TragicSolitude
TragicSolitude
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- TragicSolitude
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I used to buy all the DLC... I don't anymore. I got Oni/Yui with Shards. I didn't buy the Stranger Things DLC. I have enough Auric Cells sitting in my account for the next Rift Premium Pass, and I will only buy the next Premium Pass if I reach the final tier and it rewards all the Auric Cells back.
I will go broke buying every season pass for DOA6, but I won't put another cent into DbD unless it changes direction before I get to the point of uninstalling. Ash is already in the game; I don't think there's anyone else they could add who would have me pulling out my wallet.
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I really hope a lot of killers do quit. Then my instant killer queue times on PS4 will become supersonic. My friend who likes to play lobby simulator will be absolutely tickled, too: "oh, I don't like that Jake's hat. -dodge-." I don't get why he finds that so fun, but whatever makes him happy; if he's doing that, he's not complaining about RDO, so it's a win for me.
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@Venom368 said:
https://forum.deadbydaylight.com/en/discussion/comment/970408#Comment_970408
I agree completely with your idea with scaling difficulty. I don't see how that idea can be turned into anything tangible, though. That almost seems like it would be an entirely different game.
It seems like that would be such a massive rework to the game that it would be impossible to effectively balance that in any reasonable amount of time. Or like it would be something that would come out with a 4.0.0 release of the game or even further down the line
It would be a huge change, and probably a very difficult one to implement, but I don't think it's impossible. And it's really, really necessary.
DbD needs some large scale changes to make it fun for everyone. Tunneling, camping, being slugged for four minutes, fast gen speeds, stealthing around not working on the objective, and playing for the hatch are all unhealthy for the game. I'd say generators need to be tackled first, followed by tunneling/camping. The remaining three things aren't so awful that people will stop playing because of them, but they're still unhealthy and are worth addressing. I think the mechanics need reworking or the game needs more structure so that these elements that absolutely ruin the fun for many players are no longer possible.
Oh, and also buffing solo survivors so that they have the same information as SWF so that all survivors are on an equal playing field and killers can be properly balanced in return.
All that is easier said than done, I know, and it would take a large number of man-hours to achieve. But this is the most frustrating game I've ever played (and I fell into those stupid holes back when E.T. came out for Atari); that's really disappointing given what DbD could be. As is, I've been looking at trying out Identity V. Or just going back to regular survival horror. Evil Within 2 and Alien Isolation are waiting for me, but the lack of space on my PS4 means something will need to be uninstalled first. More and more it's looking like DbD is going to be what frees up that space.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/970325#Comment_970325
to make up for this change most killers (who remain and not quite) will probably use moris every game, slug, tunnel, camp etc.
Or killers will just go afk after the first few generators pop and survivors will all have super boring games where they barely see the killer. Personally, I think killers should either quit or just play in a relaxed way (you know, the way survivors get to play non-stressful matches). When I play survivor, I can put in a lot less effort, and when I switch over to killer I just continue like that, which means everyone escapes and they probably had a boring match but I'm not going to stop watching videos on YouTube just because I switched from survivor to killer. If survivors aren't earning BP or pipping in my matches, that's on the game itself; this is a game, not a job, so it's not on me to make sure the other players earn anything. Sometimes the survivors will actually notice I'm not tryharding and they'll slow themselves down, and then we all walk away with a hell of a lot of points and a pretty entertaining match.
I don't use Ruin, but I get that it gave killers a way to play less stressful games where they weren't so crunched on time, which benefits survivors in a way because that means more time spent in the match earning points. If killers want to play relaxed matches without Ruin, more of their matches will be like so many of mine, where the game goes fast and the survivors earn very few points.
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@Venom368 said:
Gen speed baseline can not be addressed before Ruin was addressed. I'm not sure why people don't see that. A gen speed nerf could not be implemented without Ruin being nerfed.
If killers are getting constantly stomped after the nerf without Ruin, the devs will do something about it. This change needed to happen first.
Generators need to be addressed in that they should be completely reworked so that the difficulty/speed scales with survivor ability (not rank, ability). Right now, inexperienced survivors struggle to complete gens. As a survivor gains experience, however, they not only are able to complete gens faster but they are also able to waste more of a killer's time during a chase: in other words, experienced survivors increase the amount of time a killer needs to complete his objective while decreasing the amount of time the killer has.
Gen slow-down perks and add-ons shouldn't even be a thing. The game itself should pretty much handle that. Everything should be adjusted at the same time: gens should be reworked and the perks/add-ons removed all in one update. Nerfing Ruin shows that gens are not going to get the rework they truly need and gen slow-down perks are here to stay.
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I love when a survivor doesn't have Iron Will, but I can phase directly on top of them and not hear their injured grunts of pain. Or I can't find a slugged survivor on the ground on Sanctum of Wrath (I wanted to give him the hatch, but instead he bled out).
I don't know why I'm even trying to use audio. For a few months I played 90% of my games without audio, and it didn't make much of a difference. I come back from a few weeks of traveling and am having trouble focusing and tracking survivors, but trying to use audio is pointless because sound is providing no help whatsoever. I only played a handful of matches (not hyperbole, I'm sad at how little BP I made, I barely got a few Bloodwebs on Yui) during the Bloodhunt because it doesn't feel worth trying to play the game in this state. I could meme around, sure, but that doesn't earn much BP.
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I played survivor before I ever played killer, and it's so much more chill. All killers should just play the way survivors get to. Have a relaxed game, don't put in a lot of extra effort, and if that means everyone escapes and some of the survivors don't even see the killer once, then who cares? It's not like a lot of us killers want to rank up, anyway.
Don't stress yourself out by caring about sacrifices or even hooks. Then it won't matter if killer perks get nerfed into the ground. Unless they take away the BP boosts from Beast of Prey and Distressing, I'm golden.
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I don't like tunneling when I play killer; it's just rarely a fun way to play. I don't run gen slowdown perks, either, because I just don't like them. If survivors come in with four toolboxes and wanna rush through the gens, I let them. I don't care about pipping, and if they think it's more fun to play a gen repair sim than interact with the killer, then that's cool with me. I played survivor before I ever played killer, and it's so much more chill; I refuse to play "sweaty" as killer. I will play in a relaxed manner, dammit, and if that means survivors have a boring game, that's not my problem. I got some BP and XP and hopefully got to use my power at least once; that's what matters to me.
Given the way my friends and I play both survivor and killer (we prefer memeing to escaping or killing), I can only imagine that the devs have completely blocked my account from counting towards the game's stats.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/968995#Comment_968995
First off, I get your point and the reasoning behind Ruin. I didn’t know they were even nerfing it.
Secondly, if four gens pop before you find a survivor... uhh... TERRIBLE map pressure.
Thirdly, if ONE perk ruins a killer then maybe this community isn’t so great at killing like they think. I see plenty of YTers not running Ruin and do just fine.
"Secondly, if four gens pop before you find a survivor... uhh... TERRIBLE map pressure."
That was hyperbole. Usually, the problem is that three gens pop by the time a killer hooks their first survivor.
And YTers aren't average players; many practically play this like it's their job (for some, it is).
I never said anything about the perk ruining killers. Like I said, I don't use Ruin. I can't speak for those who do use it. But there are reasons it's a popular perk despite how fragile hex perks are, and the rework doesn't respect those reasons.
Whatever. I kinda hope the rework goes through and it frustrates less skilled killers so much that they quit playing. It's not like the game's tutorial teaches killers how to properly apply gen pressure, so rather than trying to "git gud" it's quite likely many will quit. Maybe with no one playing killer the core game mechanics will get reworked. Tunneling, camping, gen rushing, and relying on the hatch are all unhealthy game mechanics that are never going to be addressed unless something drastic happens to the playerbase. But that's completely off topic.
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I don't use Ruin because I hate hex perks, but I still think it's a terrible change. The reason Ruin is so popular is because it slows down gen repair from the start, which is important to help keep four gens from popping before you find the first survivor.
Ruin's popularity has little to do with the Gatekeeper Emblem. It has to do with being useful in the early game. The devs reworked it and took away the thing that made it popular.
Now, it will only be useful in late game, which hex totems rarely survivor to see. Hell, half the time survivors spawn on top of Ruin and cleanse it before the killer even gets across the map to check on it.
Survivors benefit from this change. Killers don't benefit from it at all, especially not if they don't give a damn about pipping.
I don't use gen slowdown perks because I don't really care if survivors gen rush me and escape in three minutes; if that's their idea of fun, so be it. I don't run add-ons, so any BP I make is profit.
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The TV is too large and I have to look at it from an angle; I have never gotten used to where the center of the screen is in the ridiculous number of hours I've spent playing a multitude of games. And I think I would be literally murdered if I tried to go physically sticking something to the center of the screen.
There should just be an option to turn a crosshair for Huntress on/off in the game's options. It's annoying that PC users have ways to make the game easier for them that console users don't; they already get a better framerate and a keyboard & mouse. They can use other programs to get a crosshair, and they don't even need it as much because not only are computer monitors usually smaller than television screens, but kb&m is so much easier to aim with than a controller. So, so much easier.
The way I deal with my inability to quickly aim right now is I just don't play Huntress. A lot of people seem to think that way, because I rarely see her when I play survivor.
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Clown Head, Spirit Body, Spirit Weapon, Hag Body, Hag Weapon, Plague Body
Last Year I got Wraith Head, Wraith Body, Doc Head, Doc Body, Huntress Mask, Hillbilly Torso
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/967251#Comment_967251
Try waiting a few more seconds :)
How many more is a few? 5? 10? How many seconds until 60 seconds from them being unhooked is up? Do I need to run MYC or use a stop watch every match just to know?
I've been hit by DS when they had maybe one or two seconds left on the clock, losing all my momentum for it. After chasing/hooking other survivors, I'm focused on other stuff, not counting down the seconds in my head to realize that the person I see healing a few feet away still has DS up. There are four survivors, I can't keep track of when each one was hooked/unhooked. And if there are multiple survivors using the same character, I'm completely screwed on that, which is why I so often ditch lobbies with duplicates.
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After being slugged for a certain amount of time, a concede option that leaves behind a husk would be greatly appreciated. No suddenly dying, no bleeding out faster, just the survivor getting to collect their points and move on to the next match while not taking the killer's options away.
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I've seen it suggested to have DS deactivate if the survivor performs an action like working on a gen or attempting a hook rescue. That doesn't seem like a bad idea. Then, a survivor can't use DS to hook save/work on a gen/cleanse a totem in the killer's face.
DS also shouldn't be able to be used during the EGC or if there's only one survivor left. Hell, at two survivors left it becomes ridiculous to punish the killer for attempting to re-hook a survivor.
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/comment/965198#Comment_965198
Even with the balance issues, IDV is designed much better than DBD.
•Hunters are all unique, have viable and fun powers. Even Hell ember, the pve hunter is fun once you get his snowball going.
•Survivors are also unique, with strengths and weaknesses. Each survivor starts with a unique item and has a different role to play on the team.
•Better perk system. IDV's persona tree is far superior to DBD's teachable perk system.
•Better optimisation. You can run high consistant framerate on the mobile version now. DBD can't even get consistent 30fps on consoles and it's been out for over three ######### years. This is just embarrassing BHVR, optimise your ######### game!
•More game modes. Casual, rank mode, 2vs8 and blackjack which is a weird but fun mode. The only problem is that other game modes have server times. DBD still, only has the stale, old game mode.
I don't think I need to say more but I'll put a link to a video for Blackjack mode:
Wow. I really do wanna play IDV, now.
I did actually try playing it on my phone over the holiday, but I was really clumsy with the controls; I think I prefer a controller or m&kb to tapping a screen with my fingers. Any idea how IDV plays on the computer?
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DbD has a large problem in that the best or at least easiest strategies for both sides are to deny the opposing side a chance to play. The tutorial for this game doesn't help new killers at all. The most intuitive strategy for a new killer is to tunnel and camp the first survivor they find. Most new players are not going to automatically understand the nuances of pressuring gens and spreading the love. Inexperienced survivors will reward hook camping by rushing the hook, giving the killer a win, reinforcing the idea that tunneling and camping is the correct way to play killer. When killers rank up and go against survivors who play efficiently (aka "gen rush"), then they get frustrated and tunnel and camp just to try to secure that one kill. Again, there is nothing in the game to teach killers how to play.
Playing "fairly" should be built into the game mechanics. Instead, killers are expected to be the Dungeon Master, giving survivors a fun time, but the killers still have their own objective to kill survivors and it's ridiculous to expect them to play against their own self-interests to benefit the opposing side. When they get 2 or fewer kills, they get told "Entity Displeased." Devs say 2 kills and 2 escapes is the goal, but the game makes damn sure killers feel like a failure for anything less than a 4k.
Camping, tunneling, and gen rushing are all strategies that deny the opposing side a chance to play the game. That's not fun. The game needs more structure. Camping and tunneling shouldn't be possible strategies (and I don't mean killers should be punished for doing those things, I mean they literally shouldn't be possible). Doing generators is boring; they should be more fun to do, and the game itself should balance gen times by scaling their difficulty with survivor ability (not rank, ability). Or there should be multiple objectives. Something. But it's a problem that as survivors gain experience they become able to both rush through the main objective and waste more of the killer's time in a chase; in other words, they increase the amount of time it takes for a killer to complete his objective while also decreasing the amount of time a killer has.
Perks shouldn't be the answer to balancing the game. Ever. Perks should be for either fun or to help in areas where the player struggles; they should not be band-aid fixes for poor game design.
There are a lot of areas where DbD is deficient. Players don't have to give suggestions for how to deal with every single problem in the game, though. If they have a suggestion to help with gen times but not camping, there's nothing wrong with that. It's not their job to fix the game; they're not devs.
Personally, at this point I see the majority of suggestions as falling short. Most players are trying to tweak the current system, and I think changes on a larger scale are needed. But that's just my opinion.
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I traveled for the holidays and didn't play DbD for three weeks. Didn't miss it at all. I'm trying to play during the Bloodhunt so I can earn some BP, but my heart's really not in it. I'll start the match, chase someone for a bit, then get bored and just haunt around the map kicking gens until I can open the exit gate. (The survivors haven't complained once yet so I assume they prefer their game killer-free, anyway.) I have a lot more fun roaming around the city killing zombies and taking part in the numerous events in Dying Light. Or mewing in Gato Roboto. Or tossing a tennis ball in the air.
If I hadn't put so much money into DbD, I'd probably uninstall it. My PS4 could really use the disk space.
I've been thinking of trying out Identity V, because the hunters seem a lot more creative, but at the same time I don't really want to get invested in a new game. It's so cool that they've got a Lamia, though.
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When I know a mori is in play, I'll put less effort into the match, trying to die, and then I feel dejected if the killer doesn't use it on me. Or it'll turn out it was a Cypress Mori, and then I'm upset because I was hoping it was an Ebony.
I'd be much better off not knowing about a mori being in play. Plus, it'd be more fun if the mori were a surprise.
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Gens are boring and you don't get many points for working on them, so why bother? I only work on gens if I have to (ritual/challenge or killer refuses to kill me) when I play survivor. After having so many matches where I'd do the majority of the gens while watching the other survivors run around, acting like douches teabagging the killer, and then they'd walk out with more points than me... why the hell should I bother doing the ######### work? No, thanks. I'd rather have fun (searching chests, cleansing totems, going for daring saves, trying for the 4%) and die. I have friends who feel the same way, so it's not just me.
Getting looped as killer is boring. Nothing fun about running in circles. I find myself often ditching chases. Mind gaming, using my power, surprising/scaring survivors, interesting kill animations: that's what's fun about playing killer. But looping is how survivors survive, so I can't blame them for doing it, but I'd rather wander around the map looking at the textures than run in circles. I've gotten angry messages from survivors that they had a boring match because I refused to let them loop me, but why should I do something I don't find fun just so they can have fun?
So, to me, DbD's biggest problem is that its core gameplay isn't fun. Also, I am so tired of the sound being bugged. Sounds constantly get broken. And why is there still no husk mechanic for survivor disconnects?
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/961637#Comment_961637
I didn't even realise they flipped the camera for inverted controls. I did notice that when I play Oni my view goes all over the place when I try to hit someone with the club. I thought it was just me being terrible.
Thanks for reporting it.
I thought it was just me, too! It never even occurred to me I was having trouble controlling the camera because the controls were temporarily un-inverted.
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Spirit. Perks: Beast of Prey, Distressing, BBQ, Whispers. No add-ons.
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You can camp whenever you want. It's not always a good strategy, but it's never against the rules.
Camping becomes about the only thing a killer can do if all the gens are done. Once the exit gates are powered, if someone's on a hook, there's really no reason for the killer to walk away unless they want that survivor to be rescued.
Hag is basically made for camping hooks. With MYC it's even better.
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I love horror movies.
Not a fan of slashers specifically, though. Body horror is probably my favorite. Supernatural horror, sci-fi horror, and psychological horror are great, too. Slashers are often my least favorite of the horror genre.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/958133#Comment_958133
You shouldn't be punished for being good at the game.
It's interesting that you consider a game scaling with a player's ability punishment. Most games get more difficult as they progress. Bosses get progressively more difficult. It's strange that in DbD the game gets easier for survivors and more difficult for killers. More experienced survivors = faster at completing gens and able to waste more of a killer's time in a chase. As killers get more experienced they get better at chasing survivors, but they can't really do anything about gens. I mean, they can equip perks and/or add-ons, but there are still four survivors and only one killer. The game should be dealing with scaling gen difficulty, because that's not really within a killer's capability.
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/958133#Comment_958133
The algorithm can easily be abused.
I welcome a survivor trying to abuse the algorithm by failing skill checks; I don't even have to run a tracking perk or Overcharge or anything, then. Anyway, a good algorithm would understand the difference between consistently failing skill checks vs failing a couple skill checks per match.
Like I said, though, I think gens as they are suck. There's nothing fun about holding down the trigger and occasionally hitting a skill check. I can zen out during that. In a horror game, I'm zenning out. So, until they get changed to be an interesting mechanic, I'll let the other survivors do them, or we can all die, I don't care. But I don't feel like holding down the trigger all match.
I really hope they add new death animations to the game. I get tired of watching myself dissipate on the hook; that's so boring.
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I earned the Auric Cells back and didn't spend them. If I complete the next Rift (and it returns the Auric Cells) then I will buy the premium pass. Otherwise, I won't.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/957617#Comment_957617
Give people more incentive to derank? No thanks.
I didn't say rank, I said ability. It would have to use an algorithm that keeps track of how well the individual player performs on gens. Basing anything other than matchmaking on rank in this game would be folly.
@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/957617#Comment_957617
Impossible unless you just nerf gen speed based on rank and that's lame.
It shouldn't be based on rank. If it were based on how gens are right now, it would be more along the lines of adjusting the difficulty based on the survivor's number of failed/good/great skill checks within the last 100 skill checks (for example). Something like that. Though, the way gens are right now is boring; gens should be updated so that they're more interesting for survivors. At this point, I try to avoid gens as much as I can when I play, because it's not fun holding down the trigger button all match; the killer basically has to force me to farm, otherwise I'll run around search chests cleanse totems and die.
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Gen difficulty/speed needs to scale with survivor ability. Inexperienced survivors struggle to complete gens while experienced survivors breeze through them; the game needs to slow down experienced survivors without negatively affecting inexperienced survivors.
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I had really been hoping that the Tome would bring something new and interesting to the game, but the challenges often aren't fun and the Rift requires extra grind on top of that which all just leads to huge burnout. Add the lack of current and future events and this becomes one of the least rewarding games I've ever played.
I finished the Rift a while back. I just returned home from traveling and played DbD for the first time in about three weeks, did the row of killer challenges in Tome Level 4 to unlock the charm, and as soon as I did that I turned the game off because I'd much rather play something with a winter event going on. Red Dead Online has some cool snow right now. Dying Light has viral zombies in elf clothes running around.
If DbD would bother to offer something different and fun rather than just new ways to increase the grind, maybe I would've actually missed playing it while I was away for three weeks. As is, I didn't miss it while I was away, and even a three week break didn't suddenly make the game fun again when I turned it on today.
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DbD is a rather unique game in that effective or at least easy strategies = denying the other side a chance to play. In shooter games, strategies are more like flanking and stuff; denying the other side a chance to play would be camping spawn points, and the devs for those games usually try to remove the possibility of such things.
Being denied a chance to play the game isn't fun, so of course people come onto the forums and complain. Just because players can do it and those are considered valid strategies doesn't mean anyone has to like it.
Sure, you can tell people to stop complaining, but that just means they'll keep quiet about the things they don't like. It doesn't mean they'll start liking them, and it may lead to a drop in the playerbase. I mean, why play a game if you're not having fun? If enough people stop playing, the game dies.
Considering how fast killer queue times are and how long survivor queue times are on the PS4, each killer who decides to move on to a different game is detrimental to DbD and the survivor experience.
Just to reiterate: tunneling, camping, slugging, and gen rushing are strategies that deny the other side a chance to play. Those shouldn't be strategies in a game. Yes, they are allowed, so complaining about specific players using those strategies isn't cool. However, complaining that those strategies can be used at all is more than fair. They are not healthy strategies to have in a video game.
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@LetsPlayTogether said:
Patrolling gens isnt the objective of the killer. You do nothing to end the game in your favor, and survs do not have a chance to end the game by themselves other than suiciding. Thats obviously taking the game hostage.
Suiciding is a way of ending the game. It's only being held hostage if the player has no other way to end the game other than to disconnect. If the killer is refusing to let them finish the gens and also refusing to hook them, so they can't die or escape, then the survivors are being held hostage. If the killer hooks the survivors when given the opportunity, then the killer is playing the game. Patrolling gens and slowing gen progression is a very, very large part of playing killer.
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I bought Yui and Oni with shards, because I think Yui is cute and I was hoping Oni would be fun to play. I used to buy all the DLC, but I didn't buy the Stranger Things chapter, and it's possible I never will purchase any DLC in the future that's cash only. Unfortunate, but I've put waaay too much money into this game, and I don't feel it's been worth it, especially not since I play on the PS4 and the game is so damn rough on it.
Yui's pallet-lifting perk is fun to meme with. Oni's Nemesis perk seems useful. Last time I tried playing Oni (back around Dec 12th or something), it was clunky and not fun. I was extremely disappointed, considering how fun he looked on the PTB.
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Gen speed should be fixed and gen slowdown perks and add-ons should be removed. Gen speeds should be balanced by the game itself, and killers should be able to focus on chasing and hooking survivors rather than messing with gens.
Gen speed/difficulty should scale with a survivor's ability (not rank, ability) so that whatever happens newbies aren't penalized and experienced players aren't buffed.
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@kate_main said:
https://forum.deadbydaylight.com/en/discussion/comment/940065#Comment_940065
I love how some people think Im a survivor main.
Also,no, Killer is 3X times more fun to play than solo survivor,stop playing the victim;the game is no longer survivor sided like it used to be in 2016-2017.
If you still lose a lot while playing as killer ,git gud
I used to play both about equally, though probably more killer than survivor, but killer has just gotten... tiresome. I find it's more fun to die as a solo survivor than to get a few sacrifices as killer, so I'll probably mostly stick to survivor, now. At least I can screw around, have fun, and then get killed when I'm bored and move on to the next match. And if queues are too long, then I'll just play anything else, because no other game on PS4 screws up the audio and drops frames the way DbD does for killers.
Hopefully the devs will start programming AI killers to fill the gap, 'cause there's no incentive to load up the game if the survivor queues are so long I only get to play once or twice during my free time. And opening up matchmaking to grab from a wider pool is not the answer: it's miserable to play a survivor match against an inexperienced killer and watch them get bullied. Many nights I've just turned the game off after having a match like that, because it's not fun.
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My friend really likes the passive Static Field effect; it's his favorite thing about Doc, and he'll lose that with this change. He also likes being able to just stay in Treatment mode without going into Punishment until late in the match, so again, that's another thing they're taking away. Those two changes will almost certainly kill his desire to play Doctor, which is one of his favorite things to do in DbD. So, that will be one less killer player.
Also, without Treatment mode, Doc will lose the ability to counter survivors faking hook rescues to force a hit, which is a damn shame. I've never actually done that, but I want to try it, so I guess I'll have to play Doc more before the changes go through.
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If I can't find someone else to chase, I'll go back to the hook (but I really prefer not to). If I do go back to the hook, I look for the unhooker. If I can only find the unhooked, I either slug them or I just ignore them; unless we're at the end of the match, I don't re-hook them.
Also, I phase walk away from the hook, so I usually can't phase walk back; I have to normal walk back.
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I used Slippery Meat to get the self-unhook achievement, because every time I equip Deliverance I get hooked first, never fails. So, personally, I prefer Slippery Meat.
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If it gives back the auric cells spent on it, and if I manage to reach the highest tier, then yes, I will buy the next premium pass.
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They're not toxic; they're an intended game mechanic.
Now, that doesn't mean killers have to like them. If someone costs me a hook in any way (flashlight, sabo, or body block), I often tunnel that survivor out, not for revenge or whatever but because it'd be stupid for me to just let someone who can cost me time and major points stay in the match. (If they try and fail to flashlight save, they are not an issue and I appreciate that they're wasting time off of gens. I almost never lose anyone to a flashlight save, because they're pretty easy to avoid, but sometimes even facing a wall doesn't prevent the blind.)
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/937097#Comment_937097
https://forum.deadbydaylight.com/en/discussion/comment/937097#Comment_937097
I thought that had been fixed already
Which part? Last time I tried playing with her, none of that stuff was fixed. But I also haven't tried her much after her update, because the new cool down on its own isn't fun, so why would I bother. Fixing the other stuff won't matter, now, anyway. But before the cool down, that's what made her difficult to have fun with.
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@shadowman0105 said:
I wish I can have both survivor and killer challenges on would save the hassle of switching to the archives every time I complete a challenge
This. This would be a good QoL change. Nothing sucks worse than completing a challenge as killer only to realize oops, you didn't switch back from the survivor challenge you selected. There's no reason you shouldn't be able to select separate (or the same) challenges for survivor and killer.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/936995#Comment_936995
Why was she hard to have fun on console?
The crap framerate while Blinking, the frame drops, the low sensitivity (yes, I have my sensitivity set as 100) that makes trying to 180 as her feel like you're turning through molasses. When I'd Blink and try to hit survivors, I'd have to be so on top of them so as to not be able to see more than like the top of their head in order to connect; if I could see more than the top of their head when I started lunging, they'd be out of range (I don't know if it's like that on PC as well, since I don't play on PC; that may just be an annoying part of playing her in general, but it feels really awkward and because I didn't play only Nurse it's something I never got used to since none of the other killers work that way).
I didn't use add-ons because I didn't want to mess with muscle memory.
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Why punish myself learning/playing a completely unfun killer on console when I could do literally anything else ever?
Her add-ons needed a change, but the change to her base kit is... it made a killer who was already a struggle to have fun with on console just a complete chore. Staring at a power bar and still messing up blink timing is not my idea of entertainment. I need to be keeping an eye on survivors, not a power bar. The frame drops (and current map darkness and broken sounds) make tracking hard enough as is.
Like I said, why would I punish myself with Nurse when I could do literally anything else? A different killer, a different game, watching a movie, staring directly at the sun, whatever.
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If I keep running into the same survivor over and over again, I'll often cut them a break because they're either a baby or they're having a really unlucky match. If I catch someone constantly hiding in lockers or camping the hatch, well, that doesn't garner my sympathy. Hell, if it's down to two survivors and I see that one is working on gens but the other one seems to only be hiding, I'll target the hiding one. (Thank you, Whispers.) The one on gens is an easy mark, sure, but I'm not going to punish the active team player and reward the immersed one.
I may also give the last one the hatch/exit gate if they surrender. Depends on how the match went.
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Well, PS4 definitely has one less killer (me) for now. It's just rarely fun, and when I would try to take a break from killer and play survivor, it took so long to get a match I usually just gave up and turned the game off.
With all the bugs (especially those that make playing killer more difficult) and poor optimization and lack of events, not really sure what the point is, anymore. There should be regular-ish events to break up the monotony, but instead it's all tied to the Rift now which is just even more grind. You know, the thing the game already had too much of.
The least they could do is fix the audio in a timely manner. Also, Spirit shouldn't feel like she hits a wall when she comes out of phasing. Tired of the frame drops and the aim assist that mostly assists me in hitting the environment. And poor Legion, who I have a bunch of cosmetics for but never want to play as because the only killer less fun than them is Clown. Jeez.
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@xCarrie said:
Just use your eyes duh. Killer op anyways, want more buffs? Smhhead.
How does a survivor using their eyes help against a Claudette teammate with a key?
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I feel lost without Whispers. It lets me know when I'm in a dead zone, which is invaluable information. Knowing where not to look saves so much time.
Deerstalker was great when I was doing the "Mori 4 survivors" achievement, since it requires slugging for the 4k. It's good if you specifically plan to slug, but otherwise I don't run it. I've used Whispers to find slugged survivors, too, it just requires more effort.
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@POTUS45 said:
https://forum.deadbydaylight.com/en/discussion/comment/922815#Comment_922815
its when the killer backs out. back out before killer
I used to think that (and maybe it is usually the case when playing survivor), but I think it's happened to me when I play killer, too.
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... I do that when someone DCs or suicides at the beginning of the game, because screw that noise.
I'm kinda curious if it's bannable, too. I don't think I've seen a definitive answer.