TragicSolitude
TragicSolitude
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1296955#Comment_1296955
LOL I've never seen a survivor DC because the killer was AFK. Even time I've seen an AFK killer, survivors rush gens/totems/chests, mess around for a bit, then leave.
IF they did this, it's not avoiding an L, but no one does this. Your example is a fantasy.
I've been playing forever-EW-1 Mikey for the past couple weeks because it's the only way to never have a TR. I find it amusing, but I do really poorly. Like, really. And I have had survivors DC when they realize that no one's getting hooked and they're spending most of the match holding M1. It's not fantasy. It doesn't happen every match or anything, but it does happen.
I also don't chase any survivor who flashlights or teabags at me, because I'm not going to waste the match chasing the "designated distraction," and I've had them DC over that, too.
edit to add: More often than survivors DCing against me when I have a bad match, I get angry messages about how boring the match was, to the extent that I finally turned off all messages and friend requests on PS4.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1296862#Comment_1296862
TAKE AN L.
That's all there is too it. People DC to avoid feeling like they lost.
If your wife has a heart attack that's an emergency and a legit reason to DC.
If you have lag or you're getting less than optimal framerate, sorry that's not a legit reason to DC.
You are defending people that don't want to lose. No other way to say it. They do it to ease their egos. Saying "well lag" or "muh performance" is a cop out honestly. ######### happens. Take an L.
So when survivors DC against an AFK killer or a killer who's doing so poorly that at one gen left they haven't gotten any hooks and the survivors are super bored... survivors do that to avoid feeling like they lost? I mean, that's a guaranteed win for the survivors. They're DCing to not take a win. Or is disconnecting to not escape somehow also not taking an L?
I'm seriously asking, 'cause I don't see how survivors disconnecting against an AFK/r20 killer confirms your assertion that survivors prefer a killer experiencing technical difficulties stick around rather than DC.
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@BenJoe said:
I feel like some changes need to be made to how killers play in games (the way they work not the people who play them) I feel that some balancing needs to be made to make the game better for all players. I feel that some changes need to be made to how hooking survivors work as all too recently I have been in a games where killers have hooked me or other players within 5 minutes of loading in to which they then camp the hooked survivor, wait for someone to try and un hook them, knock the survivor down and hook then again and repeat the process until the survivor has been sacrificed. This type of play should not punish the survivor for being scarified before they have had a chance to have an impact in the match by gaining next to no bloodpoints and losing progress on their ranks, all because the killer has no etiquette. I think a system should be introduced where the same survivor cannot be hooked again (after being rescued) for 8-12 seconds along with the same hook not being useable for 10-15 seconds after a survivor has been rescued from it, in order to encourage players to rescue fellow survivors and not be camped or continuously hooked for doing so. I also feel survivors should gain a speed boost or the killer loose speeds after being engaged in a chase for over 15 seconds, as it makes it more difficult to escape after being chased for a long time as killers get quicker. I don't want it to be impossible to be caught by the killer but some of the killers do need a speed nerf. I really enjoy this game and have spent a lot of hours on it with friends recently and I just feel changes like I've mentioned would make it an even more enjoyable experience.
Thanks, for a great game!
Within five minutes? I see a lot of matches that only last five minutes; if the killer's not pressuring gens well, that's more than enough time to get them all done and open the exit gates. If the first person the killer gets on the hook is five minutes into the match, no wonder they're camping the hook, the killer isn't doing well at all. Hell, if I'm like three minutes into the match and haven't hooked anyone, I just go afk, I've already lost.
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Know how many times I've died because my thumb slipped because I have to mash the button on my controller for the stupid struggle mechanic? A lot. Very much a lot. How's the game going to differentiate between a suicide and that? It can't.
It's like the struggle mechanic's whole purpose is to accidentally get survivors killed. Thumb hurt? Hand slick? Controller having problems? Get distracted for a millisecond? Oops, you're dead.
Yeah, you can't punish people for that.
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I get called "boring" because the red ranks in my lobbies think that somehow giving me crap is going to magically make a rank 19 killer more fun to go against, I guess? Or maybe they're just mad they hurt their hands fruitlessly spamming noise notifications near the exit gate, not realizing I play killer with the TV on mute.
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I've seen players say that when they were a new killer, they thought hitting someone on the hook sped up the sacrifice process.
I've noticed that new killers will sometimes smack me on the hook just over and over again as much as they can even though I didn't do anything to piss them off. Because the survivor on the hook reacts to being hit, inexperienced killers may think that hitting them actually does something gameplay-wise. And why wouldn't they? It's reasonable to think that if the devs bothered to add in being able to hit someone on the hook, then doing it has some sort of effect.
I mean, it'd be pretty silly if hitting someone on the hook served no purpose other than annoying the survivor and screwing over the killer when they're trying to tag the unhooker, right?
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1288725#Comment_1288725
Legion's constant stabby stabby was overpowered on pc, it was essentially Mad Grit, allowing for a very easy hit, and an easy hit means easy next target. So there was 0 skill. Yeah, it ######### over console, but to be fair, Legion's mobility is much easier to control on console.
Nurse always had a "cooldown" by adding a stun. The only change was that she couldnt spam 2 blinks after fatique, which allowed her to averagely move at 150% on any map. The current cooldowns lower her average movement speed to 120%. You cannot allow brainlessness on PC. And yeah, it cucks console, but playing survivor on console also has its downsides. It's easier to get a 360 using a controller, but its practically impossible to side step on console without giving away where you're side stepping to. I can do an instant 90 degree turn using my keyboard, allowing me to run straight and bait a throw, then sidestep and dodge a throw no matter how close. Using a controller, I cant unless im willing to stop moving for a fraction of a second, practically giving the hit to the killer.
And yeah, console has its issues, which is why crossplay isnt enabled by default(it is implemented already, but console players have to enable it, while pc players have it enabled by default). It could add frame drops, but I dont really see how. Does survivors dropping cause a frame drop?
And yeah, that would exactly be an implications. Survivors who KNOW they are going down giving a location where they want to go down. It wouldnt really impact going to a hook too much, as hooks are plenty. So if you fake going to one of the hooks on the right, you should easily reach another one thats on your left before they have time to even touch the hook. If you cant, then you've allowed the survivor to run to a location where they can take maximum advantage of wiggling in the first place. If you have hooked 2 people in 1 corner, having a 3rd hook at 50 meters distance, it's your mistake for your lack of hook awareness. It's not that hard to force a survivor away from a zone where there is a lack of hooks while in a chase. And if they can make it thanks to exhaustion perks? Just leave em slugged. You'd either be forcing them to use unbreakable or have someone save them. Meaning less people that can do gens while you're chasing someone else.
Not exactly, Legion's ability activates instantly. It would only affect charging abilities. As a plague, you dont really want to be holding your puke while you drop anyway as it decreases the distance it can reach. As for other effects, they could actually buff weaker killers because of the stagger. A staggered Clown could have a bigger slow/longer range/bigger area of effect/faster reload times for a few seconds. A staggered Demogorgon could go for a dash that reaches further. A spirit, well, would be staggered mid-phase, which is a nerf and spirit can do with some extra nerfs anyway.
Oh really? So you mean, how they added Stagger just so they could create Balanced Landing? Or how they added co-op generator slowdown just so Prove Thyself could be reworked? Or how they removed instaheals so that For The People can be a thing? Or how they added reasons to go into lockers so that Iron Maiden can be a thing?
Basically, killers without staggers are overly strong in certain situations, the same reason why survivor staggers were added in the first place. All they need is a slight stagger to solve that. And you can easily create new perks that could change an otherwise stale meta.
Oh yes, just like the BL nerf literally changed the survivor meta, or how the EGC literally changed the meta, or how plague's perks literally changed the killer meta, or how doc's buff changed the doctor meta, or how stealth killers' buff changed the meta, or how adding in a new killer changes the meta. Yes, if it gets added, it will change the killer meta. As for programming? No, just a simple copy paste from survivor stagger, lowering the effect by 90-95% and having it affect charging and the wiggle timer. Then either add a positive or negative effect depending on killer strength, which does require a bit of coding, but its just a seperate script, make sure it only gets triggered by a stagger and you're done. It's easier and quicker than making new killers, which they seem to be doing 3-4 times a year anyway. So having a year with 3 killers and 1 QoL update rather than a year with 4 killers would be very nice.
As for ironing out bugs, well, there arent really any game affecting bugs in the game right now. There is 1 uncleansable totem on Lery's at the moment, which is extremely strong if its Devour Hope or Noed(it will almost always be noed as its the only one that cannot be cleansed), but most other bugs are practically non-existant. Dedicated servers have a larger impact on the game than bugs nowadays, and that's honestly a good thing, even though I really hate it when a dedicated server decides I still get hit when the killer is upstairs and I am downstairs.
Yes, because if it doesnt benefit survivors in any way, there is no reason for a survivor to go there, meaning it doesnt benefit killers either.
- Weak pallets benefit killers(its a free hit), strong pallets benefit survivors.
- Lockers dont really benefit survivors unless they have DS, otherwise its an instant hookstate. At best it buys them 3 extra seconds before they take a hit.
- Structures usable for looping often allow for a killer to get some decent mindgaming to still get a hit, meaning if you're a better mindgamer, you still get a hit.
Having a structure that has 0 benefit for survivors is a structure that has 0 benefits for a killer. You might aswell remove that structure and give some benefit to a killer. As for hazards on a map, unsafe pallets are hazards. They are a false sense of security when they could have easily gone for something safer. Yes, if it was a dead zone, the killer would get a hit, *but that would be a boring as ######### game*. Structures exist to add some challenge to the game, an unsafe pallet is challenging for a survivor, while a safe loop is challenging for a killer. It's as much as a killer playground as its a survivor playground.
And like I said, you could use the stagger effect to give Clown a buff that could make him otherwise overpowered while he is staggered.
Does survivor dropping cause a frame drop?
Survivors turning in a fast circle can cause frame drops. Pretty much everything causes frame drops. So, yes, sometimes it does.
There's crossplay between Steam and Windows Store versions of DbD. Cross-platform isn't a thing (unless I missed something in the last month, I'll admit I haven't been that attentive, I'm playing ACNH and doing the bare minimum in DbD). But I could swear I've recently seen some PS4 players begging for console crossplay to help with the killer shortage.
Also, I said I wasn't looking for you to answer those questions, those were questions the devs would have to discuss amongst themselves. The point was that it's a lot of stuff to take into consideration, every killer would have to be looked at and altered individually. It would be a large undertaking. Their powers all work differently, and yet sometimes a change to one affects another (remember how changing Spirit's lunge speed so horribly kneecapped Wraith for a little while?).
And there are always plenty of bugs to fix in this game. The framedrops would be one of them; I would like to not miss hits because of dropped frames. I would like to not get stuck on the environment (it's happened multiple times in the past week, I get stuck and am unable to move for the rest of the match). They still have a long way to go in terms of overall optimization. I've had the game not end when the EGC ended and I had to take a DC penalty because of it. I would like Plague's vomit to reliably infect a survivor; it is annoying to see the survivor go through the reaction animation without actually getting sick. I'd like to ever be able to hear anything over the chase music so I would feel it's worth it to use audio again; right now I just keep the game muted. (Yeah, every survivor has tier 3 Iron Will when I play; wouldn't they feel silly to know they wasted a perk slot.) I would like to not see the Evil Within power bar go backwards when I let go of the stalk button. Sometimes scratchmarks take longer to appear than they should (there was a thread discussing that problem a few days ago, it seems to be a console thing). And matchmaking is a huge problem right now with rank 20 killers getting red and purple rank survivors in their lobbies. I haven't bothered to play a real match in months; the matchmaking has me doing nothing but memeing because no matter which side I'm on the skill disparity makes playing "for real" unfun. That might not be a bug, but it's the biggest QoL issue that needs to be fixed sooner rather than after every single killer has quit (it's a bad sign when in a single day I see multiple killers go afk mid-match because they're just that miserable).
For a QoL update, I'd much rather see them make it so that killers like Nurse, Huntress, and Deathslinger don't feel so unpleasant to play on console. I'd rather see Clown get an overhaul. I'd like to see cross-progression so I can find out if the game is more fun on PC. I'd like them to update the tutorial so that maybe fewer new killers would facecamp the first survivor they hook. I'd like them to implement a couple really simple QoL changes to the Tome which for some reason are still absent (and they would be infinitely easier to implement than a killer stagger).
I'd also like to see survivors get access to more information during a match so that solos are on more even ground with SWF. The update to Kindred was a good start, but that still requires using a perk slot. That discussion is a whole other can of worms, though, but I'm saying that it's an issue that I think the devs should address before even looking at something like adding a killer stagger.
When I mentioned lockers, I didn't mean jumping into them in the middle of a chase (though that can work well against Nurse). I meant that they hide auras, which can be a very powerful tool. Not everything is about chases. Survivors can use structures to hide and juke. And just because a pallet is unsafe doesn't mean it's good for the killer; survivors shouldn't try to loop at unsafe pallets, those are for getting a stun, so if they try to loop and get hit that's on them.
If they're going to have a year with 3 killers and 1 QoL update, I want addressing the solo/SWF disparity or overall optimization or ironing out the kinks in dedicated servers to be that QoL update.
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I'm pretty indifferent. I've never used them, and the number of times I've been up against a Huntress using them could be counted on one hand. Hard to say how powerful they really are when everyone DC's or suicides on the first hook.
I guess if anything I think Huntress's iri heads should work like Deathslinger's add-on, and Deathslinger's add-on should actually work like current iri heads because his weapon does not have infinite range and it's much more of a pain to use. That's just my opinion, though.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1288630#Comment_1288630
"It'd just make looping easier if you use balanced landing" There, fixed it for you.
I mean, balanced landing pre-nerf was literally used to remove 75% stagger while they tended to use deadhard instead. And killers were relatively fine. The only map that truly was hell to face people using old BL was Haddonfield. But with old BL nerfed, which massively buffed killers on quite a lot of maps outside of Haddonfield, there isnt a real reason not to add killer stagger. And again, it doesnt need to be anywhere near a chase ending stagger. Just a tiny stagger enough to force killers to play slightly smarter, rather than brainlessly dropping off a height.
Every time something is changed to stop "brainless" plays, console gets screwed hard. Legion annoys people with constant stabby stabby? Well, now missing a hit takes him out of Feral Frenzy. Any idea how easy it is to whiff on console? Especially with the frame drops and everything else? Or Nurse, getting a cooldown so her Blinks can't be "brainlessly spammed." She's slow as crap, her Blinks are necessary just for map mobility, and while I have slightly more success aiming her Blinks over Huntress's hatchets, I still only touch her for the memes, now.
What would adding a stagger do? Well, for one, it'd probably cause more frame drops for killers. In an ideal world, that would not be a problem. But it is a problem. Whatever may seem like a "small nerf" on paper ends up having unintended consequences. Maybe it's framerate drops. Maybe it's survivors making sure they get downed on a second-story area because they know the killer will have a harder time getting them to a hook with the added stagger/wiggle penalty, especially since it gives another survivor a bit of extra time for sabo'ing. Maybe it's something I can't even predict due to the game's notorious spaghetti code
Consistency would also be a problem. Huntress can't drop down and still have a hatchet ready? Hillbilly can't still have his chainsaw revved? Then will it also take Legion out of Frenzy? Will this affect Plague when she's normal or only when she has Corruption? How will this affect Spirit if she drops off a height mid-phasewalk? I'm not looking for these questions to be answered, I'm saying these are questions that devs would have to ask themselves, and it's inevitable that weak killers will get hit harder by this change because they always do.
I also don't want them to nerf killers just to create a new perk that undoes that nerf while taking up one of the four very valuable perk slots.
It may seem like my post goes off-topic, but I'm just trying to point out that there's a very real possibility that a change like this would hit harder than you expect. Not to mention, programming all this would be very complex. Every killer is different, so there are a lot of factors to take into consideration. A "small QoL change" would actually be a pretty time-consuming endeavor to implement, and they'd be ironing out bugs for the rest of the game's lifespan.
Also, is it really so wrong that there's an element on the map that doesn't outright benefit survivors? Pallets benefit survivors. Lockers benefit survivors. Structures usable for looping benefit survivors. All without needing any perks. And drops can benefit survivors if they bring a specific perk. In general, stuff exists on maps just to make killers' lives harder. The only thing that adds any hazards to the map for survivors are killers with traps. Otherwise, it's a survivor playground.
In conclusion, I really don't want another thing that slows down Clown.
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I constantly have this problem. I see a rank 20 killer with no perks go up against fully decked-out purple and red rank survivors who end up earning fewer BP than they spent on the offerings and add-ons they used for that 5-minute match.
My friend was doing the survivor Tome challenge to stun a killer twice with a pallet... two matches in a row he got a killer who stopped playing after getting hit with a pallet. He even offered himself up to be hooked and they'd just walk away. I'm not sure if those killers were super new or just having a bad day, but it's not a good sign when you start seeing players just give up in the middle of a match.
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The best is when I go to make a grab and I get stuck in that position for a few seconds while the survivor runs far, far away completely unharmed. One time I was stuck like that for something like 20 or 30 seconds.
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So... you're upset that killers aren't tunneling you off the hook and putting you right back on it?
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I'm not even trying that challenge for now. Even at rank 20, I'm getting purples and reds in my matches.
I've actually stopped playing any killer with a TR for the most part, because it got real old real quick that I'd walk towards survivors only to have a hook get sabo'd the moment they heard my TR for that one challenge. So, I'm playing forever-tier-1 Mikey.
If they try to bully me with flashlights, then I know they're real pieces of work considering I'm playing just about the weakest least-threatening version of killer I could (barring a meme build that uses add-ons).
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Ah, so this discussion is hypothetical theory rather than practical application. Got it.
If sounds ever are fixed, there'll probably be an engine update within a month that breaks them all over again. Having sounds that actually worked for a few weeks was the most fun I ever had in DbD, and it was also probably the worst thing that ever happened. Seriously, I'd be better off having never experienced that. For a few glorious weeks the chase music didn't overpower every other sound, and I could actually track an injured survivor. Then it ended and I was back to turning in circles trying to pinpoint where that grunt of pain came from before it just poof disappears.
I've heard it's worse on PS4 than on PC, but I can't know if that's true or not since I don't play on PC. All I know is that I applaud any Spirit who can actually hear enough to find a survivor while phasing... can I borrow your amazing ears/luck/$1000 headphones? 😥
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Wait, are sounds actually working again? I've kept the game on mute for months.
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Bad idea. I've had plenty of survivors bleed out because I forgot to check where they were with BBQ. It just means we're stuck on the map doing nothing for a few minutes (well, they're stuck on the ground listening to me constantly chainsawing or hitting my bell or something, because I can still play with my murder toys) instead of moving on earning BP and getting to actually play the game.
Anyway, Deerstalker is unlimited while BBQ is very limited, because it only activates under the very specific condition of hooking a survivor, there are only four survivors and each can only be hooked a certain number of times, and there are plenty of ways to hide from the aura reading.
Personally, I don't want to encourage more killers to run Deerstalker: it would mean more slugging killers. Survivors would spend more of their time in a match bleeding out on the ground. No thanks.
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In some situations, it's difficult for survivors to escape via the hatch. Some killers will play smart and work around the hatch mechanic. Good on them for knowing how to play the game. Survivors in turn bring keys to counter killers who play to deny the hatch.
I see survivors escape via the hatch all the time, so... I mean, sometimes the last survivor escapes via the hatch, sometimes they don't. Is the hatch only a "fair" mechanic if the last survivor escapes 100% of the time? I don't really understand the issue, here. If no one ever escaped via the hatch, I'd understand the problem, but that's definitely not the case. The hatch is a hail mary, a last chance, a way to keep the game from being held hostage for eternity... if survivors escaped through it the majority of the time, it would no longer be a hail mary and would actually need to be re-looked at.
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I posted this elsewhere and it seems appropriate here, as well:
I'm rank 17 being put up against red and purple ranks, which isn't a challenge, it's a waste of everyone's time, mine and theirs. I can tell they're bored, some have outright DC'd mid-match, and sometimes they'll actually stop running and start trying to farm, but I just cloak and disappear if they start doing that because whether it's out of pity or desperation for BP I just don't have interest in farming; I'd rather take the small amount of points I've earned and move on. Sorry if they depip, but that's on the matchmaking.
Yeah, I've gotten past the "this is unfair" stage and moved on to indifference. Sure, it'd be nice if this got fixed in the near future, but until then I think the survivors I'm put up against suffer more than I do, because I can't depip. It really sucks for killers who can still depip, though, because it just feels like a punishment since you can depip all the way back to yellow ranks and still get put up against the same survivors who are causing you to depip in the first place.
Each time rank resets I'm curious to see if it'll change the ranks I'm put up against, but even as my rank goes backward the ranks I'm put up against have gone from greens and purples to purples and reds, the disparity only getting worse rather than better. I used to sometimes get messages about how the survivor waited 30 minutes for that "boring [BAD WORD] match," like that's my fault. Now I have messages turned off, so I'm hoping that since the survivors can't direct their anger at me they'll instead direct their anger at how boring the match was at the devs.
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@[Deleted User] said:
Some players, no matter how long they’ve played will never be good loopers.
I’m terrible at it. I simply cannot spin my camera around to keep my eye on where the killer is without accidentally getting stuck on something I didn’t intend to run into, just giving the killer a free hit.
So I stick to either stealth, or being the healer. So when a killer is tunnelling me each and every time they see me, or I’m off the hook, then it’s infuriating because it’s rarely possible for to get away unless I’ve been able to trick the killer.
I’m sure I’m not the only one that struggles with looping despite sinking a lot of time into the game.
Oh thank god I'm not the only one. I can't loop to save my life (hah!). The moment I notice I'm wasting the killer's time in a chase is the moment I realize I'm up against a true rank 20.
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It's hard to get better when the survivor queues are so long I only play like a couple survivor matches a month. By the time I play another match, I've forgotten which button is for "run" and which is for "crouch" (not exaggerating, I get those mixed up every time I get around to playing survivor, now). I get caught immediately, I get tunneled out, and then I move on to something else because the queue time was longer than the match.
Edit: I just want to point out I'm not complaining about being tunneled, just explaining how it still happens to me after I've been playing the game for so long.
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I'm rank 17 being put up against red and purple ranks, which isn't a challenge, it's a waste of everyone's time, mine and theirs. I can tell they're bored, some have outright DC'd mid-match, and sometimes they'll actually stop running and start trying to farm, but I just cloak and disappear if they start doing that because whether it's out of pity or desperation for BP I just don't have interest in farming; I'd rather take the small amount of points I've earned and move on. Sorry if they depip, but that's on the matchmaking.
Yeah, I've gotten past the "this is unfair" stage and moved on to indifference. Sure, it'd be nice if this got fixed in the near future, but until then I think the survivors I'm put up against suffer more than I do, because I can't depip. It really sucks for killers who can still depip, though, because it just feels like a punishment since you can depip all the way back to yellow ranks and still get put up against the same survivors who are causing you to depip in the first place.
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Shroud is what you use when you want to troll survivors and make them think you burned a mori. Otherwise, it's useless.
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If a killer gets two kills, then doesn't that mean the killer is exactly where they're supposed to be? That would be a safety pip.
If the killer gets three kills, then they're a little better than the competition and should be going against more skilled opponents, so that'd be a pip.
If the killer gets four kills, then they're better than the competition and should be going against more skilled opponents, so that'd be a double pip.
If pipping is going to be used for matchmaking, then it needs to work in a way similar to that, keeping players of the same skill level matched against each other. If pipping is going to be used as a reward system, then yeah, getting two kills should be rewarded since that's exactly what's expected of killers.
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@Swiftblade131 said:
https://forum.deadbydaylight.com/en/discussion/comment/1263406#Comment_1263406
This, so much this.
50 crows should be easy as hell! Nah, they just peaced the frick out.
I burned the Swamp realm offering and abused the crow bomb (both Swamp maps have one). Easily got the challenge done in one match.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1271408#Comment_1271408
Even if it worked, you have to be the sole survivor which makes it not useful during the match when BBQ is at play.
https://forum.deadbydaylight.com/en/discussion/comment/1271406#Comment_1271406
I still don't think it would be too powerful. You are sacrificing a perk slot for it. I just know 3 charges is gone in no time so I don't bother running it. It needs more or be unlimited before I would use it. It's a cool perk, but too weak for me with only 3 charges.
A perk that counters BBQ, Bitter Murmur, Nurse's Calling, Territorial Imperative, and I'm All Ears all match without any action on the survivor's part, plus counters part of Blood Warden and Hex: Retribution, wouldn't be OP? Not to mention all the add-ons it would counter plus it would shield anyone running OoO from the killer...
A survivor would only have to sacrifice one perk slot and they'd render seven perks and multiple add-ons useless while also taking away OoO's one downside.
Again, Distortion isn't supposed to provide passive immunity to aura-reading perks all match. It gives the survivor info on what aura-reading perks the killer is running so that the survivor can act accordingly. If a survivor is letting all of their stacks get eaten up early, that's on the survivor. I've successfully saved stacks until I absolutely need them at the end of a match.
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@Sluzzy said:
I actually don't know why it's not unlimited. BBQ is unlimited use perk, Distortion should be unlimited to counter aura reading.
But Distortion is passive. BBQ isn't passive, it requires the killer to do something. Behavior seems to be trying to get away from having too many unlimited passive perks; it was one of the reasons they changed Ruin. Also, there are multiple aura reading perks; one perk (Distortion) shouldn't be able to endlessly counter multiple killer perks. It could effectively render a killer's entire loadout useless.
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I'm on PS4, and now I only play Nurse for the memes. I put on tier 1 Enduring with no add-ons and float around the map chasing survivors without ever blinking once. Trying to blink around just isn't worth it, I'd rather walk barefoot on glass than deal with her mechanics since the addition of a second cooldown. I immediately trash her "blink and hit survivors" daily if I get it.
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If BBQ is eating up your stacks, you're using Distortion wrong.
Distortion is for finding out what aura perks the killer is running and then countering them manually; it shouldn't just counter aura reading passively all match. I remember a particular match where I discovered the killer was running Bitter Murmur, and I held on to the last stack to make sure my aura didn't get revealed when the last gen popped. If you're just letting the aura perks eat up your stacks, then that's on you.
Survivors have basically made it necessary for me to always equip Whispers. Without it, I'll end up with two survivors who refuse to do gens and Urban Evade around the map not letting the match end. Whispers means I'm not completely helpless against that. If they could just equip Distortion and hold me hostage without end? Screw that, I'm not playing killer if that becomes a thing.
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Between the horrible matchmaking and how crappy the controls are on PS4, I really hate playing as Legion. My friend tried earlier today, and between being put up against survivors way out of his league and how whiffing immediately stuns Legion and takes him out of Frenzy, he couldn't get the daily challenge done.
One of these things on their own might not be such a problem, but when they're all combined it makes for a really miserable experience. I only play Legion if I absolutely have to, and the moment I complete whatever challenge I'm attempting I just go afk because I despise playing as him.
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Amanda already had a reverse bear trap on her head once. She escaped it and that's how she became The Pig in the first place.
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Personally, I don't want to slow down gens; I want the survivors to do them fast so I can move on to the next match. I refuse to chase the survivors who run at me and/or motion for me to follow them; if they act in any way like they want to be chased, I ignore them for the rest of the match. If they teabag in the middle of a chase, I turn and walk in the opposite direction; they really bore me with that crap, and I'm playing for my entertainment, not theirs.
One of the things I enjoy doing lately is chasing a survivor around a safe loop, refusing to break the pallet. I'll chase them through all five gens if I can, never even taking a swing. Then, the moment the gates are powered, I walk away and open a gate. If they leave the loop before the gates are powered, I'll either continue running the loop by myself or I'll go off to a gen to find someone else.
I find it hilarious.
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I play killer at rank 17 and get red and purple rank survivors. That's been the norm for a while, now.
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Lobby dodging is wrong. It's much better to just go AFK in a corner if you don't want to play with the survivors you're given. Every once in a while I get a complaint about "I waited thirty minutes for that match!", but not often; I think they usually like the free escape.
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Earlier today my friend was gonna do a daily as killer, and at the last second all four survivors suddenly switched: 3 flashlights and a key. And they burned a Yamaoka and three purple mist offerings.
It's been like a month or so since he had last played, so he's back at the "accidentally presses the wrong button to swing/pick up/use power" stage. He immediately shut down the game before the match could load and it'll probably be another month or two before he tries playing as killer, again.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1226186#Comment_1226186
IIRC phasing should only be audible outside the TR. The only time you should hear it in her TR is with Prayer Beads
You've not even supposed to hear it within her TR with Prayer Beads: "The phasing sound emission is heard by all Survivors outside of The Spirit's Terror Radius." https://deadbydaylight.gamepedia.com/Prayer_Beads_Bracelet
Her phasing sound should only ever be audible outside her TR.
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@juvia said:
https://forum.deadbydaylight.com/en/discussion/comment/1226308#Comment_1226308
I put whine whine whine cus I said Im tired of seeing people complain about being the killer when the game itself has many bugs that need fixing.
I didnt expect so much salt from people even tho I have heard that this community is very toxic with a lot of aggressive veteran players.
Tell me how do I edit my title to get you crazies off my back lol
No idea how you change the title. I barely post here anymore because I haven't played the game in weeks... months if you don't include memeing around to occasionally do a daily match. Neither survivor nor killer is fun. I might load the game up when the next Rift goes live, but I doubt I'll stick with it unless they actually fix matchmaking. Between the matchmaking and some of the bugs, it's not worth playing. Given that there are many bugs that players have been pointing out for literally years... well, don't get your hopes up.
Also, this thread hasn't been aggressive or toxic; you have received a very tame and respectful response to your post. Go look at the thread about "hatch tech," you can see the toxicity rearing its head there.
Edit: I thought your original post was trying to bring more attention to the bugs in this game, but after you've edited it it doesn't mention the bugs at all. It's unlikely bugs will get fixed in a timely manner, but they'll never get fixed if players don't even bring attention to them. Now I'm sad. :*(
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@juvia said:
I dont know man. My main complaint was DBD needs to fix the main lobby with friends. I knew coming into this forum would get all the die hards riled up cus Ive heard hard core players are very toxic.
I am ignorant tho cus I only play as the survivor. My kids however have more fun as killer. We get creamed more when we are in a group than I do in random lobbies. We also however get body blocked, camped, weird killers that take the game hostage which sometimes can be fun cus we get a random hatch win from the killers back. Lol
Anyway didnt want to start arguments with people just want the game to get its BUGS FIXED
We all want the bugs fixed in this game. If you didn't want to start an argument, you could have left it at pointing out the bugs you've been having and how they've negatively affected your gaming experience. It becomes an instant argument-starter when you claim others are whining about a problem that's "not important" (yes it is). Both the bugs and the problem are important, and both need fixing. "Whine whine whine" as a title is meant to get people riled up, that's the only effect it could possibly have.
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From my experience, DbD right now goes something like this: killer plays match, gets stomped by higher ranks, has crappy time. Killer plays another match, gets stomped by higher ranks, has a crappy time. After a few rounds of this, the killer stops playing. Now wait times for survivors are even longer.
Anyway, the choices are: fast lobbies where killers get put up against survivors way out of their league, leading to killers getting tired of it and they stop playing killer, which will ultimately lead to even slower lobbies (this especially chases away new players); or, slower lobbies where killers and survivors of similar skill levels play together, not chasing players away, so when new players join they actually stick around, leading in time to faster lobbies. It's a choice between instant gratification or long-term benefits.
Also, the few times I bother to play anymore, I get complaints from survivors because they had a "boring" match. They blame me because they waited thirty plus minutes in a lobby for a match in which they had no fun even though they all got to escape. So, bad matchmaking does seem to negatively affect survivors, too.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1221595#Comment_1221595
Up sensitivity to 100%, I used to struggle hitting 360’s. Now I have no issue.
You’ll find most survivors have it on 100% that why console players lose them, you’re trying to catch a train with a bicycle otherwise.
I put the sensitivity on 100% like the first time I played. It still often feels slow, and it doesn't help with the frame drops.
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If it makes survivors cry, then maybe the survivor queue will won't be so long, anymore. All I wanna do is meme around when I play survivor (solo survivor is rarely fun, often because of poor teammates, and doing gens is soooo boring, so I have to make my own fun), but given how quickly I die when I play like a big dork it's not worth sitting in that ridiculous queue; I spend more time waiting than playing.
I hope the game gets more balanced just so that I can queue up as either survivor or killer, choosing who I want to play rather than which role has the shorter queue. Unfortunately, necessary balance = playing killer is only 1/4 as fun as playing survivor, otherwise one side will have an excess of players.
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I know on console survivors 360'ing can be a real pain because of the frame drops and low sensitivity. If the frame drops are bad enough, I can completely lose a survivor after they 360.
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I get red ranks in my lobby as a rank 16 killer. As a rank 16 survivor, I get put up against rank 20 killers. It's messed up. That's why I don't even play every day, anymore; my friend is trying to do the dailies for me, because I just get tired of the game halfway through my first match. I keep an eye on the forums to see what's going on, what updates are coming, but that's about it.
Killer is miserable. Solo survivor is miserable. Survivor queues are ridiculously long, you spend more time waiting for a match than actually playing, and I'm not gonna do that when I could be instantly playing any other game.
Also, I agree with the above post, just dodge any lobby that looks unfun. It's the killer's prerogative to choose who they go up against. I don't know about you, but I constantly witness instant killer queues; my friend picks and chooses who he goes up against, and he'll dodge twenty lobbies for whatever reason ("three Davids and one Meg? if that Meg doesn't switch to David, I'm dumping this lobby... okay, dumped.") before getting into a match.
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If they let me hit them out it's okay, but the thing is I've gotten pretty tired of walking into the exit gate only to have them run out before I hit them, so I almost never go near the exit gates once they're opened. I look around the map for the hatch for those rare occasions when I get to either close it or see someone die next to it because their teammates waited until the last second to leave.
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Her current vault animation is awful. I wish they'd just kept her phasing through the window; they could've added a tell at the beginning to get rid of the mind gaming aspect. Instead, they ruined part of her amazing aesthetic.
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The game was free on PS4 Plus one month, and so I grabbed it. I didn't install and starting playing it until the 2018 Hallowed Blight event, though. That's what brought me into the game. If it weren't for that event and the cosmetics that released with it, I probably would never have started playing DbD.
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I don't think Laurie's perks brought anything good to the game.
My second choice would be Claudette because of the way she can blend into the environment, but Empathy is a really good perk, I'd hate to lose that.
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Plague. She's diseased, rotting, and constantly vomiting.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1165845#Comment_1165845
You've got to be kidding me. This is a joke, right?
There's nothing left for the Killer to do at that point. Gates open in 20 seconds and don't regress. The hooked Survivor is the only objective left that's worth something. You know that at least two of the Survivors are going for the save. If they pull it off, then they are going to bolt to the nearest gate while bodyblocking. You're basically saying that Killers should just let Survivors do whatever they want in the endgame. Do you send salty "camper" messages when the Killer's ignoring the rulebook and is actually trying to secure a kill during the last moments of the game?
I've gotten salty messages about camping the hook when the only hook I camped was after the last gen popped. I ask what else there is for me to do in that situation, but they never answer.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1164937#Comment_1164937
This is incorrect. The Devs said that you should not expect to have all Gens up after a few minutes. This is totally different from what you are saying.
They were, however, saying that a Killer can also give up Gens and not patrol them. And I see nothing wrong with that, why should I walk full Map into an area full of Pallets and good Loops, to protect a Gen there? Or, for example the two Gens on Hawkins (the one in the Portal Room and the one upstairs). Those two are horrible to defend, why should I even attempt? It takes so much time to get to them, let the Survivors have them.
And well, if someone calls it a loss if one or two Gens are done, then they might consider playing a different game. You can easily lose two Gens early on and win without any more Gens being done. And the Goal for the Killer is NOT to finish the game without any Gen being done. Since they changed Gatekeeper, you can even get an Iridescent Emblem, even if the first Gens were really fast.
For me it is just logical that the game will slow down when the Survivors are forced into altruistic actions. The first Gen will be the easiest and fastes, while the last Gen will be the hardest. Ressources are gone, maybe not even 4 Survivors are in the game anymore.
Killers simply want it really easy to keep 5 Gens up, but this is wrong. You can win as Killer with two Gens being done early, without any big problem. You just need to start hitting people and then you will notice that the game is going slower.
"In terms of the game's power curve, it's expected the first couple gens go fast. 4 Survivors, one Killer... several chases to get one Survivor out. But as the number of gens to patrol decreases, it becomes easier for the Killer to patrol, and their power rises." https://forum.deadbydaylight.com/en/discussion/comment/995830/#Comment_995830
That's the same thing I was trying to say. Almo said "couple" while I said "three"; if the killer is chasing one survivor, two to three gens are going to pop quickly. And it still only gets easier to patrol if the remaining gens are close to each other. If the survivors manage to have two gens on one side and two on the other, my god, that's [BAD WORD]ing boring. I spend a stupid amount of time walking back and forth across a huge map patrolling. I've gone afk and let the last two survivors escape because I just got so bored playing a walking sim.
Anyway, in my above post I was only talking about the way this effects killer players psychologically. To many players, especially inexperienced players, what it looks like to them is that they've accomplished little to nothing while the opposing side has done 3/5 of their objective. The game throws players into the deep end and just tells killers, "Hey, kill these four survivors." It doesn't teach killers anywhere that it's a game of attrition, and while survivors are working on generators, killers need to be getting them to waste their resources. Or that the point of hooking a survivor isn't to make sure that one survivor dies but to get other survivors off gens.
I feel like the game needs to do something to help killers understand that yes, gens are going to get done, and that's okay. We know how the game works. We're on the forums discussing it. Meanwhile, it's easy to see that new players don't get it by how many lose by tunneling one player and/or aggressively camping hooks. And when they're still doing that at higher ranks, it means experience isn't teaching them to play differently.
You know what would be cool? Making dead zones dangerous so that survivors don't feel so safe hiding where there are no unfinished generators. Like the Battle Royale danger zones. It wouldn't kill you or anything, but it might reveal your aura or make you scream every so often. It would create more tension and it would help killers see that as generators are completed things become less safe for survivors. And survivors shouldn't be spending a huge amount of time in dead zones not participating in normal gameplay, anyway. No, I don't consider hatch camping normal gameplay, I hate dying as one of the last two survivors because I was working on a gen while all the other did was hide. You can argue that if survivors are hiding in dead zones then gens aren't getting done and that's a good thing, but like I pointed out above, it gets really boring walking back and forth between gens. The match going longer doesn't benefit killers if nothing happens during that time. The late game can be really boring as a survivor, too, when I'm sneaking around the map just trying to find a gen to work on and then I'm wondering if I'm the only survivor doing anything.
DbD's lack of structure gives players a lot of room to try different stuff, but it also gives matches a lot of room to be really boring with possibly large amounts of time during which nothing's happening.
Structure can be a good thing. The EGC is one of the best changes they've made to the game since I started playing.
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@ChiTenshi said:
Just don't google Blue Waffle.
And suddenly everyone googles "Blue Waffle."
Except me, because I have enough willpower to refrain from-
nevermind, I don't.