TragicSolitude
TragicSolitude
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- TragicSolitude
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I'm on PS4. On the rare occasion a survivor sends me a "gg," I say "gg" back. It only ever happens if I farm with them, though. I've never gotten a "gg" for killing them.
I do wish people would say more than "gg." When I respond to a "gg," I'll usually expand on it, like "gg thanks for farming with me." I've been confused at times as to what the sender means. Just something as simple as "gg I had fun" would be great for conveying sincerity.
However, if you're just going to say "gg ez," keep it to yourself.
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@starpilotsix said:
@TragicSolitude said:
@starpilotsix said:
@TragicSolitude said:
If you run a full hex build with TotH and Haunted Ground, it would be the only dull totem and you wouldn't get a notification when someone starts working on it.TotH notifies on regular totems too.
I'm pretty sure the killer just sees TotH go down a token but doesn't get the noise notification.
Yeah, my bad, you're right. Learned something new today. I guess the times I thought it was going off on dulls was just a survivor needlessly fast-jumping a window or something.
No prob. It would be so helpful if noise notifications were different for different survivor actions.
There are some great ideas for how hex totems could be improved over in this thread: https://forum.deadbydaylight.com/en/discussion/33208/what-if-hexes-grew-brighter-over-time
Very similar to your idea, but without the hex totems literally starting as dull totems.
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@starpilotsix said:
@TragicSolitude said:
If you run a full hex build with TotH and Haunted Ground, it would be the only dull totem and you wouldn't get a notification when someone starts working on it.TotH notifies on regular totems too.
I'm pretty sure the killer just sees TotH go down a token but doesn't get the noise notification.
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If you run a full hex build with TotH and Haunted Ground, it would be the only dull totem and you wouldn't get a notification when someone starts working on it.
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@Auksinis said:
So, I definitely noticed people were unsatisfied with the requirements for the hatch, most notably the standoff, and I have an idea that should remove the need for a standoff with minimal effect on the rest of the game.-Killers can no longer grab survivors from the hatch animation.
-Survivors cannot interact with the hatch for a short period of time after being hit equal to an amount of time longer than the killer's successful hit cooldown.Under these conditions, the winner would be whoever acted first, rather than last. Much should go unchanged, except players would feel more rewarded for active initiative, and there would no longer be a standoff for victory.
I agree with the second suggestion. I mentioned in a different thread that something like that should be done. (A second after a survivor is hit, the entity blocks off the hatch for a few seconds. This way, if they're hit mid-jump, they still escape, but they can't escape if they're hit before they start the jump.)
I'm not sure about taking away the killer's ability to grab a survivor, though. I don't think a survivor should ever feel safe until they've actually escaped.
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This would be a very welcome change. The way it is now, killers can be punished for killing a survivor just because then their perks become common knowledge. Knowing whether or not a killer is running NOED or Blood Warden ahead of time ruins a game.
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I would buy the game for PC if I could transfer my DLC and event items to it. But I can't justify spending all that money to re-buy everything. Having to re-grind is basically expected, but it would be nice if unlocked teachables transferred as well.
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@grisstyl said:
You people are talking like a killer holding the game hostage by body blocking the stairs is justifiable because "durr the basement is dangerous" LOLOf course, they shouldn't be able to just body block the stairs and not allow anyone to leave, it's ridiculous.
But the basement is supposed to be dangerous. That's why survivors get points for going down there.
If the killer blocks the basement stairs, trapping survivors in the basement without hooking them, and takes the game hostage, that's against the rules and a bannable offense. Survivors can also take advantage of game mechanics, like hiding on the map after the exit gates are open so that the killer has to DC for the game to end.
There will always be people who take advantage of facets of any game, but if we're going to make the basement safer for survivors, then the bonus points for going in the basement should be removed from the game and the wiggle timer should be extended so it's easier to hook survivors down there.
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@tt_ivi_99 said:
TragicSolitude said:Your suggestion is a bit extreme, but something does need to be done about survivors who refuse to leave. And the lone survivor who sticks around after everyone else is gone to search for the hatch (like no bonus reward for using the hatch after any other survivor has escaped through the exit gates).
I also think DS should not work once the gates are powered or the hatch is open, to discourage the survivors who save their DS to troll the killer at the end of the game. It's not fun to down someone at the exit gate only for them to use DS and run right out. There is no counter to that as a killer (no hook would be close enough to dribble them to, there's no way to position yourself in a way that blocks them from getting through the exit, and you can't even slug them because they can easily crawl out).
Just like there is no way to counter Brutal Strenght, Pop Goes the Weasel, Enduring, Spiritual Fury, Sloppy Butcher, Tanatophobia, Coulrophobia, Unnerving Presence, Overwhelming Presence, Franklins Demise, etc.
If a survivor saves his DS and activates it in the right time is bad and should be nerfed, but when a Michel Myers saves his Tier 3 and activates it in the right time nothing happens. Hypocrite.
I don't use Myers.
And my problem is that the survivor will refuse to leave because they can pull off the maneuver I mentioned. I want survivors to leave. I don't want them to stick around for an extra 5+ minutes after the exit gates are powered. I don't care about getting a kill. I often play without actually sacrificing anyone so the survivors can get the 5000 BP for escaping. I just want to be able to move on to the next match. That's why I think the end game needs to be more dangerous for survivors, so they don't take advantage of the situation and waste everyone's time.
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@antgnstea said:
TragicSolitude said:The way this is handled is so backwards. SWF already gives a large advantage to survivors. It makes no sense to put a group that contains high-ranking survivors with a low-ranking killer. That's not fair on the killer at all.
The low-ranking survivor is choosing play with their high-ranking friend. The high-ranking friend will be helping them. If the low-ranking survivor doesn't want to play against a high-ranking killer, that's easy enough to fix: play with other low-ranking friends. The killer has no such choice, they have no control over who ends up in their lobby. Many killers already struggle with SWF groups. Making a killer deal with an SWF group with survivors who are far out of their league is just cruel.
This screenshot is from yesterday. It makes no sense that the game would put those survivors in my lobby. Matches like this aren't fun and the whole thing is really frustrating. It can't be fun for the survivors, either, going up against a killer who presents no challenge.
This really needs to be fixed.
I should have blacked out that names like yours, shouldn’t I. Is it too late now? I still took screenshots pretty much after every single game. Because apparently there is nobody playing in my rank so I always get red ranks. I know I am not the first or the last killer who gets bullied on daily basis. But it is nice to have similar opinions out there. Gives me hope to think maybe it would change someday.
Eh, I figure your images were fine the way they are since they're cut off. My image is wider and would show the full names.
Yeah, it's good to know I'm not the only one experiencing this problem. Hopefully the devs will take heed and fix it.
Players say to target the weakest, but in my game the weakest survivor was still 3 ranks above me. I mean, even just looking at their perks, they had mostly tier 3 perks while I had only tier 1 and tier 2 perks. Matches like this are stacked against the killers, and if the devs want killers to keep playing, then they need to try to keep matches from being so miserable. SWF are chatting with their friends and having fun, while the killer is all alone just trying to end with more than a few thousand BP.
I really think SWF groups with high-ranking survivors should be ranked with high-ranking killers. Any low-ranking survivors in the group are getting help from their friends, while the killer has no such benefit. The killer can't influence the rank of the survivors in their lobby, but an SWF group can influence the rank of the killer they get with who they have on their team.
Another solution might be to handicap SWF groups, like for each member they have one fewer perk. Not sure how much that would change things, but I've seen that idea mentioned before.
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Your suggestion is a bit extreme, but something does need to be done about survivors who refuse to leave. And the lone survivor who sticks around after everyone else is gone to search for the hatch (like no bonus reward for using the hatch after any other survivor has escaped through the exit gates).
I also think DS should not work once the gates are powered or the hatch is open, to discourage the survivors who save their DS to troll the killer at the end of the game. It's not fun to down someone at the exit gate only for them to use DS and run right out. There is no counter to that as a killer (no hook would be close enough to dribble them to, there's no way to position yourself in a way that blocks them from getting through the exit, and you can't even slug them because they can easily crawl out).
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@strikingearth26 said:
@TragicSolitude said:
@strikingearth26 said:
for every survivor buff they introduce they have given a perk for killer to counter it... Iron maiden, counters the locker hiding buff.Yeah, but the locker buff isn't a survivor perk, they don't have to sacrifice a perk slot for it. But to counter it, killers do have to sacrifice a perk slot.
If hiding in lockers to block a survivor's aura is going to be a thing, it should at least be a perk. Add it to Distortion or something.
Do you play survivor? It's hard to counter perks of a killer when 1, you don't know what perks they will be running, and 2, you don't know which killer it will be. I know you as killer don't know what perks a survivor is running until the game starts or until in a chase with said survivor. But us as survivors don't know which perks killers run (unless its totems) until we get hit by the killer. by then its too late, we are going down, nurses for example, we can only figure that out when we are hidden, killer doesn't know where we are, we start healing, whether its self heal or a team mate healing, then all of a sudden killer comes straight to us and smacks us and we are down.
BBQ, we only know they are running that for sure when they hook someone then come straight to where you are.
stidor, same thing finish a gen move away from gen to hide but killer knows exactly where you are, whispers... etc etc. so many more perks for killer to find us. we have no perks to counter any of those. even iron will doesn't help against whispers, bbq, stridor etc.I think the only perks we have to counter any killer perk is ones where they warn us when a killer is nearby even if we cant see them.
I know I'm biased, as I main survivor, but I am happy about the new changes. for once I feel they are trying to balance the game, and survivor actually have a chance against a decent play (or one that likes to down and 4k instantly). So many games I play the killer gets the 4k, not necessarily because they are skilled, but because they have so many aura reading perks. Now for those killers it will be more of a challenge...
Also lets talk about BBQ for its points... as a survivor we have 1 perk that will help us to get more points, we're gonna live forever, but that is sometimes useless if 1, the killer camps, 2 uses aura reading perks to know exactly where you are. even with that survivor perk, and even if we max it out, we still cant get as many points as the killer can. and it sucks when a killer finds you first, then tunnels you straight off the hook til your dead meaning you totaled as much as 3k points! so many games end like that for me. its nice to finally have some sort of counter, even if we risk the new perk iron maiden and being exposed for a time.I play both survivor and killer. Killer is definitely the more frustrating role. It's one against four on a large map with many blind spots. Some survivors can disappear into their hiding spots. First thing I do when the game starts is begin patrolling the generators, but with eight gens across such a large area one often pops before I find my first survivor. Survivors earn points by fixing gens, opening the exit, and escaping. The killer has to interact with survivors to earn points.
Too many things are "fixed" with killer perks. Gens pop too quickly? Ruin? Hex totems destroyed immediately? TotH. Blinded by flashlights? Lightborn and Overwhelming Presence. Having problems with looping? Enduring, Spirit Fury, and Bamboozle. Having trouble getting a survivor to a hook? Iron Grasp, Agitation, Mad Grit, and Hangman's Trick. And now, if you're having problems with survivors hiding in lockers, well just run Iron Maiden.
Whether or not a perk like Iron Maiden is useful is completely dependent on the group of survivors. If they hide in lockers a lot, then the perk could be invaluable; either the killer gets to see when they leave the locker, or the survivors stop using lockers once they see the killer is running Iron Maiden. But if that group of survivors doesn't use lockers, the perk is wasted.
Killers only have four perk slots. Unless someone is amazing at being killer, they don't get to have fun and try different combinations of interesting perks; their four perks slots are taken up with basics like Ruin just so their matches don't end in five minutes with zero hooks.
I run aura reading perks, and even with BBQ I'll often see no auras or maybe just one sliver of an aura over at a gen. Survivors will go one way for a few seconds and then switch directions to counter Bitter Murmur. I rarely see auras with Nurse's Calling because most survivors won't heal when the killer is nearby. Survivors can and do counter aura perks by playing smart. And now lockers can block auras, too?
I run BBQ, and when I started playing I would always leave the hook immediately after hooking a survivor. I don't see any auras, so instead I go back to patrolling gens. I go to a gen or two and see no survivors. The survivor I hooked gets saved. I go back over there, but the unhooker and the unhooked are gone. As I keep playing, not seeing auras after I hook a survivor means I'm willing to put less and less distance between me and the hook.
BBQ encourages killers not to tunnel by giving extra points for hooking multiple survivors, and it encourages killers not to camp the hook by showing the auras of far-off survivors. Getting killers away from the hook is good for survivors. Completely breaking BBQ is not going to be good for the game.
When I play survivor, I suicide on the hook if the killer is camping it. It's no fun, and I'd rather just move on to the next match. Being camped on the hook is much, much worse than the killer seeing my aura due to BBQ or Bitter Murmur.
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The way this is handled is so backwards. SWF already gives a large advantage to survivors. It makes no sense to put a group that contains high-ranking survivors with a low-ranking killer. That's not fair on the killer at all.
The low-ranking survivor is choosing play with their high-ranking friend. The high-ranking friend will be helping them. If the low-ranking survivor doesn't want to play against a high-ranking killer, that's easy enough to fix: play with other low-ranking friends. The killer has no such choice, they have no control over who ends up in their lobby. Many killers already struggle with SWF groups. Making a killer deal with an SWF group with survivors who are far out of their league is just cruel.

This screenshot is from yesterday. It makes no sense that the game would put those survivors in my lobby. Matches like this aren't fun and the whole thing is really frustrating. It can't be fun for the survivors, either, going up against a killer who presents no challenge.
This really needs to be fixed.
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@strikingearth26 said:
for every survivor buff they introduce they have given a perk for killer to counter it... Iron maiden, counters the locker hiding buff.Yeah, but the locker buff isn't a survivor perk, they don't have to sacrifice a perk slot for it. But to counter it, killers do have to sacrifice a perk slot.
If hiding in lockers to block a survivor's aura is going to be a thing, it should at least be a perk. Add it to Distortion or something.
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@Rebel_Raven said:
If they leave. ######### will probably camp and taunt until you hit them or something.Yup, that's the other problem. If I just stand around and wait for them to find the hatch and leave, they still won't. They want me to see them teabag on the hatch before leaving. I don't understand why they think I care or why they're determined to waste so much time. Some of us only have a limited amount of time to play, and I could have more fun and play a lot more matches if I didn't have to deal with this every single game.
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I have Laurie but I haven't leveled her up. I don't find any of her perks interesting. I don't want to be the center of the killer's attention with OoO, and I don't like DS.
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I posted this idea in another thread. It's not necessarily the right answer or anything, but I feel like it's a better balance of being fair to both killer and survivor.
A reasonable option might be that, one second after the killer hits the survivor, the hatch is blocked off by the entity for five (or whatever number seems fair) seconds. A survivor who gets hit by the killer mid-jump still escapes, but a survivor can't bait a hit to abuse the killer's post-hit animation and get a free escape. Hatch grabs would still work as normal.
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On the one hand, as a solo survivor, I'd like to know how many totems are left on the map. SWF groups get this info for free; if I want to use a perk slot to get the info as a solo, that seems reasonable. I've been using Small Game to help with totems, but not knowing how many totems are left leaves me wondering if my efforts to thwart NOED are wasted.
On the other hand, as a killer, I don't want to make it easier for survivors to stop NOED if I'm running it. But again, SWF already have this info, and are that many survivors even running Small Game? One of the reasons NOED exists is to punish survivors for gen rushing and not cleansing totems, and running this perk would mean there's at least one survivor cleansing totems instead of working on a gen, possibly prolonging the game and giving the killer more time. Having more time to hunt before the gates are powered is arguably better than having a perk that insta-downs after the gates are powered.
So the question is: how would this buff to Small Game affect things? Would it encourage solo survivors to spend more time cleansing totems, or would it shorten the time spent cleansing totems because solo survivors would know exactly when they can stop searching?
If the buff prolongs the game by encouraging totem cleansing, then it's a plus. If it doesn't prolong the game and only screws the killer out of NOED, then it's a detriment.
As much as I'd like to see the number of totems left as a solo survivor, I get the feeling this buff would do more to hurt killers in the end. Especially since there are only five totems and totem locations are pretty easy for survivors to locate.
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I'm fine with the hatch existing. I think the problem with it is the hatch standoff that can occur. Killers don't want to hit the survivor because the survivor can then jump right in, and survivors will stand directly in front of the killer trying to get hit so they can jump in without fear of being grabbed. Killers being afraid to chase and survivors brazenly standing in the killer's face are the opposite of the behaviors we should see.
A reasonable option might be that, one second after the killer hits the survivor, the hatch is blocked off by the entity for five (or whatever number seems fair) seconds. A survivor who gets hit by the killer mid-jump still escapes, but a survivor can't bait a hit to get a free escape. Hatch grabs would still work as normal.
After one survivor escapes, escaping via hatch shouldn't grant bonus hatch points. Don't reward players for dragging the game out by sticking around after their teammates have all left. It's not fair to their teammates or the killer.
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@MegaWaffle said:
@BigBubs said:
@MegaWaffle said:
@willcenx @Hitm3on3mor3tim3Lots of people prefer to save these items/offerings as souvenirs and I agree it sucks to lose them if you prestige. Why should you be punished for that?
"Punished" by losing something that is useless because you want to keep it for...looking at it? xD
If the offering is so important to you then they probably worth more than a bloody piece of clothing. It used to be nice to get a piece of cosmetic back when there was no store , but now it's nothing special.
So yeah , if you want to keep the offerings that you can never use then don't prestige.Its great these things may hold no value to you but to say people should lose out on progressing their character in order to not lose these " mementos " as their only option is incredibly short sighted. It would not kill anyone to make these novelty items stay in your inventory.
Its always easy to belittle someone or something you don't care about but what value do you gain from it? There are those we enjoy collecting these items and it would be a nice "quality of life change" for them to not miss out on character prestige simply because they wish to save them.
It makes sense that a character loses all perks and normal items when prestiging. These things can then be regained in the bloodweb. Items that cannot be regained in the normal bloodweb shouldn't disappear.
Anyone comparing the importance of a memento to a piece of bloody clothing is sort of missing the point that, to a collector, both of these things are valuable. Also, prestiging a character increases the chance of getting better items in the bloodweb.
As @MegaWaffle said, it hurts no one to let these event/locked items and offerings carry over when prestiging. They cannot be regained in the bloodweb. Players shouldn't have to sacrifice something they can't get back just to advance in the game.
My Kate had terrible luck with perks. Spending BP on her after level 50 would be a waste, since I plan on prestiging her. But I can't prestige her because I'll lose the event items I spent so much BP to get. What that boils down to is that I'm stuck, and after spending money to get Kate, I can't even play as her.
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Killers can see survivors before the match starts. They can already base their loadout around what items the survivors bring and what perks they think those survivors will have. Right now, survivors are just skins, so while some perks are more common with certain survivors, any survivor could be running any perk.
If survivors each have their own unique ability, not only will you see more lobbies that are nothing but one survivor over and over, the killer will know exactly why that survivor was chosen. They'll have a better idea of that person's play style and a better idea of what perks to counter than they already do.
I prefer having the survivors just be a skin. I like being able to choose what survivor to be based on appearance alone, and even then I'm at the mercy of bloodweb perk RNG. I don't want, on top of the perk RNG, to have to choose a survivor I don't like over a survivor I do just because the one I want to play as has a fixed ability I don't like, and that ability can never be changed no matter how much BP I put into the bloodweb.