TragicSolitude
TragicSolitude
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@KillermainBTWm8 said:
For the people saying the stats are inaccurate. Ask yourself this first, what is your own killrate percentage? Is it under 50%?
Very much so. The moment I start ranking up, I get like 1k or 0 kills. But I also don't run Ruin or PGTW... or any add-ons whatsoever. -shrugs-
Edit: I also die like 80%+ of the time as survivor, but that's in part because I usually don't consider escaping to be my goal. I dunno, who cares about escaping, running out the door isn't the fun part, there's no cool animation; doing dumb stuff is the fun part.
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The game always freezes for a while after the match finishes. It's annoying as crap, but it's also something I completely expect to happen every time. (PS4)
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@innocentguy said:
So balanced landing gets nerfed and then they brought back walking on top of the hay stacks next to the harvesters?
”tractor tech”. Wasn’t it fixed and patched? I could’ve sworn it was. Maybe it’s only patched on certain maps?
The tractor tech (killer walking on the hay stacks) is intended. When it stopped working, that was a bug. Fixing it was even mentioned in the Chapter 14 patch notes.
Unless you're referring to something about survivors walking on top of the hay stacks, in which case I dunno. Your post doesn't specify.
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@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/comment/921228#Comment_921228
Killers are so fast they can basically be dragged across the map to the basement. It is hardly ever effective and getting 20 bp from struggling every second is crap. A forced mechanic with no real advantage.
The point is, the killers have extreme leeway when it comes to wiggle. running past 4 hooks and into the basement shouldnt be ok by any means. I just want to be able to actually jump off when it hits 100% the 1 in the entire ######### year it happens.
I've managed to escape numerous killers who tried to take me into the basement. I've also escaped matches because the couple hooks next to the gate were broken. And as killer I've lost plenty of survivors off my shoulder due to someone sabo'ing hooks or players body blocking or trying to do the stupid basement Tome challenge and equipping the wrong perk.
A survivor is a lot more likely to wiggle off a killer's shoulder if their teammates help. That's how a lot of things in the game are: one survivor alone is unlikely to accomplish something, but if a second or third get involved then their chances increase greatly.
More often than not, I don't get off the killer's shoulder. I get hooked in the basement even though my wiggle bar looks full. Sure, I'll scream "Noooo!" and people in my house will look at me like I'm crazy, but I also realize wiggling off their shoulder on my own shouldn't be a common occurrence.
There have been problems in the game with the wiggle bar breaking due to bugs introduced in recent patches, but I've only experienced the bug once and that was back with the Stranger Things chapter. But that's a bug.
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The wiggle bar is there to keep the killer from carrying a survivor all over the map, taking them to the basement every time. That's its purpose.
If killers start having a lot of trouble getting survivors to hooks because the wiggle bar is changed, then killers will just slug everyone. I've had slugged survivors literally crawl to a hook, which gives me the impression that a lot of players don't find bleeding out for four minutes fun. You don't want something like the wiggle bar to be too effective.
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I finished all the Tome challenges in levels 1-3 and I reached tier 70 on the Rift. I had to, because I'm visiting family, now, far from my PS4. On the bright side, that means any changes they might make to the Tome level 4 challenges will be made by the time I get to them.
The challenge that gave me the most trouble was blinding the killer while they're carrying a survivor. I didn't get the timing exactly right when I did it: I flashlight blinded the killer but it was too early and they didn't drop the survivor. Luckily, it still counted for the challenge.
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Kate 'cause she's hot. Ash 'cause he's Ash.
I may also add Yui to the list of survivors I main.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/920544#Comment_920544
I thought I was the only one losing track of survivors the moment this happens.
I was also worried it was just me. Drives me nuts when it happens. Things blur, frames drop, and suddenly the Jane who was in the middle of my screen is just... gone. Jane.
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Yes! Dear god yes. The game drops frames, everything goes bad when Bloodlust starts up. I've missed so many hits because of Bloodlust, and I've also completely lost sight of survivors in chases. Bloodlust is just the worst on console.
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Killers are basically expected to be the Dungeon Masters in this game but aren't given the tools or the instructions for doing so, leaving many frustrated. Which is why I imagine my killer queues are near instant while my survivor queues keep getting longer: fewer people are playing killer.
Killing survivors doesn't even feel that rewarding. It's so much more fun to go into Dying Light and smash heads, cut off limbs, set enemies on fire. Sticking every survivor on a hook is pretty meh. You stab them, there's a bit of blood and maybe they scream. The moris are more interesting, but some of the old ones are pretty suck and every killer only has the one animation, so even that gets repetitive.
I meme around a lot because taking the game seriously often doesn't feel rewarding. There's a lot of imbalance in this game, and part of it is what DbD gives back in return for the amount of effort put in. It's a problem on both sides. The rewards for the Tome challenges don't scale with the increasing difficulty. For the amount of misery survivors get from being camped and tunneled, the game gives them almost no BP and a depip. Killers can put in a lot of effort and still get "Entity Displeased," along with uninteresting death animations and a lot of toxic accusations from survivors. Killers get better at the game, put in all that time and effort into learning tiles and mind gaming, and they pip up into the hell that is red ranks, their only reward a burning desire to depip back to the ranks where they had fun.
In other words, it rarely feels worth it to put effort into the game. I can often have just as much if not more fun teabagging as Ghost Face, never even stabbing anyone, than 4king, and it takes waaaay less effort. Bonus points if there's an OoO so we can have a teabag-off from opposite ends of the map.
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In general, I try to play normal. I avoid giving most survivors "extra" attention.
If someone's begging for me to chase them, flashlight clicking and teabagging at pallets, I do a 180 and go in the opposite direction, completely ignoring them. They're the distraction, so I need to go patrol gens.
If I'm having a miserable game for whatever reason, rather than punish myself by continuing to play when I'm not having fun, I just find a corner to go AFK in. They hate killers so much, they can play a gen repair sim and leave, I won't get in their way.
The only time I really target a survivor is if they break a hook in my face for no reason. I've had survivors spam noise notifications, then break the hook the moment I'm in LoS. They don't want to be hooked? That's cool with me. I will absolutely slug those survivors and watch them bleed out for four minutes. (Or I may get bored and hook them when the hook they broke returns.) I remember one survivor who shook a teammate off when she tried to heal him, just wanting to finish bleeding out and move on. Ah, good times.
If you want to play the match but don't want to deal with flashlight saves and body blocking, just slug. They can't do flashlight saves, they don't get hook rescue points, they get bored crawling around on the ground. Even if you don't manage to slug all four at once and they escape, you've probably ruined some of their fun. I've gotten nasty messages from survivors for slugging instead of hooking.
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I have more hours than that and have also never reached red ranks as killer. I mean, I don't try, but I don't think I could even if I did try.
I don't use Ruin, PGTW, or add-ons, either. I mostly run a farming build on my killers.
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I've seen "You're not allowed to slug to avoid DS."
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I would love a training area. I want to practice Oni's Demon Dash, but 1. it requires interacting with survivors because I have to collect blood to even activate his power, and 2. I'd rather not get messages from survivors "gg ez you shouldn't have bought Oni, you wasted your money" (true story, they made sure to stress that I wasted money multiple times... until I pointed out I paid with shards) just because I want to practice his power.
It sucks to try to learn a killer's power in-game with survivors; they do not make it fun, and you may spend more time being frustrated than getting to actually practice anything.
I'd love a practice range for Huntress, so I can learn to hit moving targets, instead of trying to aim at trees (and still missing)...
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@ElementDoom said:
Making the game fun to play for the killer side would be a nice incentive. Killers already make 2x the bloodpoints survivors do on average. You can't bribe people into doing something that isn't fun.
When it's not fun it's called "work," and people get paid cash for that. Which is basically like a bribe.
I'm not even sure I'd play killer more often if it were a paid job, but I might consider it.
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If I'm playing survivor and the other survivors were dicks that either got me killed or let me die, then a win for me is watching them die, too.
I dunno, I find it difficult to classify a "win" when I play survivor. Either I had fun or I didn't. There are a lot of reasons I might not have fun: I got tunneled out and didn't get to participate, my teammates were garbage, the killer was a potato. I mean, if all four survivors escape, that usually means the killer was in over their head and presented little to no challenge; that's boring and doesn't feel like an earned win. If I escape through the hatch, I may have had fun, but that's not a "win," either. If three survivors escaped but one died in the exit gate because the healthy Claudette ran out and didn't body block like the rest of us did, then that feels like a loss because it was an easily preventable death. This game is complicated.
Even as killer, a "win" is often "killing the survivor(s) who annoyed me most." Potatoes dying isn't rewarding.
Oh, universally, whether survivor or killer, I almost always consider it a win if I got the most Bloodpoints. Whether I escaped or died or 4k'ed or let all the survivors go, getting the most Bloodpoints = win.
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If the other survivors leave me to reach second state on my first hook early in the game, I often don't bother with the struggle state. I have to pick and choose when to hit the button for struggle state, otherwise it can get painful while playing.
Also, I will suicide to deny hook farmers. I get way more happiness from that than from actually being hook farmed.
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Too much in this game is decided by RNG. It makes it very difficult to balance based on "fairness."
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The stats don't count DCs, but what about hook suicides? Those happen a lot during my matches. They basically guarantee a 3k or 4k for the killer. During the Rift especially survivors will suicide because they completed the challenge and want to move on. Or they see a killer/map they don't like and suicide first thing. I play Pig and have survivors suicide just because I put a trap on their head. Suicide. Against Pig. Or suiciding against Bubba because they don't wanna wait ten seconds to find out I don't camp the hook.
Personally, as survivor, I don't even try to survive usually. I do suicidal things constantly during matches to have fun. I can't possibly be the only player doing that. Survivors have lots of things they can do during a match, with gen repair and being chased and sabo'ing and playing Santa, but killers only have one thing they can do: chase and hook survivors. So if killers have only one thing they can do while survivors have many... well, we'd have to find out what a survivor's goal was during the match before we can know whether or not they achieved it. If their goal wasn't to survive, then they don't really count for this data.
And how many killers get a 3k or 4k because they camped their first hook and then survivors all suicided trying to make that save? That has nothing to do with a killer's ability and everything to do with survivors not playing smart. For the most part, a killer's power and perks don't even come into play in that situation.
Now, any one of those above things might not matter when the population is large, but all those things together add up and may be large enough to screw up the data.
And the Red Rank data is all messed up, because it possibly only cared if the killer was red rank, not survivors. Also, it's easier to rank up as survivor because they don't need to survive to pip, but killers have to kill to pip, so red rank killers are going to be good at killing whereas red rank survivors might not be good at surviving. If survivors had to survive to pip, and if the data only included red rank killer vs 4 red rank survivors, then the data would probably be different.
Devs need to decide if a survivor's goal should be to escape or to do all that emblem crap to pip, because their 2k survival rate goal doesn't complement their emblem system. A survivor can die and pip and they can survive and depip. A killer has to do a lot of extra stuff to pip, but killing survivors is a part of that requirement in higher ranks. The devs don't reward killers for 2ks or even 3ks; their goal of 2k per match conflicts with the killer's emblem system which usually requires a 4k to pip.
tldr; the Rift and the different goals of survivor players mean there are a lot of survivors out there not even trying to survive, making the overall data meaningless. And the totally messed up pipping/emblem system, as well as the data including red rank killers vs a rainbow of survivors, makes the red rank data meaningless.
The data may show that during a 3-month period many killers were more likely to get a 3k than a 2k, but it doesn't show why, and that matters.
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This game has a fundamental problem: horror for survivors is going up against a scary strong killer and having to hide to stay alive. That's horror.
Most horror games have a weak protagonist going up against strong scary monsters they need to hide against, but those monsters are AI so it gets predictable and boring after a couple playthroughs. So, along comes this game, to provide a new different experience each time by having real people play the monsters.
The problem, however, is that for killers, playing hide-and-seek and struggling to find survivors is rarely fun. No one's going to keep playing a game where they spend most of the match looking in empty dark corners of a map. So, now there are all these tracking perks to help killers find survivors, so killers aren't bored, but since it's easy to find survivors the killers can't be too strong, either.
Trying to make a game that's fun for both sides is kind of making a game that's fun for neither side. If you want killers to play a hide-and-seek game, the devs would have to find a way to make it rewarding enough for them to keep coming back, possibly by paying killer players actual money. Or by giving killers the ability to do real damage, like cutting off a survivor's arm before the survivor runs off to hide again, putting in interesting visuals for players to work towards, because just sticking a survivor on a hook isn't exactly interesting. We'll never get gore or anything, though, because it'd get the game banned in some countries.
Maybe BHVR would be better off trying to make evolving AI so that survivors can play a hide-and-seek horror game against a terrifying killer while killers get to hack, slash, and torture I'm-an-idiot-out-of-a-slasher-movie evolving AI survivors. That's not gonna happen, though.
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Killer is more stressful. Trying to juggle four different survivors, three-hook everyone, slow down gen repair, manage my time... it's [BAD WORD]ing ridiculous. Who just came off the hook? How long have they been off the hook? There are three different Megs, which one is my 4 stack? Does this David have Dead Hard? Is this chase going too long? I just downed that guy, where'd he crawl off to? Do they know where my totem is? How much progress has been made on each of these gens? Why is there so much [BAD WORD]ing pitch black bamboo???
Solo survivor can be a miserable experience, what with the random teammates and tunneling/camping killers, but it's not stressful, just annoying. There's a difference. A lot of times as survivor there's a lull where I'm just relaxing on a gen or something.
If there's a lull as killer, it's because I can't find anyone. Usually happens when survivors refuse to touch gens for a while. And the lull isn't relaxing, it's just boring, and it's still kinda stressful because the game's at a standstill: if I'm not interacting with a survivor then I'm not progressing the game in my direction, unlike a survivor M1ing on a generator.
And getting points as a killer requires interacting with survivors, whereas survivors can still earn a bunch of points even if they never see the killer. An inexperienced killer against four really-good-at-stealthing survivors could end up with a long match during which they earn next to nothing. Barely seeing survivors during a match can be frustrating, and it's not like you can analyze it and be like "Oh, I zigged when I should've zagged," it's just that you need more experience to know what corners to search or where they might be Urban Evading; the only thing you learn from that experience is that you suck.
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@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/909512#Comment_909512
I get the point you are making. I would dispute it's the only fun thing on the survivor side. As a matter of fact that's kind of the question I am asking. Why is it fun, profitable or whatever to constantly play in a manner that is a guaranteed loss?
A lot of times, I go in expecting to die, so I just try to have fun in the meantime. Doing gens isn't really fun. DbD needs to have a more entertaining objective.
I'd often rather have fun and die than have a boring match and escape. Unless it's double BP.
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I've barely seen Oni since his release.
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@NuclearBurrito said:
What are you guys talking about? She still has her speed boost, it's just a bit reduced.
What platform are you on?
I'm on PS4. When I come out of Haunting, it feels like someone slammed on the brakes.
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I've put a lot of hours into the game on PS4. I'd love to be able to play DbD on my new laptop, but unless cross-progression gets added, I'm not going to purchase the game on any other platform because it's just too expensive and too time consuming to start over.
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... are you talking about his map, Sanctum of Wrath? Because if so, Peanits has already said that the devs are aware of the issue.
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The way it feels like she hits a wall when she comes out of Haunting is jarring. I think the devs always change too many things at once. They already took away collision and nerfed a bunch of her add-ons; why couldn't they stop there and then see how she performs?
Even if she continues to over-perform, I don't necessarily think having her come to a stop when she comes out of Haunting is a good way to nerf her. Like I said, it's jarring.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/906895#Comment_906895
They have to balance it around that anyway - cause it's the only way to balance around SWF.
I just meant that they need to buff solo survivors to be more on equal footing with SWF by giving them similar information to what voice comms provide without requiring solos to use voice comms. If they add in-game voice communication, then solos will pretty much be required to use it, and that would be bad.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/906878#Comment_906878
One would assume you would be able to mute it like in any other game. Which most of us solo queue people would do anyway.
But the problem is if voice comms were added to the game, then the game would be balanced around that, penalizing any survivor who chooses to not use the feature. I think solo survivors need more information, but not through in-game voice comms. However, if voice comms were added, then that would be the end of attempting to buff solo survivors. Any survivor not playing on voice comms would probably also get messages from those who are, blaming the solo for anything that goes wrong during the match.
Hopefully, because PS4 and Xbox and Discord already provide ways for SWF to be on comms, the devs won't waste time trying to add it to the game. Why add a feature that's already taken care of and done better by third parties?
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I do not want voice comms to be added to the game! I just want to get that out there. Too many players are teenagers.
Things like Kindred being base kit would be better. Adding a totem counter to Small Game. Do like Identity V where there are some pre-made "Help me!" "I'm being chased!" "This gen is almost done!" text options, which would also allow people of different native languages to play together easier.
But not in-game voice comms. Never. Never ever ever. I don't play solo survivor because I'm in a chatty mood. Half the time I'm playing in the middle of the night when I can't talk because everyone else is asleep. Just no.
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Killers are basically expected to be the Dungeon Master in this game. They're expected to make the match fun for survivors. But Killers don't have the kind of control a Dungeon Master has. Killers are just players on the board with their own objective for earning points and winning, and they're struggling to slow down four different people at the same time. And it's not like survivors care about the killer's fun, otherwise I wouldn't see killers get bullied so often. I wouldn't get messages telling me I shouldn't bother to try playing Oni because I'm terrible with him (he just came out!).
I try not to tunnel, and it's stressful as hell because I'm trying to juggle four different survivors at all times, slowing down gen progress without having everyone constantly slugged, and if it's a game where I actually try to sacrifice anyone I usually wait until everyone's on death hook. You know why most killers don't do that? It's stressful and it's much easier to win by tunneling someone out. Most survivors don't appreciate the effort, either. I've still been accused of tunneling in games where I did exactly as I just described.
The game is poorly designed in that 1. survivors only have one main objective, generators, and those can be finished insanely fast, and 2. getting one survivor out of the match quickly is the best way to slow gen progress.
If you want killers to act as Dungeon Master and care about the survivors' fun, this game will have to change a lot. Otherwise, things will continue as they are: survivors will rush through gens, killers will tunnel people out.
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You can't nerf SWF. The devs aren't going to punish people for playing with friends, anyway, so it's not even an issue.
The thing most people are asking for is to buff solo survivors so that they're on more even ground with SWF. The way to buff solos without also buffing SWF is just to provide more information. SWF already have a ton of information if they're on comms because they can freely communicate with each other. Solos don't have this communication, so if they want information they have to rely on perks like Bond, Empathy, and Kindred; this makes them weaker than SWF who do not need to run information perks because they can just talk on comms.
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I can't loop any killer above rank 17. I still struggle to look behind me in a chase.
Sometimes I still step in obvious traps and fail skill checks. Or I'll try to hide and it turns out I've just put myself in the direct LoS of the killer because I can't tell what direction they're coming from.
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It happened to me once (PS4). The killer hit me while I was unhooking someone, and I seemed to go fast for the rest of the match until I died.
I also saw it happen to a survivor when I was killer. I don't know what triggered it in that one.
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I am surprised she doesn't have one, yet. A cowboy hat seems obvious for her.
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You have to make your own fun in this game; the other side is rarely going to provide it for you. Hell, as a survivor my teammates are the enemy of fun half the time, too.
Also, I've never had a killer tell me how to play survivor, but I've had survivors tell me how to play both killer and survivor.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/904292#Comment_904292
Right, but he still didn't really give me a statement on if they do give Rift Fragments after a new Rift is made or not...
@SilentSpectre Please do provide that information, as I would like to get my info right for the next time this is asked. (The part where Tomes will not give Rift Fragments for every new Rift that's made... I've never seen that being said anywhere UNLESS I missed something).
On https://deadbydaylight.com/en/news/welcome-to-the-archives it says
A Rift Fragment is a reward currency the player collects that earns them progress in The Rift. Rift Fragments can be earned by doing the below:
- Completing Challenges in the current Tome
That suggests the current Tome will not give Rift Fragments for future Rifts.
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You don't have to be a Blendette to disappear. I went around to different areas of the map as Kate and, because the map is so dark and the foliage is so thick, I could disappear just by crouching. It was insane. I thought it was bad on the original Yamaoka map, but this tops that by miles.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/902322#Comment_902322
He probably changed it...
If he didn't, I still said "It's the same button you use to repair generators..." implying i'm talking about their version of PCs M1.
And yes, the M1, R1, L1, whatever it is for PS4, Xbox, etc... is the button you also use to open and jump into the hatch! That's why this either sounds like he wasn't using the right button OR most likely his key was glitched... which can happen sometimes.
All he needs to do is drop it and pick it up for it to work again in-game.
Probably.
But I was throwing it out there because sometimes I blank out on things myself. My friend found a flashlight once and was asking me what button to press to use it. I told him "left trigger." -facepalm- It's right trigger. He was not amused.
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Gens go really slowly for inexperienced survivors but extremely quickly for experienced survivors. The problem is that gen difficulty doesn't scale with a survivor's skill level, meaning that good survivors who can loop and waste infinite amounts of the killer's time also repair gens extremely quickly.
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I thought R1 was action and L1 was for skill checks. Unless you changed the button layout.
I think R1 is for both jumping into an open hatch and using a key to open the hatch. R2 is for using med kits and toolboxes. And L1 is for hitting skill checks.
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If they don't locate you with BBQ or Deerstalker or the noise you make in the dying state, then that leaves bleeding out on the ground for four minutes because they can't find you. Devs have specifically said they don't want that.
If the emblem/pipping/Bloodpoint system would get fixed so that killers aren't penalized for 3k and a hatch escape, then slugging for the 4k wouldn't be so common.
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I'm having trouble controlling Oni's Demon Dash. When I try to turn, the camera wildly looks up or down. It's hard to practice this because there's no practice mode in the game: I have to actually get a match, then I have to chase a survivor and get enough blood to activate his power, and then while I'm trying to practice his Dash the gens pop and the match is over. Hard to get much practice that way.
Still, I don't understand why the camera doesn't remain steady in Demon Dash. I wish there was a way to bind keys to turn on console, like the way PC players bind Q and E for Billy.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/902021#Comment_902021
Do you use BBQ? I can still get 30-40k with BBQ even in a lost game, assuming you get all 4 stacks.
For a while I always ran a farming build (which uses BBQ and no add-ons) on Spirit so I could put BP into other characters, but doing the same thing over and over gets old. After it got announced they were going to nerf her add-ons, I finally tried out the Yakuyoke Amulet. When I change up my perks and run add-ons, trying to play a real match, it's like I said: the survivors are either so bad I feel like I'm bullying them or I do so poorly I hook like one person. Somehow, there's no in-between. It's crazy how expensive it is to use add-ons, especially if you have a bunch of bad matches. Compound the cost with the Bloodweb RNG and it's like throwing BP into the wind.
(This also may just be me being kinda burned out right now, 'cause I had to grind like crazy to complete the Rift before I travel in a few days. Hopefully, they'll have fixed Spirit's post-phase speed by the time I return, because it's really jarring to feel like I hit a wall when I come out of Haunting. She's blind and has no collision, having her come to a stop is a bit much.)
But that's suuuper off-topic.
Oh, back on topic. I forgot to mention, because I need to mention this in every Spirit thread until the end of time (or until they change it): her new vault animation looks comically bad. I'm fine with her not being able to mind game vaults, but it'd be nice if they'd just touched up the original phasing-through-the-vault animation, because this animation looks silly. It may work for the other killers, but Spirit looks ridiculous.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/902004#Comment_902004
You know you could also put another one on to counter the movement speed slow and in fact go faster and have a longer duration?
I guess. Running add-ons just gets so expensive. Most matches it's either I do well and get bored so that I just let the survivors go or I do terrible and get like 8k points. (Unless I just farm the survivors, but I haven't been doing that as much lately. It's gotten kinda old.) Either way, I don't earn enough BP to keep up with burning through add-ons. But that's my own problem, changing the Yakuyoke Amulet won't fix that. I just personally think they changed it in a weird way. Purple add-ons usually don't have a negative; that's normally reserved for the pink add-ons.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/901889#Comment_901889
I don't think so, because you are still way faster than the survivors while phasing. It gives you a much longer window to catch up to a survivor or make more elaborate moves at pallets.
I rarely play with add-ons, anyway. But when I do, I'm used to her normal movement speed, so going slower than her base Haunting movement speed feels like I'm walking through molasses, even if I am still faster than survivors. Going by that, I'll continue to choose no add-ons over that add-on.
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I want to be able to choose separate challenges for killer and survivor (or set both to work on the same challenge). It's bad design that I have to go into the Archive and select a different challenge each time I change mode.
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Her speed coming out of phase is ridiculous. It feels like hitting a brick wall. I hope it's a bug and it gets fixed, because it feels really awkward.
The Yakuyoke Amulet should've just had the recharge speed increase removed, instead of messing with her movement speed. Decreasing her base Haunting movement speed makes the add-on useless.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/901034#Comment_901034
I agree with what you want, but how you want to go about it not so much.
I was just throwing it out there. Extra Bloodpoints could also perhaps help the side that loses to a mori/key not feel so cheated. Just something so that it's not punishing players in multiple ways at once.
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I think moris should stay the way they are but just be less punishing for survivors.
In other words, if a survivor dies to a mori, they 1. are guaranteed to at least black pip, 2. keep any item they brought in, and 3. have their offering returned to them.
If survivors escape using a key, a killer should get the same benefit.
I think this would improve player experience in both instances. The way it is right now, the game gives a big "screw you" to anyone who loses to these items/offerings, and it makes it much more frustrating than it needs to be.