TragicSolitude
TragicSolitude
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- TragicSolitude
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I've already had survivors with DS run in front of me while I'm in a chase with someone else trying to get me to down them so they can DS me. That kind of thing would be even worse if the timer paused during such behavior. No thanks.
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Spirit with BBQ, Beast of Prey, Distressing, and Whispers. No add-ons. Spirit's who I usually prefer to play as, and that's the default build I use on all my killers these days (if they have those perks).
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The loud chase music is awful. Way, way too loud. I can't hear anything over it. It was nice when for a couple weeks chase music was lower and I could actually hear things, but then suddenly it went back to being ear-blasting and has stayed that way since.
Adding loud music to a game is not how you balance it. Make sounds the correct volume, and then let players adjust the volume of the in-game music. Chase music shouldn't cause deafness to cover up sounds that are too loud. I mean, I assume that's why the chase music is so loud with no volume-slider option. I've played other games that include stealth and they let players completely turn off the music; they don't force players to go deaf from it just to cover up the enemy's sounds. If you'd rather hear footsteps than music, that's cool with them, it's the player's choice.
This is a huge problem. When the chase music went back to being too loud, I started playing just one match a day as survivor and killer to do the dailies, that's it. When you add the loud chase music to all the other problems with the game on the PS4, it's just not worth putting time into.
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I'm a rank 16 solo survivor on PS4, and when I played earlier I went up against a rank 2 killer. There were two other rank 16 survivors and a rank 5; I got to watch as 3 survivors ended up hooked all at the same time before the second gen even popped.
Same thing happened yesterday, except I was solo and the other survivors were rank 2s, just like the killer. That actually felt worse, because I think they were a three-man; they let me die on my first hook.
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You ever searched a map for half an hour looking for a survivor who's not working on gens? I have. Sure, it can suck to kill three survivors only to have the fourth hatch out, but the alternative is worse. Even if it costs you an achievement, that's better than all the many, many games where you could be held hostage by a stealthing survivor for god only knows how long, costing you either a lot of time or, if you're forced to disconnect, a lot of BP.
In other words, the hatch is a necessary evil.
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EGC is fine, but gate locations are a pain. They're either all the way across the map from each other, making the last survivor's escape nearly a guarantee, or they're so close together that the survivor has no chance. I recently had a match where the killer closed the hatch, I waited near a gate, and the moment they left I began opening it. Even with tier 3 Wake Up, I didn't have enough time to escape. That was on freaking Temple of Purgation; that map is plenty big, the gates have no business being so close that even Wake Up doesn't get the gate open quick enough.
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New meta: all four survivors run Borrowed Time, Babysitter, Breakdown, and DS.
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I love when survivors teabag or motion at me, then DC the moment I down them. #########?
One of the many times playing survivor when a killer slugged for the 4k, I basically went afk. Let the birds amass over my head so the killer would hook me ASAP and end the match once they got the other survivor. What's the killer do? They carry me to show that the hatch spawned right nearby. It wasn't until I picked up the controller and wiggled for a moment that they finally took me to the hook. I should've just let them stand there for an hour looking at it, but I really wanted to move on to a new match.
A bit of ridiculous toxicity was someone messaging me after a match (I play on PS4). They were trying to insult my performance as killer and even sent screencaps from the match. I remained cordial and replied with stuff like, "Wow, the killer's face looks so weird in that pic." It wasn't the first time I'd gotten salty or "gg ez"-type messages after a match, but no one had ever bothered to go to all the trouble of taking screencaps in an attempt to get under my skin. It was funny.
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I don't think these perks are going to be abused in the way you're suggesting. They're not going to change the meta.
And if we're talking about encouraging tunneling, that's Dying Light. If we're talking about encouraging camping the hook, that's Insidious.
Surge may help a killer if they have a three-gen strat, but the perk still has a cooldown, and survivors should always try to avoid getting three-genned. Also, most survivors will immediately run away from the gens once the killer gets a hit in, meaning the gens would probably be out of range when the survivor gets downed. More importantly, if the killer is sticking to gens rather than chasing, they probably already play that way; it's much easier to choose perks that fit your playstyle than to change your playstyle to suit a perk.
Babysitter, like Borrowed Time, encourages the killer to go after the unhooker instead of the unhookee. Babysitter even shows the unhooker's aura, going "Hey, look at me, chase me!" If the killer camps the hook and goes after the survivor who just came off it, they were going to do that, anyway; Babysitter had no bearing on that decision and at least gives the unhooked a bit of a chance to lose the killer in that situation.
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Iron Will, Urban Evasion, and Spine Chill are her downfall.
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I'd say Borrowed Time and Adrenaline are the two strongest survivor perks in the game. Iron Will is also quite strong.
I find Empathy to be a very strong perk: with tier 3 you can basically watch a chase from anywhere on the map.
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Wiggling has saved me on a couple occasions. I had one match against a Hag who used all the hooks nearest the exit gate. She tried three times and couldn't reach a hook before I wiggled free, and I finally managed to make it out.
Wiggling isn't really supposed to free you, though. It's just supposed to prevent the killer from carrying you around indefinitely and always putting you in the basement. The map should not have a lot of safe areas from where it's impossible to get a survivor to a hook, because that is where survivors would always run to during the match. It would be unhealthy for the game. Playing killer, I've had survivors realize there was a spot on the map from which it was impossible to reach a hook, and they'd escape my grasp and immediately run back to that spot. I can't really blame them, but it's frustrating as hell from the killer's perspective, and it definitely isn't something that should happen with any frequency.
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I got this achievement on The Game map after the EGC was introduced. If you have Whispers, The Game map is a pretty good place to do it, because the amount of ground you need to search for the hatch is halved, and you can instantly know which gate the last survivor goes for.
Unfortunately, there's nothing to be done about lockers and DC's. When I was going for this achievement, first two tries put me on The Temple of Purgation map. Trying to carry the survivors as far away from any lockers as possible... there was no such location. It sucked. It's also my experience that the ones who hide in lockers to deny the achievement will also disconnect to deny the achievement.
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If a survivor keeps going to long loops or looping pallets, I drop the chase and go for someone else. In a lot of matches, there's at least one survivor who will drop every pallet they see; I'll use them to get rid of as many pallets as possible, then I'll go back after the better looper.
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I look forward to the husk system. DCing to give the hatch will no longer work, and I'll never get another message from the first person I down telling me "ha ha no hook for you."
Hopefully the husk system will cut down on the number of disconnects when I play survivor, too, since disconnecting will no longer deny the killer a hook, and I won't keep finding myself in 3v1s with 5 gens left.
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During a match yesterday, not long after two survivors got off the hook, I had both of them running around right in front of me, still injured. I slugged both of them and went looking for the other survivors.
Turns out they both had DS. Shocker.
If there's an obsession you just have to pay attention to who recently got unhooked. Try to judge how much time has passed. It's not a perfect system, sometimes I've watched others play and been like, "Wait, that wasn't 60 seconds yet??" But slugging is the counter.
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The chase music when playing killer is awful. It's constantly too loud and I can't hear anything going on in the game over it. For a couple weeks this year the music was at a lower volume and I could actually hear things. It was amazing. Then it was gone, and we're back to this, and it's awful.
If killers aren't supposed to track survivors via sound, why have the survivors make noise at all? Why not just get rid of all the sounds? If the sounds exist, we should be able to hear them. The devs should just get rid of whatever they don't want us to hear so I don't have to have chase music blaring in my ears when I'm trying to listen for some tiny noise.
You don't balance a game by inserting loud music. In the other games I play, you can adjust the music volume. If I want to hear someone sneaking up behind me, I can lower the music volume. If I don't need that and prefer the ambiance, I can turn the music up. It's great! Why can't DbD do that?
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If I'm feeling really stressed, and playing killer can be really stressful (which is why I've almost completely stopped playing this game for the last month or two), then it can bug me. When you're stressed, you lose a bit of the control you normally have over what does and doesn't add to the frustration. It can't be helped.
Usually, though, no, it doesn't bug me. I take it to mean, "Look at me, I'm a distraction!" So I turn around and go back to patrolling gens, ignoring the t-bagger/emoter. I've gotten messages after the game from people I did that to, "Why didn't you chase me?! That was so boring." Those messages make me smile.
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I almost exclusively play solo survivor, but I almost never find it fun. I play solo survivor at least once every day, to get the daily survivor match exp bonus.
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After months of sporadically playing killer, my friend still gets mixed up sometimes about what the "Exposed" status is. He'll often forget and think it means you can see the survivor's aura. It's a confusing name for a one-hit-down effect. "Vulnerable" would make a lot more sense.
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My friend has been having a lot of fun playing as Leatherface in the brown ranks. He just goes to town with the chainsaw, and if the survivors start to get cocky thinking, "Oh, he's only using his chainsaw," he immediately M1s them. But he loves the instadown and he's had some great moments chainsawing multiple survivors at once. He'll just be having fun and suddenly four survivors are all on the ground because they did something stupid.
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As long as the struggle phase exists in its current form, you can't 100% say any survivor suicided on purpose. I've tried to escape the hook before and then died because I messed up mashing the button during the struggle phase. And I feel really crappy when that happens.
I've also suicided on purpose. I don't feel bad about those times. I feel there are legit reasons to suicide, like to prevent the #$%@% about to farm me off the hook from getting any points. Or to give the hatch. Or to get away from a group of survivors who have decided to body block and target me. Or to leave the match for a real-life thing without DCing.
Yesterday, I suicided on the hook because a killer with a green ping in the lobby suddenly had a terrible connection once the match started, and after I vaulted a pallet I suddenly found myself back on the other side getting hit twice in quick succession. Why would I stick around after that? That match was literally unplayable for me with that sort of lag.
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I don't run Self Care, and I'll continue to not run Self Care, but playing solo without Self Care can still really suck.
How do matches go? Let's see, I suck at chases (I have watched a million videos, played a million games, I'm just not getting better; I can't correctly judge the combination of distance and speed), so I usually go down in like ten seconds. Then another survivor runs over with the killer in tow, rescues me, and runs off. If I'm lucky, the killer stays on them. Then, I get to stay injured, and the next time the killer finds me, I go down in five seconds instead of ten because no one ever healed me and the chest gave me a Broken Key instead of a Med Kit.
As killer, I love when survivors stay injured. I can hear exactly where you are when you try to break line of sight. So, from that perspective, yes survivors, please, don't heal.
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Sometimes I go afk when slugged. You're going to kick me for getting crows while I'm lying on the ground bleeding out with nothing to do?
Or what about the times when I've gotten stuck on the environment and get afk crows because I literally can't move?
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When I was trying to get the Tombstone achievement, the very last guy jumped into a locker. I tried taking him out and carrying him far away so he couldn't immediately jump back in, but that's sort of impossible on The Temple of Purgation map. He immediately ran back into a locker. So I just stood in front of it and waited.
Rather than come out of the locker, he sat in it for 20 minutes and then disconnected.
That's the worst feeling.
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The number of times the first survivor I down disconnects is atrocious. I don't understand that. When that happens, if I'm not in the mood to farm, I'll usually just leave the match. And I've had survivors message me, annoyed that I did that, "We would've farmed with you!" But not everyone always wants to farm like that.
If there are BPS in play, I'll farm. The stupid thing is, it's usually the survivor who burned the BPS who disconnects, but hey, the rest of us profit.
If I'm playing survivor and someone DCs, I expect nothing from the killer. And if multiple people DC, I'll just give myself up rather than waste time. If they want to farm, awesome; if not, I completely understand and let's all just move on to a new match.
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This would be so helpful. I'd love to see this.
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I think you have to double pip to get the adept killer achievement. Sometimes you can double pip even when a survivor disconnects, but it's more difficult, especially if you're in the skilled ranks (the requirements for pipping increase with rank).
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@ProfoundEnding @Asssthetic The problem with Kate's hair (besides the bad blood on the P3) is that the curls framing her face looked better on the original one. They don't really look like curls anymore, and they clip into her body.
At least, that's my opinion. I know not everyone will agree, but I loved the original curls framing her face so much.
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I've only ever disconnected once when slugged, and that was because I needed to leave and couldn't leave the PS4 running. I got the killer's attention, pointed to the hook, and they slugged me for the 4k instead of hooking me, so I had to disconnect.
When I play survivor, I know that being slugged is a possibility. That's part of the game. I've gotten the hatch while slugged. I've had killers slug me and then give me the hatch after killing the other survivor. I've had survivors pick me up and we escape. You never know what'll happen.
As killer, I've had the third survivor disconnect the moment I down them. I wasn't even going to slug for the 4k, I was going to hook them, and they disconnected. So yeah, it's not even about "I don't want to be slugged for 4 minutes"; it's just about denying the killer anything they can. It's petty and it's poor sportsmanship.
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Claudette's new hair is bad. It lost so much of its personality.
I'd love them to revert Kate's hair, too. It's not nearly as good as it used to be. She was the first character I P3'd, just because I wanted her bloody head, and now it's so bad I stopped using it.
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I often see no survivor auras with BBQ. None. The perk would be useless without the BP bonus.
I played without BBQ for a while, because I was prestiging my main killer. I pretty much lost the will to play killer during that time; hooking survivors felt pointless and gave me no satisfaction. After a couple minutes in each match, I would just go afk and wait for it to end, because I couldn't bring myself to care. I was so happy when I finally got BBQ back.
I would literally stop playing this game if BBQ didn't give the BP bonus.
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The hatch is total RNG. I once had it spawn at my feet as soon as the third survivor died, and I jumped right in. It's not really "fair" for either side; it's just random. That's all there is to it. I've escaped through the hatch, I've escaped through the exit gates, and I've died trying to find the hatch, and I've died trying to open an exit gate.
I've also had plenty of survivors escape in the EGC while playing killer, both through the hatch and through the exit gates. It just depends on where everything spawns and where you happen to be on the map. Certain strategies can help raise the odds for either side, but sometimes there's no defense against the complete randomness of the game.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/574702#Comment_574702
the chase music was made quiet, what do you mean?
I keep seeing people say this, but the chase music went back to being loud (at least for me) like two weeks ago. I can't hear a thing during a chase, and that includes the person sitting next to me if they do anything less than shout. It absolutely sucks.
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Standing in front of a killer to block the hook? It can be annoying, but fine, I can hit them.
I have a problem with survivors being able to body block by standing behind the killer. That's not okay. They can do that to be annoying at pallets, and they can do it at hooks.
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I've seen some survivors with it equipped, but I've never had it proc on me (as killer, I don't use it when I play survivor) since the nerf.
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Is what players want a counter to The Spirit that works 100% of the time?
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Hell no! I finally have a killer that can teabag back. Teabag-offs are awesome, and imagine how amazing those glutes are.
Sometimes survivors teabag to say thank you. Often, when they teabag, they're trying to get you tilted and make sure you chase them; I take that as a reminder to get back to pressuring gens.
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Chase music when I play killer is absolute hell on my ears. Same with survivor screams, really.
I play on PS4 with just a regular headset, no extra bells or whistles, can't really adjust anything unless I want to turn the volume way down, which just means I would only hear chase music, screams, and pallet breaks and nothing else.
The game is a lot less fun when audio is like this.
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Survivors still have the same 8k cap per category, same as killers. Right now, if a survivor dies in the trial, the Survival category is pretty much guaranteed to be 0. However, a killer gets Sacrifice BP not just for completing a sacrifice but for hooking a survivor at all. A killer's BP categories complement each other whereas survivors' BP categories exclude each other, and survivors have to compete with each other a bit to get BP in each of those categories.
The only problem I see is that I may have to wait longer in the queue when I try to do a survivor daily. This seems like a win for killers.
If I notice that I'm working my ass off as killer and earning less than a coasting survivor, then I'll start complaining.
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I've been playing as Ghost Face, trying to have fun with survivors, tea bagging around and farming if they want. You know what most do? Finish the gens and leave. Don't take that as a complaint; I'm not complaining, just pointing out a fact. They have an obvious chance to go slower and earn more points, and they don't take it. So why would survivors take this chance with killers who are trying to kill them?
These cases of survivors sticking around to earn more Bloodpoints seem very unlikely. But even if they do, maybe it would help a bit with the issue of matches going too fast, which is actually a common problem at the moment.
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Chase music as killer is once again way too loud. Way. Too. Loud.
And yeah, @Nikkiwhat after they updated yesterday I played Legion in Susie's hoodie, and she was had a male voice.
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I like this idea. However, if people are really unhappy about the idea of the time and BP they put in seeming wasted, then maybe just future perks could be a single tier and existing perks can remain the way they are. At least that'd be something.
Of course, all killers yet to be released will still have to be grinded out, and having all perks at a single tier would save a crapton of everyone's future time and BP, but hey, whatever.
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I always appreciate it when the killer gives me the hatch. It's a nice gesture. I've tried to say thank you a few times, but I'm on PS4 and almost every time the player has had messages turned off, so I stopped trying.
When I play killer, I sometimes let the last survivor have the hatch, or now that the EGC exists I may give them the exit gate (I get points for closing the hatch, dangit). If the survivors have been rude, I definitely won't give the hatch. If there are two survivors left and I find one camping the hatch, I will absolutely sacrifice them and give it to the other one.
The other day, I had three survivors left. Downed one, hooked another. The third one left the hooked survivor to die. The downed one showed me what locker the third one was hiding in. It had me laughing, so I sacrificed the one in the locker and gave the downed survivor the hatch.
I usually just treat the hatch like, "Eh, whatever." I'll choose a survivor whom I'm okay with surviving, and I'll make sure they're the last one standing. If I find them first, they get sac'd, but if they escape, that's fine, too.
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@tehshadowman33 said:
Am I on crazy pills, or is the chase music louder after the hot fix?
@tehshadowman33 Ever since the hot fix, the chase music has been really inconsistent when I play killer. Sometimes, it's decently low. Other times, it's back to blaring in my ears. It can be pretty frustrating.
@SnakeSound222 A volume slider would be so nice. Separate sliders for killer and survivor. I'd like to be able to put the chase music down to the lowest possible setting when I play killer.
Again, it is so frustrating that the music volume is inconsistent right now. A lot of people wear head phones while playing this game. Sudden blaring chase music is not good for anyone's ears.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/558043#Comment_558043
I think the hatch should give ONLY the 2k "Hatch escape" score. Zthey didnt do generators or open the gates, they didnt achieve a normal "Escape".
@Raptorrotas I'd be fine with giving only 2k points if the gens weren't completed. If the gens were completed, they should get the normal 5k points; they're still missing out on the Gate Opening points, but the objective was completed. In neither case are bonus points deserved, though. The hatch should be a consolation, never something the survivors aspire to get. The 2k bonus points muddy its purpose.
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Personally, I don't think the hatch should give 2k extra points at all, just the normal 5k for survival.
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@Thaznar Repairing gens is so dull! Holding down a button and occasionally doing skill checks. I'd love a more dynamic objective. Adding interactivity to the maps would be great.
One of the reasons stealth killers are so ineffective in this game is because survivors can be constantly vigilant. Working on a gen, cleansing totems, sabotaging hooks, it's all just holding down a button while being allowed to freely look around with their third person camera. They don't have to concentrate on their objective.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/556563#Comment_556563
There are perks like Unbreakable or No Mither besides old Sabo was good for one thing - it kept survivors off gens. Same thing happened with Self Care - nerf to healing was the biggest mistake of the devs because SC is so garbage now good players do not use it at all. It is promoting genrush meta even harder. Besides waiting 4 minutes to slug 1 guy gives survivors enough time to do most or all gens and leave.
@Thaznar Just yesterday I had a Jake who sabo'd all the hooks in one area of the map so that I couldn't hook him. I picked him up, saw no hooks, and dropped him on the ground and left him slugged.
I mean, I guess it's up to survivors and what they'd prefer. A second objective to slow things down seems better than bringing back sabo which just leads to everyone slugged on the ground waiting to bleed out. I've played games as survivor where the killer slugged all four of us and left us to bleed out, which sucked, I mean I prefer to play the video game rather than go afk for 3+ minutes. But I play killer more than I do survivor at this point.
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@[Deleted User] said:
The only problem with Sabo is that you cannot plan it. You should be able to see auras of all the hooks on the map and plan which ones are the best to get rid off. Also the time for the hooks to respawn should be slightly longer as now there is a perk called Hangman Trick which is never used because Sabo is garbage.
Be careful about that. Hook respawns take 3 minutes. The bleedout timer is 4 minutes. For players like me who just like to screw around rather than play to "win," I'll sometimes slug someone at the hook they just sabo'd and wait the 3 minutes for it to respawn. Upping the hook respawn time to 4 minutes means the slugged survivor would bleed out before they could be hooked. I doubt that'd be fun for them.