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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @lasombra1979 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002310#Comment_1002310

    You are not the only one. I play for the fun. I know I can rank up if I want to, but I rather have fun and goof off. I find ways to make the game fun for myself as a killer without ruining it for survivors. I run a lot of jump scare builds on the killers I main. Now I wont say I play it chill, I still make it a challenge for survivors. But I do not worry about getting a sacrifice.

    There are exceptions to that rule. If I see a survivor going out their way to sandbag another survivor (accidental sandbags happen all the time), or trying to ruin my fun (constant blinding attempts that are not part of a rescue) I will play to win just against that person. Everyone else gets to enjoy.

    If I'm playing for BP (rather than memeing), I'll make it challenging for them (and myself) as I try to slow down gens and max out (in Brutality, Deviousness, and Hunter) without sacrificing anyone, which can be quite difficult if the survivors aren't complete potatoes.

    Every once in a while a survivor or group will rub me the wrong way, in which case I may sacrifice them. I had a Dwight once who made noise notifications until I came over, and then he broke a hook in my face. So, since he hated hooks so much, I slugged him to death.

    I enjoy playing Spirit because of the surprise factor. Switching targets mid-chase is a great way to mess with survivors. I'm also trying to practice walking backwards when I go to a generator... it makes me so happy when that works.

  • If I bother to play (if), I play more killer than survivor (at least right now, because faster queue times; I used to be more 50/50) and am sitting at rank 19 right now because I screw around rather than playing "for real." If I don't sacrifice anyone I can usually get a lot of BP without pipping, which is how I like it. Or I meme around, which is no pipping but also no BP.

    I can't be the only killer who's like "screw this, I'm gonna chill," so I'm sure that's not helping survivors who want actual challenging matches, either. Noob killer or lazy killer, the resulting match is the same.

  • @ClickyClicky said:

    I dont have an issue with his power but I think the gen speed add ons need to go. I know they have been nerfed but its an extra 12% still if he takes both, combine that with thana and dying light like a lot of Freddys do and it makes for a very boring game.

    I don’t even know why he has them. Old Freddy had to go and physically put the survivors asleep to earn the gen slowdown. New Freddy can be afk on the other side of the map and survivors will still fall asleep and he will get the slowdown. How is that fair? Wasn’t that the issue with Ruin? That it was free slowdown without the killing needing to lift a finger for it?

    I still don't get why they didn't make the add-ons just not stack...

    Anyway, the difference between Freddy's add-ons and old Ruin is that the add-ons cost BP each time Freddy uses them. Ruin was a one-time purchase and then it can be used every match. Freddy paid to use those add-ons in that match, just like any survivor could've paid (or searched a chest for free) to use a toolbox.

    Not that I think Ruin wasn't okay. Ruin could be taken out in a matter of seconds; the killer had to juggle protecting it with going after survivors. I see nothing wrong with passive effects, especially not when the perk could be completely removed from the match.

    @iamzammm All killers have the same range, which is why his swings seem "extended." He just has claws instead of a blade, so it can look weird that he has the same reach as the other killers' long weapons, but that's done for consistency between killers.

    Also, a lot of killers have terrible map pressure because they have to walk back and forth across the map at normal speed. Freddy's ability to teleport to a gen is nice, it's helpful... it also has a cooldown, so he can't be jumping rapidly from one gen to another. He also can't teleport to completed gens, so he can't teleport at all once all five gens are complete or once the EGC has started.

  • Under "top games" it says 1419 hours and at the bottom of the page under "Your top game played online with PS Plus" it says 780 hours.

    (That playtime is not all me: a friend also plays under my account, so some of those hours are his.)

  • Yeah, ever since dedicated servers went live on PS4 survivor queue has been longer than usual. Killer queue is pretty much always instant, though.

  • Wait, this is a thing?

    Is that why I've had some survivors randomly disappear immediately after downing them? I've had to ditch survivors even though I just downed them because I couldn't locate them (doesn't help that half the time they're completely silent, too).

  • I know some players always DC on certain maps... I've never been that way, and I'd never condone it. But I'm pretty much guaranteed to play half-assed at best on certain maps.

    You'd think I was physically having to walk across the map with as lazy I've gotten in the past week. "Ugh, I don't want to walk all the way over there. Screw it, they can have that gen." "Man, they're running all the way over there? Whatever, I'm happy here."

    It has been bad. Even going for the BBQ 4 stack isn't motivating me, anymore. I mean, per match, it's not so bad, but the more you play, the more it wears on you. Three gens pop when I get my first hook? Whatever, I don't have the energy to deal with this, one stack of BBQ is enough.

    Big maps are frustrating if you play for real as killer. You either have to spend a ridiculous amount of time traversing dead areas, or you make your nest around three or four gens and try to hold onto those, which can be a stressful race against time or require a lot of waiting around depending on how the survivors play.

    Me, I just play to screw around, so I find big maps boring as crap; it's too much area to cover. Just because I run Whispers doesn't mean I want to search every nook and cranny for where that Blendette is hiding. Hell, on Sanctum of Wrath, pretty much any survivor can crouch in the bamboo and disappear. A match I played there yesterday was a continuous game of hide-and-seek where they'd crouch in the bamboo and I'd freaking trip over them. For every time I saw them and got a free hit, I'm sure there were twenty times they blended so well I couldn't see them.

  • I used to have fun trying to play her on console. I rarely 4k'd with her or anything, but blinking was fun and a challenging mechanic to try to master.

    Playing as her isn't fun, anymore. It's a chore.

    I plan to play as her again at some point, memeing around not blinking (and no, not using the movement speed add-on), but lately I've been more focused on earning BP and less on doing dumb crap that earns nothing.

  • @Shredder32 said:

    if I find someone sabotaging hooks often times I slug them. Not for any strategy just teaching a lesson.

    Me, too!

    At the very beginning of a match the other day someone sabo'd a hook in my face first thing... my thought process is, "Fine, you guys don't want to be hooked, I won't hook you." So I slugged everyone, and two died on the ground (including the sabo'er) and two died on their first hook. It was fun, kinda like a game of whack-a-mole.

    I don't always do that. Sometimes I view it as, "Oh, good, someone not working on gens." It depends on my mood.


    On the topic of the thread, I slug whenever I feel it's beneficial. I'll do it to slow the game down. If I see a second target to down, yeah, I'll take it. "Dude, you think I don't know you're hiding behind a tree with a flashlight? I know you're there."

    If I come across someone who just got off the hook, I may slug them or I may just ignore them. It depends on how quickly the team is getting their objective done and how much time the survivor has already spent on the ground.

    I only slug for the 4k if I'm going for some achievement or something, because I just find it boring and kinda stressful to try to search the map and keep tabs on the slug at the same time. I'd rather move on to the next match.

  • @Majora said:

    This just happened to me, but i am prestige 3 so i am screwed now.

    Please allow us to use lower tier version of perks, like whispers 2 on pig.

    Yup, I've encountered the same problem on multiple killers I've P3'd. It's super annoying.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/996589#Comment_996589

    Not entirely sure if that's true, it just says you'll be set back to the previous rank (aka rank 17) if you were in Yellow ranks.

    It doesn't say you'll go that far back if you're inactive for example.

    https://forum.deadbydaylight.com/en/discussion/108852/patch-notes-3-4-0-cursed-legacy#latest

    Here's a quote from the patch notes:

    "Rank Reset: The Rank Reset will now reset players back one rank crest color. Players who end the season in Red Ranks (1-4) will be reset to Purple Ranks (5), Purple Ranks (5-8) get reset to Green Ranks (9), Green Ranks (9-12) get reset to Yellow Ranks (13) and finally Yellow (13-16) gets reset to the Brown Crest Ranks (17)."

    I was rank 18, yesterday. I'm rank 20 today. I assume that's working as intended and not a glitch, but I could be wrong.

  • Rank reset isn't like de-pipping, it can send you all the way back to 20.

  • @DeanIcity said:

    https://forum.deadbydaylight.com/en/discussion/comment/996504#Comment_996504

    I was going to say, don't fall into that non-sense. Just because they are selling It, doesn't mean It's true.

    Gens SHOULD NOT pop fast at the start of games, that is absolutely absurd and shows that the people working on this game, truly don't understand their game.

    This is what they call a STACKED-DECK. It's bogus and shouldn't be the EXPECTATION for a trial, that is biased and literally one-sided.

    The expectation should be that EITHER outcome should be expected, with equal chance of said outcome happening.

    The two outcomes...

    One side has an equal chance of popping gens fast at the start of a trial, while, the other side has an equal chance of maintaining and keeping gens at the start of a trial.

    Yet.. Here we are.

    Yeah, I really don't agree, either. Sure, a lot of matches I've seen the first few gens pop and then things slow down, but 1. I sit in brown/yellow ranks being lazy (as both survivor and killer), and 2. even if things slow down, that doesn't necessarily mean even a single survivor gets sacrificed.

    The imbalance here is painful. Ruin could be annoying and slow down survivors, sure, but it usually kept two or three gens from popping at the beginning of a match, and there were multiple ways to deal with Ruin. Two to three gens popping at the beginning of a match feels like a kick in the teeth to killers, and then if they still want to bother playing the match they're stressed out in a race against time trying to take back control. Which of those situations sounds like the lesser of two evils? But no, we're taking the weight off the group's shoulders and increasing the weight on the shoulders of the player who's alone with no one to help them.

  • Not when nothing's been done to address the core issue.

    Here's the problem: One of the reasons given for changing Ruin is that inexperienced survivors feel frustrated playing against it.

    What about killers? Are killers not frustrated by having three gens pop before they've made hardly any progress in the match? Seeing 2/5 or 3/5 of the survivors' objective completed when you've only gotten one hook and no kills is demoralizing. Inexperienced killers especially will feel like they've already lost at that point.

    According to devs, gens are supposed to pop quickly at the beginning, and then the killer gains more power because there are fewer gens to patrol...

    Okay, do new killers know this? Or do they just see gens pop, think they suck at killer, and quit (either the match or playing killer entirely)? New killers are playing alone, against four survivors, and all they see are the survivors quickly getting their objective done while the killer struggles to even get a single hook. Nothing in the game tells them that survivors' objectives go fast in the beginning and then slow down. (Not that that's necessarily true, either; not unless you get three or four gens near each other. If the gens are on opposite sides of the map, the killer's basically screwed.)

    The devs eased survivors' frustrations, but not killers'.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/996375#Comment_996375

    Something to add:

    Most likely the posts which lead to a Ban are not visible anymore because they either got moved to an archive or were deleted straight away.

    This can also lead to some confusion why certain people are banned.

    They're definitely not visible, anymore. Even posts that just get the member sent a warning are removed.

  • @ppo8820 said:

    How does one get banned here?

    By not following the forum rules https://forum.deadbydaylight.com/en/discussion/87004/forum-rules

    I think a lot of warnings at least are given out for "making light of serious issues" (see the rules), but I expect a lot of bans come from getting into a heated argument with another forum member. You'll notice a lot of disrespectful and derogatory posts that lack anything constructive, or one member specifically targeting another member and "calling them out" for whatever reason (which is a no-no, even if you're right). Accusing a member of anything publicly isn't taken well; if you think they're posting bait, ignore it; if you think they're using an alt account, flag it; use the official means to report cheaters; etc.

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/comment/995081#Comment_995081

    Sooo survivors must go find hex totems but you can't find survivors?

    @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/995155#Comment_995155

    Isn't that the idea behind the perk? Force the Survivors into a smaller section/selection of generators so you can have an easier time going after them?

    Also, regarding how CI only lasts two minutes, I think an argument can be made it's a RELIABLE 2 minutes. Nobody's going to find the Hex Totem near instantly and get rid of it, which is a complaint I often see lobbed at Hex perks. Corrupt Intervention works for its time limit, which you can take advantage of without worrying about losing the effect early. Granted, there's the flip side of that of a Totem not getting cleansed and giving you its effect all game, so it's on the killer if reliable early pressure beats potentially longer but less certain pressure.

    The problem with Corrupt Intervention is that it's on a timer. CI doesn't force the survivors to do anything to make it go away. Survivors have no time pressure, so they don't have to work on gens while CI is active: they can stealth around the outskirts of the map, doing nothing, and it doesn't matter. Killers can't go searching around the outskirts of the map, because they can't risk the open gens being worked on in the meantime.

    Corrupt Intervention is only good for trap killers who need set-up time. They can benefit from two extra minutes in the game where the survivors do nothing. For other killers, that's just two minutes of boredom where they don't gain any ground.

  • I wish DbD were better designed around player psychology.

    The killer is alone against four survivors. New killers, due to a lack of any guidance from the game, are pretty clueless on what to do. Worse, matchmaking is putting new killers against experienced survivors. Even rank 20 killers against rank 16 survivors can be hopelessly outmatched.

    So, new killer goes up against 4 survivors, and 3 gens pop by the time they get their first hook because they have no idea what map pressure is... that's 3/5 of the survivor's main objective completed while this killer has 1 hook, 0 kills, so basically none of their own objective is done. That is demoralizing. You can't even blame a new killer for quitting in those circumstances because in their mind they've already lost.

    You can say, "Gens are supposed to pop at the beginning, and then the killer gains an advantage because there are fewer gens to patrol" (and that's only true if the gens aren't across the map from each other), but new killers don't have any idea that this is supposed to be the case, and even experienced killers can feel hopeless in the face of two or three gens popping at the beginning of a match.

    I am amazed that any killer new to this game sticks around.

  • When I was doing that EGC NOED sacrifice challenge, I was playing Spirit and got all the survivors on death hook. One, a Claudette with a flashlight, had been a pain during the match. I saw her run to an open exit gate, and I was like, "Damn." But then... she didn't leave. I refused to go over and chase her out, so she kept creeping farther away from the border until she was running in circles in the middle of the gates.

    I phased over and surprised her with NOED.

    That was satisfying. Survivors getting cocky and going down for it feels good. It's even satisfying when I'm spectating as other killers do it.

  • It's so cute when they do this when I don't feel like going to the exit gate, like I can't just...

    -mutes TV-

    Outplayed, son.


    Survivors usually spam noises at me because I'm ignoring them. Every once in a while it's done to screw me up during a chase, but that's rare in my games.

    If I spam noise notifications, it's either the beginning of the game and I need to do some stupid challenge or daily ritual and it requires interacting with the killer, or the match has gone sour and I want to surrender. Like, if three survivors DC, I'm not going to go stealthing around the map; I'll spam vault something and the killer can decide how they want to proceed.

  • I sit in the brown ranks as killer (I think right now I'm rank 17) because I play chill (or lazy) and make it my goal to max out Brutality, Deviousness, and Hunter without killing anyone, so I usually avoid pipping (though this Gatekeeper change is probably gonna mean no more dragging out the game to max out Brutality).

    I'm in the brown ranks as survivor, too, 'cause I screw around a lot.

    Age range 30+

  • Fun thing to do as killer: when there are only two survivors left, go afk and wait to see how long before they stop stealthing around the map and realize they have to do gens to leave.

  • @michaelmyers87 said:

    The old ranking system was better. You needed two kills and a hook to rank up.

    If the game is actually supposed to be balanced around two kills and two escapes (which still seems stupid to me), then killing two survivors should be a safety pip (since that's exactly how you're supposed to be performing) while three kills is one pip and four kills is two pips.

  • I probably chose my favorite survivor because I like the way they look, and because of all the survivors their build and hair are the most similar to my own. Our personalities aren't similar.

    As for killer, one of the things that originally attracted me to Spirit is that I love Asian horror. If she ever gets a long-hair-covering-her-face cosmetic, oh god, I'd be so happy. So. Freakin'. Happy.

    Of all the characters, Susie--with the way she stands and her cosmetics--speaks the most to me personality-wise, but I just... I have yet to find Legion fun. Actually makes me a bit sad, because I really want to play as her.

  • @DisappointedUser said:

    I don’t understand these lists. My partner started to play killer and she’s having a really hard time. She tried the ones that are supposed to be easy, and it’s not. If they can hear or see her coming they win.

    i bought her Ghost Face and now she can at least have some fun killing people every now and then.

    These lists assume the person is good at games in general and just needs to learn the killer. So they’re ranked in terms of ease of use for abilities not easy to actually play the game.

    Looking at it, this list is from before Ghostface. I can certainly see why Ghostface would be good for new players. He's not faster in stealth mode the way Wraith is, but he can still attack and isn't slowed down coming out of stealth mode the way Wraith is. Not as difficult to use as Spirit because she can't see survivors, so you have to be able to hear them (and sounds are always broken) or predict them, which new killers wouldn't be able to do; plus, Ghostface is a 115% speed killer whereas Spirit is a 110%. And Pig is only in stealth mode when crouching, so she's slower and her field of view is often blocked by grass.

    Yeah, Ghostface is a good recommendation for a new player. Personally, I love playing stealth killers; surprising survivors is the fun part. When survivors can hear you coming from a mile away, it gives them a lot of time to hide or get into a strong position, which gives any survivor with a bit of experience a big advantage over an inexperienced killer.

  • I think I see survivors' auras if they are in front of or working on a generator. I think the survivor has to let go of the generator and crouch behind it to hide their aura, and even then if they don't position themselves just right, you'll see a sliver of a brighter aura which will disappear after BBQ's time is up. I've found many survivors that way.

  • @bigbeefynacho said:

    https://forum.deadbydaylight.com/en/discussion/comment/993691#Comment_993691

    This is why I feel points need to be distributed more evenly.

    BHVR: "We want survivors to interact with killers, so we'll give lots of points for that."

    Survivors: -Still focus on gens.-

    BHVR: "We don't want survivors to focus solely on the objective, so we'll give them fewer points for gens."

    Survivors: -Ignore the boring ass objective, even though it means dying.-

    BHVR: "We also want to balance based on 2 killed, 2 escaped."

    Everyone: ...

    Everyone: "What even is this game??"

    This game has conflicting goals for its players, which is why point distribution and all that are so messed up. Sometimes I think DbD would be better off with some other kind of core gameplay, like "no gens, match is on a timer, last survivor standing wins; more than one survivor makes it to the end = killer lost." I mean, obviously not exactly that, but something other than gens as they are now.

  • Gens are boring, and I can't really blame survivors for not wanting to do them. Holding down a button for 80 seconds isn't thrilling gameplay, and you don't make that many points for doing it, either. Stealthy/ignored gen jockeys earn the fewest Bloodpoints.

  • Legion is a pain in the ass because it's easy to whiff in Feral Frenzy, and one whiff takes you out of FF and stuns you for half a year. 360'ing is pretty easy for survivors on console, and the bad framerate can make tracking/hitting them more difficult than it is on PC.

  • Claudettes (especially Blendettes, but all Claudettes, really)... I try not to judge a player by the character they choose but by how they act in-game, but if I have to choose between two players and I haven't gotten a good sense of their personality, I'm more likely to be generous towards the one who's not Claudette.

    I mean, last night, my friend was playing Leatherface memeing around, no intention of killing anyone... he happened to get all four survivors downed at once (not with one chainsaw, they just weren't getting revived). Two were Claudettes. He went around the map trying to find the survivors to pick them up, and the first one he found was a Claudette. He got her off his shoulder, and rather than getting anyone else up, she ran off and self-healed. He found a second survivor, happened to unfortunately be the other Claudette. She also ran off and self-healed. The two survivors left on the ground bled out.

    -_-

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/990676#Comment_990676

    Any time I read something like this all I can think is "corrupt intervention."

    I'm not even asking to be a sarcastic jerk, but why is that not an option? I've seen it compared to ruin and also suggested as an alternative by other players, even some youtubers (who a lot of people seem to take as valid sources). So why is that never considered as an early game slowdown perk when it's literally only effective in the early game and stops survivors from doing certain gens?

    It's because Corrupt Intervention is on a timer while the game itself is not. Survivors can choose to stealth around until Corrupt Intervention deactivates; accomplishing nothing during those two minutes doesn't hurt them unless they're bad at stealth and bump into the killer. Only Trapper and Hag benefit from two minutes of nothing happening.

    Because Ruin is not on a timer, survivors are forced to do something, whether that's work through Ruin or find the totem.

    If the game had a timer that put pressure on survivors, Corrupt Intervention would be better.

  • I once had a survivor who went into the dying state every single time I hit him with Feral Frenzy; I've never had a survivor die multiple times from RBTs...

    ;)

  • Beast of Prey, Distressing, BBQ, and Whispers.

    As survivor, I dunno, my build changes constantly depending on my mood.

  • Dedicated servers just came to PS4, and sometimes the survivors are getting screwed over hard by it, I'm amazed they don't just disconnect. Failed skill checks, rubber banding. I dunno if the survivors saw themselves rubber banding or if to them it looked like I hit them from a mile away, but whatever, if the devs can't get this stuff in working order, then this is no time for DC penalties.

  • Playing survivor is so disappointing, in part because dying on the hook is a boring animation. Some of the moris are cool, but many are pretty dull, and there's only one for each killer. The maps present no danger; only Trapper and Hag can make the map dangerous, and it's not like the traps are interesting. Generators are boring. If killers play like me (i.e. lazy, all about BP and not going for the kill because playing for real is stressful and I just want a chill game, video games should be fun and rewarding) then playing survivor is an absolute chore.

  • Blood on your hands - someone happened to die to an RBT.

    Hemophobia - afk killer

    Item of Obsession - killer was farming with the other three survivors and I didn't go jump in

    Escape Artist - I'm not sure if this one bugged out or what, because I'm pretty sure someone else rescued me off the hook rather than me kobe'ing.

  • I only have two left: sacrifice 4 in the basement, and stun the killer with a pallet 4 times in one match.

  • @Groxiverde said:

    https://forum.deadbydaylight.com/en/discussion/comment/989260#Comment_989260

    In my games, survivors with DS abuse the 60 sec immunity to repair generators or unhook survivors without fear, knowing they have their "anti-tunneling" perk active.

    60 seconds is 75% of a generator.

    Yup, got hit with DS because a survivor went for a save in my face. They were healthy, too, so there was no way for me to prevent them getting that save.

  • Characters and cosmetics. I've bought four characters (two chapters) and a bunch of cosmetics with shards. Not sure which I've spent more on, though.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/119777/hey-devs-ds-is-frustrating-for-killers-and-is-overused

    It’s pretty easy to counter. Just slug the survivor and because they’re all so damn altruistic, another one will rush over to heal and you get a twofer. Never fails me.

    I was playing nice today and just going for my 4 stack and then chasing a bit. I slugged two of them, because points, and then I went to a door and afk'd. The other two survivors left them on the floor for the full four minutes and they bled out. o_0

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/989172#Comment_989172

    So killers don't want an easy 4k then.

    You can't say they want an easy 4k but claim they want points. The two completely contradict each other.

    Did you also know that nobody gets many points when generators are done in 4 minutes and the survivors are out the exit gates by 5 and only two people got hooked the entire game?

    That's why running a BP build is better than trying to get sacrifices. Fast game = no sweat from me, survivors get to barely see me and escape just like they want, but I still get the most points while they had to do the ######### work of completing gens (god, I've gotten so bored with gens as a survivor).

    But yeah, wanting an easy 4k and wanting to get points are two completely contradictory things. Getting points requires playing with your food, which is the opposite of playing efficiently.

  • I play whatever has the shorter lobbies, basically. I rarely use Ruin, so this doesn't affect my normal gameplay. However, I expect survivor will be less fun due to an increase in NOED, moris, tunneling, and camping, but at least killers queues will hopefully be instant. Killer queues are already the shorter queues during peak hours on PS4.

  • Survivors (and killers, actually) covered in blood are hawt.

  • @JOBreazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/986253#Comment_986253

    What about when a killer brings a mori and kills survivors off there first hook?

    That speeds up the game, too. Though, the number of times survivors die on their second hook for no good reason is why I usually only hook survivors once per match and then go afk. It's ridiculous how often they don't get saved or suicide even when I'm not camping or tunneling.

  • Pretty much always. My usual build is Beast of Prey, Distressing, BBQ, and Whispers.

    I've found that if I'm not running BBQ I completely lose the motivation to hook survivors, so it's better for all of us if I run it.

  • @gambit92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/986186#Comment_986186

    What the heck is this misconception about KEYS speeding up the match by the way. The hatch doesn't even appear until a certain number of deaths and one more gens done than players alive. If a have a key and it's all 4 ppl alive. We have to complete all the gens anyway at that point the game has went it normal length anyway for the hatch to even spawn. So unless I'm intentionally letting teammates die on hook and just doing gens, how the heck are you speeding up the game? Sure if I have a key I may have a bit more emphasis on doing gens but it's still the killer job to stop me. Makes no sense how keys speed up the game.

    The best way to slow down gen progress is to take survivors out of the match.But, for each survivor gone, the hatch is one step closer to spawning. If the killer kills two survivors, if there are three gens done and a key in play then the survivors don't have to even glance at the remaining gens, they can go look for the hatch, ending the game early. It becomes a damned if you do, damned if you don't scenario for killers: slow down gen progress by sacrificing survivors and lose to a key, or don't sacrifice survivors and lose because they finish gens and open the gate or use the key.

    Keys end the game faster by lessening the amount survivors need to accomplish.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/986121#Comment_986121

    That maths isn't correct.

    You can't know how many killers use ruin outside of the red ranks because you don't know how many killers are in the red ranks and how many are not.

    For example, if there's 100 killers in the world, maybe only 5 are red ranks, in which case, 4 of those 5 use ruin (80%). Of the remaining 95 non-red rank killers, 40 would use ruin, resulting in 45% total, but still 42% use outside the red ranks.

    Considering the ranking system is harder for killers than survivors, you're less likely to have a lot of red rank players, and there'll always be a significant pool of lower rank players that haven't had access to Ruin yet to use it which alters the number. (In that they would use ruin but cannot.)

    Fair enough, without knowing the exact numbers it's not possible to extrapolate the percentage outside of red ranks.

    Like I said, though, on PS4, I don't see Ruin in the low ranks pretty much at all. It only starts popping up once I get to green ranks as survivor. It would be nice to know the percentages per rank color, because it's probably seen in purple ranks more than in green and in green ranks more than in brown, but -shrugs-

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/986107#Comment_986107

    Yeah, thanks. I thought you would also throw distressing in there.

    Well, with how little most killers' Deviousness score events reward, Distressing is the best BP boost perk for killers (though, killers only have three, not including BBQ which is a BP multiplier). If I had to choose between Distressing or Beast of Prey, I'd choose Distressing, simply because even without a boost Hunter isn't too difficult to max out.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/986090#Comment_986090

    That's totally cool to mention. And no, the PTB didn't add the ability to see which challenge you had selected while in game. I agree that that would be a good feature to add for future Tomes, as well as the ability to see how far you have progressed in your challenge during the match.

    As an alternative to the "able to select challenges for both roles" thing, which I think is a good and probably much easier to implement suggestion, I think it could also work if the system were changed such that players could gain progress in any and all valid challenges (that is, those that have been reached on the web) during a match, but they have to choose one challenge in which to keep the progress at the end. This would remove the frustration that a lot of people seem to experience whenever they forget to select a challenge, or forget to switch to a different challenge when changing roles.

    I would also be very happy with that. There are plenty of times I've completed the requirements of one available challenge when I went in with the intent of completing a different challenge. It would be sooo nice if I could tell it which challenge to put progress towards/complete at the end of a match. Much more user friendly than its current state.

    It'd also be nice if, once completed, I could move on to the next challenge without having to "accept" the completed challenge; for one, it's easy to forget, and for another, it means I can't bank BP if I want to continue on in the Tome.

  • @Reivur said:

    I won't miss Hex Ruin at all because it wasn't fun and likely chases away new players before they get to the fun progression loop of the game; which is unlocking and experimenting/mixing and matching powers and perks.

    That said Hex Ruin was also not needed against lower ranks for a number of reasons; among them being a lack of focus on objectives, chases being finished earlier, missed skillchecks and too many relying on stealth gameplay. Note this isn't a slight against stealth gameplay but rather people who are new hiding anytime they hear the terror radius playing despite the fact that its playing near them not because the killer is approaching but because they're chasing someone else nearby. In this situation, all Hex Ruin did was create an overwhelming stomp.

    On the other hand higher ranks suffer from people who are very good at managing time and pressure, and both sides are not necessarily even when it comes to applying pressure.

    When one person works on a generator providing they hit nothing but good skillchecks they complete it in 80 seconds. When two work on it, 44, which is a 1.8 rate. The rates past that are 'eh' and not worth considering, especially if you factor in Prove Thyself, which then suddenly makes it a 2.0 rate for 40 seconds.

    Now what is something veterans are better at? Hitting Greats. This is why people say good players 'power through' ruin. But even in this scenario, Ruin still provides a service; it removes the benefits of landing a Great. Outside of ruin you speed progression up by 2 seconds per Great. On average a skillcheck is about every 8 seconds or so; sometimes more, sometimes less, but that's the general tested average without perks such as Spine Chill muddying the waters.

    So doing a generator by yourself is around 8 skillchecks. That's potentially 16 seconds reduced. The 1.8 rate I mentioned earlier? Well, now you have potentially two skilled people getting great checks. So now you have a 40-44 second gen also getting 8 skillchecks, which is even more impactful if they're doing well. Ruin stops these bonuses.

    I wouldn't propose that base generator speed needs increased, but Greats are very polarizing when it comes to how lower ranked games take time and red ranks don't. They should probably be sunset'd.

    As for earlier claims of not even on when it comes to applying pressure; map design, yeah. There's a reason Nurse (despite her nerfs), Billy and Freddy remain praised. When Red Forest loads up and up to two survivors spawn near each other on a generator there's no 'git gud' about taking any killer without a transportation power and reaching them before the generator pops. There's no 'apply pressure' either. There's "man, I sure hope they 3-gen themselves by being greedy" and that's about it.

    I agree with much of what you said.

    My one thing is that, I don't know what it's like on PC, but in low ranks on PS4 I rarely see Ruin. Even according to the devs, while over 80% of red rank killers use Ruin, only 45% of all killers use Ruin. If we assume they really mean "all killers," then that's still including the 80% in red ranks, which means fewer than 20% of killers use Ruin outside of red ranks. I'm sure the lower you go in ranks (i.e. the newer the players), the less you see Ruin due to it being a teachable perk rather than in the general pool.

    Edit: Ignore crossed out section, faulty math is faulty.

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