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TragicSolitude

TragicSolitude

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TragicSolitude
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  • As a survivor, the only thing that annoys me more than seeing a teammate off Self-Caring is seeing multiple teammates off Self-Caring.

  • When I forget to take off that key I found in a chest in the previous match... -_-

  • I've found that if I do anything other than stand in the corner staring at a wall, I risk survivors being mad.

    My friend and I both play on the same account, and he just likes playing chill games where he chases survivors around a bunch, so when I play these days I have to try not to slow down gens too much and I can't hook more than 3 survivors, otherwise I risk pipping and then he won't be able to play... unfortunately, at rank 18, you don't even have to hook all 4 survivors to pip... [BAD WORD]ing annoying. It should be a requirement that you have to at least hook all 4 survivors or that at least 1 survivor has to die to pip as killer at any rank.

  • @Peanits said:

    Not sure if you skipped to the end, but matchmaking and ranking are both being completely changed. Yes, ranks will be hidden at some point, but only because they are not going to be used for matchmaking. Instead, we'll be using a different method to track skill (independent of emblems) and matching you based on that.

    Tracking skill sounds great! Hopefully that'll lead to better matchmaking. Now, if only we could attach some sort of, I dunno, numerical value to that skill that players could see.... maybe like a rank or something...

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040128#Comment_1040128

    Yes, thats why that survivior will do everything to piss the killer off, using and abusing the invicibility as I mentioned above.

    Dude, I loooove when survivors run around in front of me after being unhooked. I'm not going to chase them, so usually they step directly in front of me. Whack, on the ground they go. E-Z. I leave them there and continue doing whatever it was I was doing, whether that was chasing someone else or patrolling gens. Having a survivor on the ground counts as pressure, it's a survivor not doing anything useful for the team; if they need to be picked up, then that's two survivors off gens, otherwise they're wasting their Unbreakable.

  • I can get some pretty iffy window hits since dedicated servers went live on PS4... almost makes up for the broken grabs. Almost.

  • Once the last gen has popped, tunneling and camping are pretty much the only plays a killer has left. Playing to kill isn't toxic. Walking away from the hook would be giving them a free escape, which would make you a friendly killer... which is a choice, not a requirement; survivors can't expect killers to play in a way that's detrimental to themselves. I'm not saying the survivor should like it, but complaining about it is silly.

    They should be super appreciative of the killers who are friendly, and they should be respectful of the ones who play to win. But instead they just expect every killer to be friendly and are still often disrespectful to both.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039941#Comment_1039941

    You don't really have to count to 60. Just if you down someone again in quick succession, it would benefit you to wait a bit. Check on your hooked survs or something so at least all your pressure isn't lost.

    Hmm, I just don't think we're gonna see eye to eye on this. Which is fine. You think it's easy enough to deal with so it's no biggie. I think that after hooking two other survivors, it's not tunneling, so the killer shouldn't have to deal with it.

    It's a matter of what we consider reasonable expectations in a video game; to me, keeping track of 4 survivors, what perks they're running, and when they were last hooked gets to be unreasonable. Survivors get a lot of info about killers' powers and perks--knowing what hexes are active, seeing timers for many of the one-hit-down statuses, getting video and audio notifications when a killer powers up--so obviously the devs aren't opposed to lending players a helping hand. Telling the killer that a survivor has DS active would be too much info. You don't want to make it easier for the killer to tunnel a survivor, but at the same time DS shouldn't punish killers who aren't tunneling. A lot can happen in 60 seconds in this game, so 60 seconds of unchecked immunity is stronger than seems reasonable.

    That's how I feel. I think our definitions of "reasonable" are different.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039908#Comment_1039908

    I mean is it that much to ask for people to track who gets unhooked? I don't have a problem with it. Only time I'll take a DS is when I'm winning the game and want more points.

    Killers are trying to micromanage a lot. They're like the Dungeon Keepers of this game. Pressuring gens. Juggling four survivors. Nurse having to keep an eye on her power bar in the middle of a chase. Myers trying to stalk and chase and not pop EW3 too early. Yeah, killers have a lot on their plate. Gets even worse when there are survivors dressed similarly.

    It's not like survivors even pay attention to who's dead on hook half the time. When I play survivor, I can keep track of who's been hooked and who's DoH usually because in general I have to keep track of a lot less stuff than when I play killer. As killer, I try, but it's not always possible, and when there's a lot going on (like hooking 2 other survivors) then yeah, I'm not going to be counting 60 seconds off in my head.

  • Not for each individual survivor it doesn't. And it has a cooldown.

  • It's not like there's a judge watching them play and letting some players in while denying others...

    The way the pipping system is set up, it's easy for survivors to rank up. Survivor rank is more of an indicator of how long someone has played, not how well they've played.

  • Yeah, if I've hooked two other people, it's pretty reasonable to think 60 seconds have passed. Nothing like looking back later and finding out that you got DS'd at 59 seconds. It's not like I don't usually slug if the recently unhooked comes running at me, but after hooking two other survivors you don't even necessarily remember they were hooked.

    It's not like there's some timer on each survivor showing how many seconds have passed since they were unhooked. Survivors get nice little timers showing them when Haunted Ground or MYC or Ghostface's One-Hit-Down are up. Killers don't get that. Unless we've got four stopwatches in front of us, we're kind of guessing.

  • ... there's an achievement for mori'ing all four survivors in one match. It's called "Blood on Your Face."

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/124761/the-problem-with-this-suggestion

    "B-But I still get hit with DS after hooking 2 people omg"

    So you're complaining about... dominating the game?

    Except that's not necessarily dominating the game. Sometimes the killer just gets lucky and suddenly gets to build some momentum. And while you're getting DS'd, those other two survivors are being saved. In that moment, the killer loses all their momentum. They're back to having no one on the hook.

    Deactivating after one other survivor has been hooked could be abused, but deactivating after two other survivors have been hooked... that would be reasonable.

    But if nothing else it should deactivate upon the survivor starting an action like repairing gens or going for a hook save. A killer shouldn't be DS'd when they grab a survivor making a hook save. If that survivor with DS is healthy when they decide to make a save in the killer's face, there's no way for anyone other than a one-hit-down killer to stop them.

  • Yeah, deactivating upon an action like starting a hook save or working on a gen would be better. If they're performing an action like that, the killer isn't tunneling them.

  • Someone saved me off the hook, we were in the exit gate and he was healing me, the killer came in and I accidentally body blocked the guy from escaping. He went down to NOED and I ran out.

    Any time I go in for a hook save not knowing the killer is Hag.

  • I use Whispers, Distressing, Unnerving Presence, and Overcharge. (I don't use add-ons; I'm a hoarder.) I guess it depends on what rank you're at as to whether Unnerving Presence and Overcharge will be effective for you.

    Whispers and Distressing are amazing with his Static Blast, though. Whispers lets you know someone's within range, and Distressing widens that range even farther.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1037599#Comment_1037599

    I think the best option the OP has for a quick queue at the moment is Survivor is i'm not mistaken?

    It also depends on his rank too, personally I do fine with queues as a Killer in Red Rank.

    During the daytime, my survivor queues are instant and my killer queues are long.

    In the evening, my killer queues are instant and my survivor queues are long.

    It seems very dependent on rank, region, and platform. The best thing to do while playing is just, if you find yourself waiting in the queue, switch to the other role. It's what I do.

  • When survivor queues are long, killer queues are often instant and vice versa. If you play whichever role has the faster queue, the game is a lot less frustrating.

    The devs say they are working on fixing matchmaking and the long survivor queue times, but they also said it'll be weeks before that fix goes live. In the meantime, there's not really anything anyone can do except, like I suggested, play the role with the faster queue.

  • Without BBQ from Leatherface, grinding will take twice as long as killer. You could use WGLF from David, but survivors in general earn fewer points than killer. You might just want to use whichever role has the faster queue, because wasting time in queue is probably what'll hurt your efficiency the most.

    I use BBQ, Beast of Prey, Distressing, and a fourth perk (personally, for me, I use Whispers) to grind a crapton of BP with minimal effort. I usually use Spirit, because she gets BP for phase walking, which when paired with Distressing earns points very quickly, especially if you can get Grudge hits. Lately, however, I've been using Doc, because he earns Deviousness points like mad. By using Whispers and Distressing, I know when a survivor's in range to use Static Blast, so I pretty much always get points when I use it. I can get a lot of points without even killing anyone.

  • @LetsPlayTogether said:

    Playing killer at lowranks is so damn easy. If you arent able to do well in this ranks you just Lack skill. How about getting better instead of complaining?

    But with broken matchmaking, killers in low ranks are getting matched against survivors way out of their league. See the screenshot above your post for an example.

  • @[Deleted User] said:

    Run what you want or what you think is strongest for your killer. You don't see survivors running around with Deja Vu and Slippery Meat. People who only play one role complain the loudest with the least amount of logic. You'll run into that from time to time, especially with NOED. Nothing makes people's minds melt more than NOED for some reason. If you want everyone in a room to stop making sense, just bring up NOED.

    Ohmigod, are you a psychic, that is literally the build I ran for a while: just Deja Vu and Slippery Meat. Sometimes I'd burn those little chalk pouch offerings for a bit of extra luck to help me get myself off the hook. It was fun, and it looked really crazy on the end screen to see everyone else decked out and me with my two perks.

  • Sometimes as killer I get so frustrated when I see one potato survivor completely screw over a team... I had that happen today, where someone burned BPS so I was just trying to farm, and one survivor refused to do anything during the match. Because of her, one person died on the hook. She refused to touch gens. At one point, I gave her one last chance: I downed her, took her to a gen, and hit it. She still ran off and did nothing, so I killed her. I'm not going to let one survivor ride on the work of the others, that's just not fair.

    I wouldn't mind being able to reward survivors who are fun to play with or skilled at the game. Or when I got the Evil Incarnate achievement, I really wished I could award those survivors something because they didn't disconnect nor hide in lockers; they had my utmost appreciation for being such good sports.

  • @Timmylaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036777#Comment_1036777

    I guess 4 wasn't enough. You'd figure at rank 1 randoms would cleanse a dang totem

    The number of times I've cleansed four totems and then died to NOED is depressing. -_-

  • Doc is still new, so survivors haven't gotten used to him, yet. Give it time, players will learn better how to play against him, and then we'll see. It's still early to make a real judgement call.

    Playing against a group right now who are almost never hit by the Shock Blast. They finally screwed up and gave away which lockers they were hiding in, but it shows that survivors are adapting.

  • I wish they'd just give Spirit a Sadako cosmetic. That would be enough to make me happy.

  • Grabs not working. Since dedicated servers went live, grabs have been a real gamble. I'll go to grab a survivor making a hook save, and I'll just get stuck in the animation while the survivor finishes making the save and then runs off unscathed. Or I'll try to grab someone breaking a hook, and it'll get stuck while they finish breaking the hook and run off unscathed. Those are "I really wanna quit this game" moments.

  • It depends on my mood. Usually it's BP/BBQ stacks. As killer, anyway.

    As survivor... if I don't get tunneled out first thing, I consider that a win.

  • @Cabbage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034666#Comment_1034666

    Sometimes when they three gen strat themselves the game just seems to drag on a bit, if I don't chase one of them and just patrol them constantly. But thanks for seeing my side of things.

    I know what you mean. I've had games where it kept dragging on because of that, just a total stalemate, and I eventually had to choose which survivor I wanted to commit to if I ever wanted the match to end.

  • I'm having a ton of fun playing as Doc at the moment. I'm sure it'll be less fun in a few weeks when survivors get better at countering him, but right now, it's great.

  • @Cabbage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034594#Comment_1034594

    Thanks for being nice about it, unlike some of the other people on here, I was just venting.

    Of course. I completely understand your frustration. I hate it when I start a match and a gen pops before I get over there. It sucks, it puts a lot of pressure on me to start pressuring them. But, if you can force them to do the outlier gens and keep a number of closer gens from getting done, then you bring the survivors to you instead of having to search high and low for them.

    Just try to think of it as: the map starts off big, but as survivors do gens, the map gets smaller. If you can keep that smaller map as one solid area rather than a fractured mess, then as it gets smaller, you get more powerful. In this game, I'm never happier as a survivor than when the last three gens are on opposite corners of the map.

  • In terms of which one to level up, it depends on what kinds of perks you want to use. Everyone else has probably already covered that above me.

    In terms of playing, I would say, whatever you do, don't choose Claudette. She has natural camouflage that lets her disappear in some areas just by crouching, and it will teach you bad habits in terms of stealthing (or you may just become reliant on her camouflage; the devs have tried to nerf it before by brightening her up a bit, and they may do it again, so you don't want to get reliant on it). If you do play as her because you like her character, at least wear something that's bright (not her default outfit, because even that is pretty blendy).

    That's just my suggestion. Claudette in dark clothes is often considered "easy mode," so playing as her may not help you build the skills you need to get better at survivor. Survivors who are good at stealth can have bright pink hair and still never be seen by the killer.

  • It's an exhaustion perk, they can only use it once per chase. Try to remember to bait it out. If you get right up on the survivor's ass, give it a few seconds before you swing; most survivors will use their Dead Hard once your red stain is on their back, so if you don't swing at them, they waste it. They also like to run straight at the killer and Dead Hard through them, so don't automatically swing if a survivor runs at you unless you've already seen them use a different exhaustion perk.

    @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/124253/die-hard-needs-to-be-nerfd

    Only the last 2 movies need nerfs. 1-3 were pretty good imo.

    1 and 3 are masterpieces. 2 is meh. I don't know what you're talking about with "only the last 2"; there's nothing after Die Hard With a Vengeance. Hear me? NOTHING.

  • It sucks to have gens pop early, but really, a killer can't lock down an entire map. You're gonna have to concede some of the generators. If you try to control the entire map, you're gonna lose it all. Focus, make a manageable section of the map your #########.

    Sure, there are some matches where you can prevent any gens from getting done, but that's usually against potato survivors. Against survivors who actually know to do gens, you're gonna be less frustrated if you accept some generators were lost causes from the start. Trying to patrol every inch of the map is a time waster, a game loser, and in general just not fun.

  • The answer is, rank doesn't work.

    Okay, to be clearer, matchmaking is broken right now. The developers are working to fix it, but it will be weeks before a fix is released. For now, you're going to be matched pretty randomly against a large spectrum of ranks.

    If it were working correctly, the game would match you with players within +-6 ranks, so if you were for example a rank 12 killer the survivors could be anywhere from rank 18-6. But like I said, it's not working correctly.

  • I watched one survivor get another killed doing this nonsense. The one on the hook finally suicided because no one could save him as the killer was (rightfully) just camping the hook. Then, the person who had been using the "hook tech" also suicided on hook. Survivors, this [BAD WORD] isn't a good strat and it isn't cute.

  • I got it after the EGC was added. I got lucky, and a killer was nice and let me go after killing everyone else. (I think I had memed a bit, given him a free hook or something; basically, I'd made friends.) I had enough time to pop one gen, then he shut the hatch and I went and opened an exit gate.

    You do not have to complete the fifth gen (at least, I didn't), you just have to pop one gen after the other three survivors are dead, then open an exit gate and leave. So you can finish a gen, the killer can close the hatch, and then you can open an exit gate and escape.

    Having a nice killer who decides to let the last survivor go can really help. If you're ever in a match where the three other survivors disconnect, get the killer's attention and see if they're willing to farm with you a bit. A lot of killers will be nice if you give yourself up when the other three survivors disconnect (I had two matches in a row where the same three survivors disconnected; in the first one, the fourth survivor got my attention, and I farmed with her a bit and let her do all the gens and escape; the second time, the survivor didn't give herself up, so I killed her).

  • I want to find out how many people are playing the game and how many are playing survivor vs killer. I want separate stats for PC, Xbox, PS4, and (if it actually has any players) Switch.

    Knowing ranks would be nice as well, seeing how many rank 1 killers vs rank 1 survivors are playing. What kind of spread is there when it comes to ranks? It'd be interesting to find out.

    I guess the most useful stats would come from peak playtime during the day over the span of the past month? Something like that? Maybe see how the numbers have changed over the course of that month, if they've changed.

  • I once got a 4k running three tier 1 perks on Nurse: Thrill of the Hunt, Enduring, and some other useless thing, like Unrelenting or Monstrous Shrine. No add-ons. The survivors became obsessed with cleansing the totem, and so even though I barely blinked during the match, I killed all of them...

    I went in there with the intention of memeing around and letting them all escape, but I wasn't going to let them get my totem, out of principle and for the BP boost. I dunno if they were embarrassed when they saw my loadout or if they just had a good time screwing around; I'm on PS4, so I don't always find out what survivors thought about a match.

  • @thehotdogman93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033626#Comment_1033626

    Lol no, it's called Unnerving Presence. Not Disturbing presence xD. I've been working on getting that perk as a teachable for that exact build, as Doc is my main.

    Not being rude, honest question: Did you get distracted while typing that? You posted that 46 minutes after I corrected myself. (I edited my post at 8:24pm, you posted your response at 8:50pm).

    And it is a great perk to have on Doc. When paired with his madness, it can cause sooo many failed skill checks.

  • It feels so good to get that 4%, though. Like, I know it's just RNG, but I feel on top of the world when I get lucky like that. I still usually die, but it feels like I had more fun.

  • Some survivors are too scared to do anything but stealth around.

    Some hate skill checks.

    Some find gens boring.

    Some are doing a challenge and don't want to do anything else but that challenge.

    It's a mess. I really don't know how this game can be balanced around 2 kills and 2 escapes when so many survivors play in such a way that the only options are dying and hatching out. I think it's a problem that so many survivors look at the hatch as a goal rather than a last resort/consolation prize. Maybe when survivors escape through the hatch, they should get a little pop-up that says "Sorry your team lost! Here are a few points to help ease your pain." or something to try to drive that point home.

  • Yup, Distressing + Whispers is a beautiful, beautiful thing.

    The other day someone blew up a gen. I got over there and used Shock Blast, but there was no scream... so I pulled his ass out of the locker next to the gen. lol. No hiding! unless they have Calm Spirit, and even with Calm Spirit, they're still getting Madness tiered up with every shock; I love using Doc when I see flashlights in the lobby. No survivor has yet gotten to use a flashlight against my Doc.

  • I imagine there are multiple reasons queue times are messed up; I doubt it's just one thing. Like a messed up algorithm + the way it's treating solo survivors vs SWF + an unbalanced number of killers spread out amongst the ranks... etc.

    Yes, I too would like to see devs say why queue times are the way they are, and hopefully they will, but I imagine they want to be on their way to fixing the problem before they start divulging stuff to their playerbase. Though, telling us sooner rather than later would be nice simply because it might help put an end to the arguments and conjecture.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033598#Comment_1033598

    Haha true ;)

    I'm not a big fan of the meta perks everyone and their mom runs.. I run builds I want to run, not because some streamer uses the perks, but because I think they suit my gameplay style.

    Exactly. I never used Ruin except when I was getting Adept Hag and the Evil Incarnate achievements. I've never run the Enduring + SF build. I have become very attached to Whispers, because damn it's so useful to know when you're in a dead area of the map; you don't even have to finish walking to that generator to know no one's on it.

    Sometimes I see a streamer use a build and it's like, "That looks like fun." But I'm more likely to do that on survivors than killers. I think the only streamer build I've used for killer is Doc's impossible skill checks one, with Distressing, Unnerving Presence, Overcharge, and Lullaby, and I think that was when I got four Claudettes in my lobby... I've never seen survivors so quickly start memeing and trying to get on the killer's good side (I took pity and farmed with them... but I waited a while before I showed them where the Hex totem was lol). Since Doc's update, I've been using that same build but with Whispers instead of Lullaby, because it pairs so well with his Shock Blast it's disgusting.

    I want to play my own way and not the way someone else plays. DbD has pretty much no structure, so every killer can have their own personality and playstyle; there's no reason to limit yourself.

    Edit: I wrote Disturbing Presence instead of Unnerving Presence lol

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033579#Comment_1033579

    I used to run Beast of Prey on my Huntress, but honestly, I max out chase points easy enough without it that I traded it for something else. (yes, I'm aware, Huntress isn't meant for chases, probably why they gave her a perk that boosts points in the hunting category, but sometimes when they go around obstacles to block your line of sight, you don't have the choice)

    If they made a new perk that boosted Brutality points, I'd probably try switching out Beast of Prey for it, because you're right, chase points are pretty easy to max. But, when I get annoyed and murder a group of survivors, it makes me happy that they'll get to the end screen and see it wasn't some OP build that did them in... it was a killer running a BP build with no add-ons that kicked their [BAD WORD] in. lol

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033534#Comment_1033534

    If the new change made some sort of collectable object at the other end of the map that buffed my main attack or exposed all survivors till the next hook or something that really really made me want to leave the hook instead of auras

    I think other killers would use it depending on build.

    I've been running a BP build for a long time, now: Beast of Prey, Distressing, BBQ, and Whispers. Beast of Prey until recently was damn near useless, and Distressing is still a hindrance on most killers. I would run whatever perk gave me a multiplier for hooking survivors, whether or not its other effect was useful. I wouldn't be happy about it, but I'd do it, because BP.

    I still wish they'd added a 50% boost to Brutality on Beast of Prey instead of giving it the Undetectable effect, but whatever. I feel bad dragging out some matches 20 minutes just to max out Brutality when I'm not killing survivors, but there's no perk to help me so it's what I gotta do.

  • @ynos556 said:

    so it sounds to me that becuz they made a ######### killer who apparently needs a complete rework to his kit, the developers make the game ######### to other people who attempt to play it. well thank you for clarifying as to why I wasted my time and money on this game. Due to developers and there lack of balancing.

    ... you are focusing on one very specific part of what I said. I said that's one reason. The more important reason is because it gets killers to not camp the hook.

    Camping and tunneling are two of the biggest survivor complaints about this game. I find it extremely unfun when a killer camps the hook. I would much rather they not tunnel and camp; the game is more fun for survivors that way. Tunneling and camping is the easiest way to play killer, though, so if you don't want killers to do it, you need to give them a good reason not to. Auras and bonus BP are good reasons.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1033485#Comment_1033485

    I probably mis-worded my previous post when I said speed increase in my ques I mean once I reached high yellows/low greens my que times where cut in half if not a quarter.

    Aka it speed up how fast I got a match as the killer role.

    I understood what you meant, I was just pointing out that it's different for me in my region on PS4; killer queues seem to be instant at all ranks for me.

    The queue times are different for everyone, but in general killers seem to have faster queues than survivors. I've noticed a lot of players say killer queues are faster the higher their rank is, but that's not always the case.

  • @ynos556 said:

    ok well why not equip BP to unrelenting and remove it from bbq? instead it being on sacrice category its on hunter category. if people REALLY only use it for BP then get hits off of it. to the new killers clearly its a hook, whereas to the experienced killers they would leave on ground becuz u kno, prett sure they want they BP. So why cant shifting the BP aspect of BBQ to unrelenting not be acceptable or even freddys remember me? why cant that part be shifted?

    ... because those perks aren't on Leatherface, so it won't help sales of the Leatherface DLC. Also, because the devs want killers to use BBQ because they want killers to see auras of survivors far away from the hook so that the killer will leave the hook. They are trying to reward killers for not camping. Those other perks you mentioned don't discourage camping the hook.

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