you to take Discordance tier 2+. If you Prestige 3 a character and Discordance tier 2 or 3 pops up in the early Bloodwebs, you're stuck with it forever.
And as someone else said, it's not the noise notifications, it's that the shorter amount of time the gen is highlighted means you know faster if there are no longer two survivors on it.
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I was practicing console Nurse for a long time, getting better... then I had to go out of town for a couple weeks. Returned home and it was like I had never played as her before.
I never did fully get back into the groove as her, and then she got nerfed with the Blink recharge and I shelved her completely.
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@Toybasher said:
https://i.redd.it/444fabnf4zz31.png
DCing for hatch is abuse of out-of-game mechanics for an in-game advantage.
Also note 9/10 cases of TACTICAL DISCONNECT, INCOMING!!!!! I encounter don't even have the third survivor slugged for a lengthy period of time. If I was slugging you repeatedly and looking across the map for a 90% of your bleedout bar, having you get healed just to slug you again for a prolonged period of time, I'd understand why someone would want to DC.
However, a OVERWHELMING MAJORITY of Tactical Disconnects I encounter happen like this:
https://youtu.be/fhst7apXVdM?t=631
Average time before the disconnect is about 10 seconds. If you can't be bothered to wait a minute, 2 minutes tops (At the very absolute max, 4 minutes before bleeding out) to the point you're going to forfeit all your points after a 10 minute match, you need self-control.
Or is there an ulterior motive? Could the disconnects NOT be because the survivor is upset they're slugged, but to give a gameplay advantage to their friend by instantly opening hatch?
Note mobile has bots which prevent survivors from abusing this, but mainline doesn't:
https://www.youtube.com/watch?v=mquQq7wUWL4
TL;DR Tactical Disconnect needs to go. If survivors DC they should just become bots or AFK husks (Bots without AI in Dying State) so if they do even attempt it, it won't have any outcome on the match.
Also I'd like to mention Dead By Daylight is the ONLY game I have ever played where leaving a match can be used to give your team a competitive advantage.
I've had survivors DC to give the last one the hatch. You know what I like never do? Slug for the 4k. I down the third survivor, and before I can pick them up to hook them they DC to give their buddy the hatch. I'm standing over them waiting for the post-successful-hit-animation to finish so I can pick them up and they just DC. There's no justifying that.
It's so [BAD WORD]ing broken. Takes away points for hooking them, possibly a BBQ stack, and it just gifts the last survivor the hatch. #########, how is this still a thing.
It sucks that mobile game has bots while the main game doesn't. Those bot survivors look great, too, much better than the teammates I usually get.
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I would just have it so that he suffers a missed attack Cooldown but isn't taken out of Feral Frenzy when he misses an attack. Frames drop every time survivors turn quickly on console, so whiffing is way too damn common for that to be a reasonable part of Legion's mechanic.
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I've seen killers claim this but never witnessed it. Every time I'm the odd-survivor out in a group of Claudettes, I get tunneled out first because I'm the only one the killer can see. :/ These days, if survivor queues aren't hell, I lobby dodge when the other three survivors are Claudettes.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1316241#Comment_1316241
That's a ton of UI work for how many perks this is helpful for. Costs outweight the benefits.
Well, players for a long time have been asking to be able to sell the unwanted items/add-ons/offerings in their inventories. I have a ton of map and reagent offerings I'd love to sell, even at a huge loss, just to recoup some BP. It could include unwanted perks, as well. The perks then reappear on the Bloodweb and the player can re-purchase them at tier 1. It could be a nice bonus for having Prestige 3'd a character.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1317390#Comment_1317390
The word you are looking for is "aim dressing"
Normally if someone tries to save directly in your face you hit them once,they save during your hit cooldown and then immediatly down the unhooker.
And i mean,if you didn't try to kill them all then you should expect a harder match.
And unhooking in front of you really isn't toxic but rather a pretty stupid move
Aim dressing, thank you. Brain fart, there.
Oh, I do know it's a harder match when I don't kill. I accept that. I remember that one being especially difficult, though I don't remember why. I think because I was trying to refrain from slugging a lot to slow them down. Usually I slug to slow down gens, but I think I'd recently gotten a complaint about slugging so I was trying to be nice and slug less. Yeah... only total potatoes don't get gens done when you're neither slugging nor killing. There's really no way around that.
"Normally if someone tries to save directly in your face you hit them once,they save during your hit cooldown and then immediatly down the unhooker."
Normally, yeah, but I think I was in the wrong spot to lunge, and if you don't lunge then you automatically grab. But either way, against hook campers I've managed as a survivor to take a hit, make a save, and then the survivor I just saved takes a hit with BT and we both escape. If the survivors play it right you won't necessarily get to hit the unhooker a second time.
"And unhooking in front of you really isn't toxic but rather a pretty stupid move"
I don't consider it toxic, just rude (when the killer's not camping). And definitely a bad play, which even when I'm playing nice I usually try not to encourage those. I used to give free unhooks, but the more I get farmed off the hook as a survivor the less I want to encourage that kind of crap from other survivors when I'm killer. Make a safe save or let someone else make the save, because if it were almost any other killer but me that stupid move would get the unhooked survivor killed. Not cool, man.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1316855#Comment_1316855
I won't deny that getting DS'ed after hooking another survivor feels really unfair,but why didn't you just hit her twice and down her that way?
I mentioned in the post how often the aim-animation-thing (because it's not "auto aim," it just "adjusts" the aim so the animation looks right... or something) messes up and hits the hooked person instead of the unhooker. That's actually as frustrating as anything in DbD. But it all happened very fast. I hooked the person, and before I could move she was there making the save. It was a while back, so I'm not sure I even realized in the moment who was making the save. But let's say I did hit her, then she makes the save and the person who just got unhooked body blocks with BT. I still lose.
I did chase her down and kill her after that. I had been going for my BBQ stacks and wasn't trying to kill anyone, so I'd played really nice even though it had actually been kinda stressful trying to slow them down without killing anyone because they really flew through those gens, but that DS annoyed me enough that I killed her and two more survivors after her. I mean, there was no reason to do that when I went far away from the hook every time. It was only done to frustrate the killer, and with DS and BT sometimes there's no right choice. I got lucky; if they'd been near an open exit gate, that would've been it. Maybe they thought me playing nice was me being bad (not that I'm good, but I'm not completely incompetent), who knows, but there's still no reason to do that against a non-camping killer.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1316855#Comment_1316855
But that’s ok, because it helps Survivors win. Killers are supposed to play how Survivors dictate, if not they’re immediately labeled as bad or in fun.
If they truly wanted a challenge, they would never complain about tunneling or slugging. Camping I can understand, but the other two strategies actually challenges Survivors with loads of pressure, pressure they do not want. Instead, they want the Killer to go to the other side of the map until they finish healing.
They refuse to admit that the game is set up to give them advantage during a chase, while slowing the Killer at the same time. No, they believe that their ability to loop is all skill.
If they truly wanted a challenge, they wouldn’t have complained about the map reworks, nor would they have complained about Ruin or NoEd. But there are always complaints.
There was one match, first survivor I found, I started chasing them. They jumped in a locker, I pulled them out, and they DC'd. Beginning of the match, not one hook yet. Next thing I know, I'm getting a message, "You tunneler! The devs said tunneling is cheating. I'm reporting you. You're gonna get banned. Stop cheating."
o_0
I still cannot for the life of me figure out what the hell... I mean, stuff like that makes me believe some survivors really do only want a gen repair sim. That's the only way I can think to interpret that message.
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@A_Skinny_Legend said:
https://forum.deadbydaylight.com/en/discussion/comment/1316954#Comment_1316954
You're probably right. Maybe America is becoming a third world country as well.
Greed is a bottomless pit. If they can find a way to be cheap while raking in tons of cash, companies will do it. I remember Google going around to big cities installing fiber, trying to force companies to provide better internet... If I remember correctly, that had middling success, at best. I've watched DbD streamers in America have problems during their streams where their providers start throttling their bandwidth. They pay to upgrade their service and still get throttled and given the run around about "We don't think that's on our end. Are you sure it's not you?"
That's another discussion, though, I guess. Still, long story short, customers can pay for the best available and, through no fault of their own and with no recourse, still have terrible connections.
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@NinjaDette1 said:
https://forum.deadbydaylight.com/en/discussion/157166/ummm-excuse-me-can-you-not-thanks
I disagree with you’re childish post.You can not demand that people from other parts of the world not play the game even if they are from countries we are at war with they are still allowed to be here. And secondly if you have issues with playing with people from around the world.Then you shouldn’t even be allowed on anything that involves being on a public online game that allows people worldwide to play the same game. I have a friend who is from a third world country and he is the nicest person I’ve been friends with since elementary school. If you can’t handle people playing with you who are not from America well then you shouldn’t even be allowed in any country if you’re gonna disrespect people and their ethnic backgrounds.
Actually, a lot of American internet connections suck, too. Due to the way services let each other have monopolies in different areas, some places have really crappy internet despite paying high prices for it. It's stupid.
So, even OP's "don't be poor" isn't necessarily a fix. Some areas pay a high price for terrible service and there's nothing they can do about it. There's no fixing it. Even my internet connection, which is normally fast, will have weeks where it's just terrible and the service provider will give me the run around, "Are you sure it's not you? Have you tried resetting?"
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@stvnhthr said:
Usually I stick around to give the killer a free hit and give them points for the hit and chase at the gate. It isn't being toxic but saying goodbye and thanks for the fun.
Yeah, 90% of survivors stopped letting me hit them at the gate a long time ago; now, they wait until I get close then run out so they can get those "escaped chase" points and I get nothing. So, I don't go to the exit gate, anymore. Nowadays, if survivors wait around in the gate, it just looks toxic and/or selfish from my POV; it doesn't come off like they're trying to do me any favors.
@Dpooly said:
I don't know about anyone else, but I find it annoying when everyone is either dead or escaped but there's that ONE person who has to sit there at the exit gates teabagging and waiting for the Killer to show up. I think it'd be cool if when you're the last one left and are inside the gates, you have a brief timer to leave or be sacrificed. There's no other reason to hang around at that point other than to gloat and be toxic. Thoughts?
I think it's dumb if there are 2+ survivors left waiting in the gates because they're just wasting their time. Like, it should become obvious pretty damn quickly that I'm not going over there, at that point I don't see what they're trying to accomplish. Wow, you're wasting your own time; you guys know my killer queues are instant, right?
I actually like it if there's only one survivor waiting, because it gives me a chance to close the hatch if I can find it.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1316681#Comment_1316681
You don't understand that the second chance perks can be intentionally used by Survivors. Someone with Decisive/Unbreakable/BT/Dead Hard will sometimes intentionally throw themselves at the Killer to buy time for their teammate.
The Killer is making a mistake if they target someone with second chance perks. Because usually that Survivor is intentionally trying to make them affected by their perks. Whether or not its balanced is up for debate. But that's not really the point, the point is that the Killer is making misplay. Yeah jumping in a locker with Decisive has no counterplay, but for the Killer to get in that scenario they made mistakes earlier on that got them there.
Near the end of a match, a Meg got unhooked, I hooked someone else. Before I could even leave the hook, a healed Meg ran over to make the save in my face. If I hit her, she gets injured and then makes the save. Hell, if I try to hit her, there' s a large possibility that the "aim assist" will screw me over and hit the hooked survivor. So, I grab her, get DS'd, and she still makes the save.
I don't feel outplayed in that scenario, just screwed over. She got to make a bad play and get away with it and there was nothing I could do to stop her. No matter what I did, she got to make that save in my face. Moments like that make me wonder how there are any killer players left. Seeing a streamer click "leave match" when he gets DS'd after killing three survivors (chases down the final survivor left on the map and then gets DS'd, there's no one else to go after there's only one [BAD WORD]ing survivor left!) says a lot about the absolute frustration these perks can cause when they punish someone for just daring to play killer.
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Last night to do that "Hook the obsession 15 times" challenge, I was using Ghostface with Furtive Chase, Nemesis, Make Your Choice, and a fourth perk (tried Whispers and Nurse's Calling, NC was better, might also like to try I'm All Ears, but with NC I could often surprise the unhooker while they were healing the unhooked). That was fun. I usually only went after the obsession, but I could also force someone to become the new obsession, giving me a good bit of flexibility.
Not sure how effective it is if you're trying to 3/4k. I wasn't playing to get kills, just hook the obsession and have fun.
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I don't need a pity kill. I appreciate the sentiment, though, I'm not like insulted by it. But I don't need it. Sometimes I feel a little bad because I was just having a day and it wasn't the fault of those survivors, and I worry they felt they did something wrong when they didn't. If they're not bullying but just better players, that's matchmaking screwing all of us over; that's not on them that's on the game, and they don't owe me anything.
What I would like is for survivors to not be dicks at the end of a match. If I don't come over to the door, leave. If I do come over to the door, don't [BAD WORD]ing flashlight me. In a game the other day, I was still near the door after opening it, all four survivors still alive. Two started running around in front of me while a David started trying to flashlight blind me. So, I walked away. They followed. The two continued to run in circles, so I watched them (yay, chase points) but then the David immediately started trying to flashlight blind me, again. Seriously? So, I faced a wall looking up. Fine, now you guys at best get some piddly Boldness points for running within a few meters of me. Good going.
If a friendly killer stares at you when you have a flashlight, fine, they're letting you blind them. If they look away, then stop doing it, they're not in the mood.
What I really get annoyed by is survivors who all wait until the last second to leave. I obviously wasn't going over to the exit, so at that point they're just being dicks, and I don't even get to grab a few points for closing the hatch if I found it. That's really unnecessary when you've already trounced the killer.
If the killer has a bad match and I'm not trying to complete some sort of challenge, I'll often stay behind and let myself die. I don't care about the points and I like the EGC death animation. I'll find a nice spot and watch the ground burn.
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@Peanits said:
We've mentioned it in the past, but yes, we are aware, although there's no single right answer. Some people prefer 1, some people prefer 3. 1 gives you more regular updates, but 3 gives you less loud noise notification spam. I'm more of a tier 3 guy myself; I don't need a loud noise constantly going off in a chase, and I've never found the 4 second difference to be a game changer.
If you like tier 1, that's totally fine, you do you. If you prefer 3, that's okay as well.
Okay, I prefer tier 1, but I was forced to accept tier 3 in the early bloodweb levels when I P3'ed some of my killers. There's no way for me to go back. It'd be nice if I could choose to run tier 1 even though I'm now permanently stuck with tier 3.
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I would also accept a purely barbed-wire death along the lines of the final scene of the movie.
Either way, what we actually got for a mori is pretty lackluster.
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Before the change, I was trying to learn Nurse. I played her without add-ons, because I don't like using add-ons as any killer. She's really difficult to control well on PS4, but I was learning.
I stopped trying to learn her after they changed her and added the recharge mechanic. It's not fun. She's not rewarding to play as. She's just a chore. I even trash her daily ritual any time I get it. I won't bother.
I didn't see Nurse very often before the change. I pretty much never see her now. The few times I have, I've avoided her by running in a straight line. It sucks how effective that usually is.
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I try to be very careful about that stuff, because it's a precarious slippery slope of what might be considered "working with the killer"/griefing. I remember a match where two of the survivors were memeing and stuff, so I was friendly with them, but when they started trying to sell out the other two survivors I smacked them to the ground, not to be mean, but to try to prevent them from getting any of us in trouble. I worked hard to show the other two survivors I was friendly, and I would only ever do anything like hit them or hook them if they initiated it. Best to be safe.
I've also had survivors who were farming with me let one of the others who was participating die on the hook (to be funny, I guess?), so I also killed them in return, because 1. that's not cool, and 2. it can't look like I'm griefing or playing favorites.