TragicSolitude
TragicSolitude
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- TragicSolitude
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Pretty soon everyone will be sent back to rank 20 at the beginning of each month, anyway. Anyone know when that actually starts? Or is that the same "soon" as MMR in general?
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It's not really an event, just a celebration. Some extra BP, items, and cosmetics, that's all it is. I think it said in their news update that they'll be posting codes on their social media for free cosmetics, so there's that.
Only Halloween and DbD's anniversary are going to have actual events.
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I didn't really care about the new movements until I discovered that I can't spin in the dying state anymore.
Now I care. I care a lot. Spinning is fun, and being able to do a quick shake to warn away teammates was super helpful.
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Besides being a fun thing to do while slugged, being able to make quick movements on the ground was a good way to communicate with other survivors. Shaking back and forth to say "no" because the killer was camping has saved many lives. This is a nerf to solo survivors. The devs say they don't want to widen the gap between solo and SWF, but this dying state movement change actually widens that gap.
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Most of the new Rift is really blah. I'm not really impressed by the character skins. Or most of the charms. The tier 70 charm is a real letdown, and the backpack on Yui's outfit is ridiculous (in a bad way).
That Mr. Puddles charm is A++, though. 🐘❤️❤️❤️
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The new HUD is awful. I've explained why multiple times elsewhere, so no need to repeat most of it here, except I will say that having the survivor information vertical along the side of the screen is terrible for quick readability, and having some of the least important information of the entire HUD (the players' names) jutting out into the FOV is... #########, there are just so many terrible design decisions here.
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I play on PS4 on a big screen TV and the information is spread out all over the screen. That's not good. It's especially not good as survivor when repairing a generator, as the extremely important information about my teammates' health statuses are not in peripheral view of the progress bar and skill checks. Not only are they not nearby, they're also not as easy to read; I can't glance at it quickly to gain all the necessary info in part because it's vertical instead of horizontal.
The survivors' names are not important information. They're not. It was good to have them along the bottom of the screen where they were totally out of the way. Now, on this new HUD, the names are jutting out from the side of the screen. When I make the HUD smaller to try to counteract having this useless text in my FOV, everything gets smaller. The names become unreadable, but they're still there jutting out.
Because the survivor status bars are no longer centered, they're more difficult to read. What's the halfway point? I dunno. It's even more difficult for console players who are probably sitting at an angle from their television, because there's no point of reference to use now like there was when the bars were centered.
Having the survivor information vertical along the side of the screen is awful both for quick readability and for taking up important space in the player's FOV.
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You're playing killer?? How toxic.
The survivors are heroes, going up against those murderers on the other side of their screens trying to kill more people. This isn't virtual! If you're a killer, you deserve all the hate you get for being a killer. /s
Play who you want, man, and turn off chat/messages/friend requests whatever. Silence is bliss.
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@StardustSpeedway said:
For me, as a survivor, it's ALL over the place.
I have a huge TV and have to constantly pay attention on all corners of it for no reason. I'll be working on a gen, someone goes down and I check to see who it was, but since I have to focus my eyes on the top left, guess what happens? Oh a skill check, quick reposition my eyes towards the skill check and check again which survivor was hooked because I couldn't check fast enough the first time.
Also, I swear I also can't figure out if the person who was downed was picked up by the killer or left slugged since their bar doesn't flash, at least I haven't noticed it yet.
The old UI was simple and could tell me everything I needed to know without having to adjust my eyes all over the TV.
^ This. This. This.
OP isn't the first person to ask why the UI is bad, and this is one of the big reasons. While working on gens, survivors need that information in their peripheral vision, they need to be able to see and understand all the info they need quickly at a glance. It was soooo well done before, the health states and the hook/bleed-out bars were obvious and only required a quick glance to read and it was right there, you didn't have to move your eyes across the screen from the gen progress bar and skillcheck area.
I also really dislike that the survivor names stick out from the edge of the screen. Why?? They're not important info, I don't need them all up in my FOV, they were fine along the bottom. When I make the HUD smaller, the names become unreadable anyway but they're still sticking out from the side of the screen.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1930903#Comment_1930903
I put them together because both of these updates (bugs or not) sucked.
You're not wrong about them both sucking.
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I mean, they're not really comparable... are they?
The Twins update introduced a lot of bugs, but most of those have since been fixed (I think). And while The Twins suck, I just don't play as them, so their suckiness doesn't matter. In general, though, it was a terrible chapter with a terrible killer and a ton of bugs.
However, this HUD change isn't a bug, it's on purpose, and I can't play a different killer or switch to survivor to get rid of it. Since it's gone live, it's unlikely to be changed.
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I'd like the devs to turn down the killer noises for all killers (from the killer's POV). I tried playing Demo with the volume up and I didn't make it through an entire match before muting the TV. And why wouldn't I mute it? I can't hear anything over him, he totally drowns out important survivor noises, and his own sounds are so repetitive and loud that I just... I can't take it. Nope.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1930748#Comment_1930748
I mean, if you down people too much, people are gonna crawl away. If you leave survivors slugged for longer than 30 seconds, they cant do anything else but crawl.
So you're literally getting punished by survivors for leaving them too long. If you didnt leave them for so long, that 3rd survivor would be in hearing proximity. So things are being dragged out BECAUSE they are being slugged. No point in giving the killer a 4k if the 4k was reliant on slugging. Survivors know bleeding to death gives 0 emblems, while dying on hook gives you 2. There is no reason to not crawl away as a slug, other than being nice, but if you're slugged that long, you're not being nice to them so they have no reason to being nice to you.
I play survivor. I know why survivors crawl. It was a rhetorical question: the OP was saying that killers slugging is boring, and I was pointing out that survivors seem to really enjoy it because they'd rather be slugged for 3+ minutes after everyone else is dead than move on to the next match. That's all.
Also, do slugged survivors make sounds? Did the devs ever fix that? If that's fixed I wanna know, I might unmute the TV if that's the case.
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Played a bunch of matches today as killer on PS4.
I hate the new UI. Words cannot express how much I hate it. Really.
I also don't like the little gas cloud at the bottom of Clown's screen. ######### is with that? It's bright and animated! I don't need more distractions. Goddamn, guys.
And don't tell me to stop the survivors from escaping! I do what I want. hmph. Really, though, extra text on the screen? Why not just make a better tutorial, then you wouldn't need useless garbage like that taking up screen space.
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The all-or-nothing scaling of the UI is pretty useless.
Also, the survivor names... I've always just thought of them as Survivor #1, Survivor #2, etc. Way easier than trying to read and remember names, all I needed to know was which spot they were in the HUD. Their names were fine when they were at the bottom of the screen, they were totally out of the way and if I really needed to know the player's name it was there, but now... the names just take up unnecessary screen real estate, and when I make the UI smaller they become unreadable, anyway.
What I'm trying to say is, THE WAY THE NAMES ARE IS AWFUL. Along the bottom of the screen? Fine. Jutting out from along the side? Terrible.
After playing some matches today as killer on PS4, I am incapable of expressing with words how much I hate this UI. I really am.
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If it's such a yawn, why do survivors crawl away and drag things out?
I had two matches today where I downed the 3rd survivor and the 4th one was right there, so I downed the 4th one, hooked them, and.... where'd the 3rd one go?
No idea, so the match went on another 3-something minutes until they bled out. Apparently, bleeding out is the new thrill.
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1926018#Comment_1926018
I could also just jump in a locker and force the stun if I wanted. Being slugged is much more preferable to being hooked, and I could also just use unbreakable to create another no win scenario. People seem to believe that it is hard to recreate what I just explained here, when it really isn't. Don't get found first, and don't get downed before you can unhook somebody, unless its a trade.
A lot of people have crap luck and always get found first when they run Deliverance. I know that's what happens to me every time.
Anyway, if they pick themselves up, then at least they're using their Unbreakable. If they don't have Unbreakable, then you're creating pressure. As a survivor I sometimes like being slugged over being hooked. Sometimes. If I end up spending almost 4 minutes on the ground, then I'd prefer to have been hooked. As killer I'll slug to slow the match down, because it often slows down gen repair more than hooking does.
None of that is really the point, though. The problem here isn't the scenarios we're talking about. What it really comes down to is survivors being able to stack 2nd chance perks. It's not specifically about Deliverance and DS, it's also about Unbreakable and Soul Guard and BT. They can bring 4 get-out-of-jail-free cards into a match, and it's ridiculous, especially when multiple survivors do it.
Survivors being able to stack 2nd chance perks sucks, it does. It's also a larger problem than just Deliverance and DS.
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@ExcelSword said:
https://forum.deadbydaylight.com/en/discussion/comment/1925968#Comment_1925968
Dude, all you need to be able to do this is not be the first person found...then you can commence with Operation: Dickhead.
I knew I should have left the clause about the exit gates out because I knew people would latch onto that only, and dismiss this whole scenario. This can happen at ANY point in the game, only in the endgame does it hurt the most but that is not the issue here.
If I was to start a game right now as survivor, all I need to do is not be immediately found on a gen, then go bumrush the hook when I notice somebody gets downed. As long as I don't get downed before I make it to the hook, I'm golden. BT will pretty much guarantee that I get a safe unhook to proc Deliverance as long as the hooked survivor holds W. If I'm lucky I even get to lead the killer on a chase before they finally down me, but unless they have a one shot, who cares if I get hooked when I can just instantly unhook myself anyway?
After killer hooks me I can immediately unhook myself without caring if the killer is nearby. If the killer is good he will down me, but unless he wants to slug me for 60 seconds (75% of a gen mind you0 he can't hook me again without eating a stun. I've just reduced the killer's pressure back to square one in the most brainless way possible. Who cares if I don't use this at Endgame, when doing this in the early game hurts the killers pressure so much?
...Sorry for ranting, just sick and tired of people seeing "Endgame" and dismissing all else. Even if this isn't OP (I agree it isn't) it still isn't a healthy way to play, as it it is brainless on the survivor's side and feels rediculous on the killer's side.
"If the killer is good he will down me, but unless he wants to slug me for 60 seconds (75% of a gen mind you0 he can't hook me again without eating a stun. I've just reduced the killer's pressure back to square one in the most brainless way possible."
But... slugging doesn't reduce the killer's pressure back to square one. Slugging is one of the best ways to create pressure. It takes the killer time to carry a survivor to the hook and put the survivor on it; it takes hardly any time for a survivor to pull someone off the hook, and then survivors get BT and DS. For survivors, picking up a slug can take more time. And while that survivor is slugged, it's one fewer person on a gen, and that's always good.
One of the reasons some of us probably latched onto the EGC part is because that's the time when slugging a survivor can be useless.
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I think the problem here is less Deliverance and more that DS works during the EGC. As killer, it sucks going against BT during the EGC, but as survivor it's fun pulling off clutch saves with it. So, all in all I'm fine with BT. But DS during the EGC is pretty suck. Best bet is to slug, follow them as they crawl to the exit gate, down their friend if he hasn't already run out, and at the last second before they escape pick up the slug just in case they miss the skill check. But yeah, exit gate is open, mostly you're just screwed.
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@Iosefka said:
https://forum.deadbydaylight.com/en/discussion/comment/1925860#Comment_1925860
If tunneling exist then killer must be punished, lose ranks and gain only 3 or 4k BP. Also tunneled survivor needs to be rewarded. If you don't agree on this, you are biased
"killer must be punished" "True anti tunnel perk should be more punishable to killers"
Using the word "punish" is making your posts come off sounding... vindictive. The phrasing alone means your suggestions don't sound healthy for the game.
This is a video game (a game, it's supposed to be fun), and it's already not very rewarding. The Bloodpoint rewards are awful considering the grind. It'd be nice to get perks on both sides that are rewarding rather than just finding new ways to punish each other. If we go in the direction you're advocating, no one will have fun.
Edited to add: Your post is talking about rewarding survivors for losing. That would be quite abusable. AFK survivors would probably benefit from that, for one thing. It would reward survivors for playing poorly; my teammates are usually bad enough as is.
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I think that Myers is one of the more interesting killers because he can be played in so many different ways, and his add-ons are an example of that. You can stalk and get a one-hit down ability, you can stay in tier 1 and be spooky Myers (and with an add-on you can see auras through walls), or you can put on an add-on to get an instant mori ability. Pretty versatile, really nifty.
There are only a few things I think Myers needs. One, he should be immune to Spine Chill in tier 1 (just tier 1). Two, they need to fix the latency issues so his EW power meter doesn't bounce around and screw the killer when he's trying to 99% the thing. And maybe three they could lessen the amount of stalk needed to get out of tier 1, but I dunno about that one.
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@rubberduck said:
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This forum is run by killers op there is no point posting here anymore, they have cried and cried and cried to the devs and ruined what was a fun game. I won't delete the game, instead I will afk derank and will do my best to quell noobs from the player pool at rank20 until bh has no rank20 killers and rank1 killers can wait for eternity to play. you want a war? let's ######### go.
Sounds kinda pointless. Matchmaking is so busted new players already don't stick around. I don't understand your argument, either. Are you saying you're going to chase new killers away so that survivors have a longer queue wait time, or are you going to chase new survivors away in the hopes killers will have a longer wait time?
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@Phasmamain said:
I just want chase points against him
^ this. The Twins are broken when it comes to both getting BP as them and getting BP against them. Considering how grindy the game is and how necessary it is to earn BP, this oversight is a huge detriment.
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I wish the devs would finally implement the husk mechanic where a survivor who disconnects (or surrenders/concedes) leaves behind a soulless husk that the killer can still mori or hook. Survivors can DC to deny the killer hooks and achievements/challenges, and I've had some do it knowingly just to be spiteful (they messaged me to tell me as much, so this isn't guessing).
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The devs already tested this, and adding exit gate regression had little effect on SWF and a big impact on solo survivors. So, it's not happening. Solo survivors get screwed enough. The EGC was meant to stop hatch stand-offs and survivors who would hang out stealthing around the map just to make killers miserable even after they opened the gates. It's not meant as a tool to get kills; it's just there to make sure the match ends.
The best fix for keys would be fixing the hatch. Make it so that the hatch only spawns once one survivor is left alive (so it would spawn open) or after all five gens are completed. No more multiple survivors escaping before the last gen is done. No more hatch campers. DCing to give someone the hatch would no longer be so enticing, because no one knows where the hatch is. There's no good reason for the hatch to spawn so early in a match. It's the easiest fix, requires no messing with animations or other likely-to-be-buggy-as-hell crap.
I agree that tapping a gen needs to be fixed, it's an absolutely bull[BAD WORD] mechanic when it takes the killer so much time to kick it and regression is already so minimal,. Survivors being able to tap the gen to stop regression is just an unnecessary kick in the teeth to killers.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1919091#Comment_1919091
Survivor Q times are instant during the day at red ranks EU.
I realize queue times vary depending on region, day, time of day, and rank. Not everyone can play during the day, and I'm in central North America. Survivor queues aren't great even in the afternoon, and during the evening when I can play they're long as hell.
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Hmm.... queue times are super skewed right now...
Hex: Ruin gets nerfed - killers say they're leaving. Now killer queue times are instant and survivor queues are long.
Decisive Strike is getting nerfed - survivors say they're leaving... maybe this will restore the balance and survivor queues and killer queues will return to normal.
Oh, wait, Hex: Undying is getting nerfed, too... hmmm... maybe they'll need to nerf one more survivor perk while they're at it...
I dunno, what do all you guys think? Will this nerf get survivor queues down to a reasonable number, or will it take one more nerf?
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@gendoss said:
Sorry plague mains don't exist ¯\_(ツ)_/¯
Dangit, you beat me to it, that was literally my first thought upon reading the thread title.
@TheGannMan There are some problems with Plague that discourage a lot of people from playing as her. Dedicated servers messed things up, and if you're running the game on a sub-optimal platform then you're just kinda screwed, because the engine performance of whatever system you're running the game on affects her vomit, unfortunately, as stated by a player in this thread https://forum.deadbydaylight.com/en/discussion/223147/i-was-wrong-about-plague
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It sucks that they coded the sets to be all-or-nothing. Most killer weapons don't need to be restricted to a set (sorry Hag and Demo, you got the short end of the stick there). There are survivor sets where it could be just the torso and legs, or just the head and torso.
Making the sets all-or-nothing is easier for the devs but it's terrible for the consumer.
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There are a lot of reasons survivor is more popular than killer. Being able to play with friends is one of the big ones.
People can have fun chatting and running around with friends, playing for real or sandbagging each other. Meanwhile, the killer is alone, and gameplay gets stale. It's easy to get burned out playing killer. Events and new killers can bring a refreshing change of pace, at least for a little bit, but DbD hasn't really been doing events (hopefully that's going to change) and The Twins are just... bleah. So, why should anyone but total newbies want to play killer? And why should newbies stick around when matchmaking is so awful?
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When survivors do weird stuff like spam-vaulting at the beginning of a match or swarming me, I'll just look at them, and if they continue I just... walk away. And if it still continues, I go afk at the exit gate. I mean, I know to patrol gens and chase survivors and that stuff, but when they're being weird... what do you guys want from me? Huh? I'm so confused, sometimes. So, I'll watch something on my computer, let them have their gen repair sim, and when they're done I get into my next instant killer match. Boom. Perfect system.
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What I'm hoping for is that the devs remove Nurse from the PC version of the game and then optimize her so she is not only playable on console but only on console. Because I'd like to play her, but currently she's a miserable [BAD WORD]ing mess, and making fun killers playable on both PC and console seems to be impossible.
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@Snow_Lep said:
https://forum.deadbydaylight.com/en/discussion/comment/1921070#Comment_1921070
I do more with those 60 seconds for the team than if I were to work on a gen. Callouts keep the number at 3 working on gens. The point of it is to never let that number go down to 2. Pre-rework, might have even hopped on a gen near the killer while they walked into a dead-end or corner to make the number 4 for a little bit.
This is why I wish the devs would add a killer-free mode to the game so survivors who want to can just do gens uninterrupted and the players who want to play with each other can continue on in the current mode. Because what you're describing sounds boring as hell.
Edit to add: I play solo survivor and I've played matches where I never saw the killer once and it was just so. goddamn. boring. Really. I don't get the appeal.
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@Snow_Lep said:
https://forum.deadbydaylight.com/en/discussion/comment/1921016#Comment_1921016
SWF Comms, I can 100% tell you that just ignoring someone in a SWF Comms group doing that is the worst option.
https://forum.deadbydaylight.com/en/discussion/comment/1921014#Comment_1921014
It lets me say where you are going, and they can do other gens the whole time.
Oh, that kind of group. Well, have fun with that I guess. I usually go afk once the third gen pops, anyway, so this sounds like the kind of match where it'd last about 100 seconds from my POV. I'm just trying to play for fun, not kills, so once it's down to two gens it feels too... I dunno, frantic? Meh, not into it.
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@Snow_Lep said:
https://forum.deadbydaylight.com/en/discussion/comment/1920998#Comment_1920998
No, people will find ways to get around the changes, using it in ways that are albeit more toxic than just 60 seconds of immunity, and force the killers back out again. I don't have to change how I use the perk, and it has made plenty of people DC. Still think its going to fix queue times?
Wait, I'm confused by this post. Are you bragging about making queue times worse for yourself?
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@Snow_Lep said:
How to use DS as a toxic perk? Just run it, it's that easy right? Not really, in order to understand why the changes are without a doubt the best thing about this perk, you need to understand how to really make DS a toxic perk.
So many people think running DS and Unbreakable together is the toxic format, but it really isn't the MOST toxic way you can run the two together. The absolute most toxic way to run the perks together, with the addition of a couple more is as follows:
- Build: DS, Unbreakable, Head On, Quick and Quiet (optionally switched with Adrenaline)
- Step 1: Get unhooked (clearly)
- Step 2: Run at the killer, or in their general direction to get their attention
- Step 3: When the killer goes back onto you, proceed to loop them for (preferably) 45 seconds
- Step 4: If at any point you are about to go down, or have hit the 45 seconds, JUMP IN LOCKER
- Step 5: The killer is now left with two options, to either grab you, or ignore you
- Step 6a: They grab you, you DS them, you continue with looping, good teammates (or being in a SWF) will be fully healed and/or working on gens, and 2-3 gens should easily pop in that time (if you made it the full 45 seconds)
- Step 6b: They ignore you, and you wait out the rest of the timer and if the killer is near, when they come back hit them with Head On. Continue looping, and 2-3 gens should easily pop in that time (if you made it the full 45 seconds)
- Alternatively, steps 4-6 can be avoided if downed, in which case, use Unbreakable and start working on a gen yourself.
- Bonus: Make this happen near the last gen being completed to use your DS, then get Adrenaline shortly after if you are running it.
Very few people run DS that way, but it makes the perk about 100X more effective for getting gens done, and keeps teammates from being tracked after you go down as they should all be full health. The best part about it, the changes to DS don't even bother me using the perk in the same way I have since its initial rework. I don't perform interactions with gens, healing others, etc. I still have a free pass for looping killers and still getting to use the perk. My '60 seconds of immunity' doesn't even let the killer get a chance to chase someone else in there and make it where only 2/4 players are working on gens.
Spreading the word about the best way to get around the changes, and give killers even more of a rough time when the changes go live. This nerf is done in the worst way possible, still allowing for a back-door way to use the perk. RUN AT KILLER, LOOP KILLER, HOP INTO LOCKER, STILL USE PERK.
What? DS can be used like that now. And I love it when survivors run at me after being unhooked, it means they're not doing gens. I ignore them, they follow me and try to get in the way, and they screw up and get slugged. I once had two players attempt that at the same time and both got slugged for their amazingly brilliant attempt at, what are you calling it, a "toxic" play? Not toxic, really, just funny.
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@golubushka08 said:
https://forum.deadbydaylight.com/en/discussion/comment/1920967#Comment_1920967
You are a tunneler toxic killer then.
lmao is that a serious response? Or is that meant to be ironic?
I never tunnel. I always chase the unhooker or patrol gens. I've had matches where I hooked someone, went back to the gen they were on, and when they got unhooked they ran over to me and hopped on the gen in front of me. I didn't even go for the grab, I tried to lunge and slug, but the game is so poorly [BAD WORD]ing designed that it went for the grab anyway and let them stab me and finish the gen.
Maybe if survivors didn't do crap like that, the perk wouldn't be getting changed. But they did. They used DS to make hook saves in the killer's face that he couldn't stop or punish.
The perk still protects a survivor who gets tunneled off the hook, and if instead of running away from the killer and getting to a safe spot they decide to touch a gen or do anything other than run away, then the killer can actually play against it the way a player should be able to. Neither side should be punished for doing the objective, and disabling DS isn't punishing the survivor, it's forcing them to make wise plays and face actual consequences when they make the wrong choice.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1919091#Comment_1919091
If you don't Play the game why are you here?
Really? That's your takeaway? I put a lot of money into the game, I want to play it. But killer isn't fun and survivor queues are too long. What am I supposed to do? Give up? After all the time I've put into it? I'm here on the forums hoping to discuss and see changes that will make the game better. I want the game to improve.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1919082#Comment_1919082
And for you too
That Show that playing survivor make fun. So why make it unfun with tunneling Killer?
I wouldn't know if survivor is fun, queues are too long for me to play. You know without killers you don't have lobbies either, right?
I haven't played DbD at all in well over a month.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1919014#Comment_1919014
You know that you need survivor who play the game for having a lobby...
There are too many survivors in my area, I can never play survivor because queues are so long. Fewer survivors would be a good thing.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1918986#Comment_1918986
The reason why Moris got changed is survivor should not get Killer after 60 secounds after the game begins. Ds Made sure the survivor has atleast a bit more time. But with nerfing that tunneler will Run rampage.
How does this change to DS lead to "tunneler will Run rampage"?
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Back in the day, lockers didn't block auras. BBQ was soooo much better for info back then. Lockers got buffed to hide auras, suddenly BBQ gave killers a lot less info because it's so easy to hop in a locker almost anywhere on a map.
BBQ is the most easily countered aura perk, but lockers, crouching behind a gen, Distortion, the 40m radius, and changing directions while running are all apparently not good enough because survivors don't want to get off the gens.
I wish the devs would actually just make a second mode without killers, so the survivors who want to could do gens uninterrupted and everyone else can play normally.
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The game has a lot of problems. It's trying to give new players an easier time, but it's neglecting some things that would really help like a comprehensive tutorial.
I feel I should point out, no one thought Hoarder needed a nerf. Hoarder is a case of ambitions exceeding capabilities. The perk broke their code and they were forced to scrap part of it, at least for now. They're working on a fix for the perk.
Gearhead and Coup de Grâce are examples of two killer perks that got nerfed on release even though the majority of players thought the perks needed buffs.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1918389#Comment_1918389
I find killer boring.
Yeah, killer has felt boring, that's why I haven't started up the game in well over a month. The change to DS is nice, but it's not going to suddenly make killer more fun.
If you really want shorter survivor queues, more people usually play killer during 2x BP Bloodhunts, maybe just giving players 2x BP for playing killer normally would get more people playing the role on a daily basis.
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Weird, I'm having deja vu...
@Wesker09 said:
Make me wanna commit a war crime like we get it you suck and rely on bloodlust but this is getting annoying
Well, paraphrasing what I said in that thread, sometimes it's just more fun not to break the pallet.
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@Dwoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1915095#Comment_1915095
https://forum.deadbydaylight.com/en/discussion/comment/1915273#Comment_1915273
Who says this, I have never heard anyone say anything like this ever
I've gotten that basic response multiple times when bringing up console optimization issues, PC players telling me console can't handle it, I should be happy it runs at all, yadda yadda. "Just get a PC." Why should anyone playing on console change to a gaming PC for DbD? There aren't even any guarantees Xbox and PlayStation will get cross-progression ever. And no, spending hundreds of dollars to upgrade to the next generation console is not a solution, either.
I've been in a few of these discussions before. The devs released it on PS4 and Xbox One, and so the game needs to play decently on PS4 and Xbox One, and being told otherwise on the forum is actually quite annoying. People talking about how to play the game, balance, disagreeing about killers and perks, whatever, all that stuff is normal gameplay talk and there's never going to be a time when everyone is 100% in agreement. But being told to be quiet and live with it when it comes to dealing with the low fps and frame drops and bad controller sensitivity and how much Nurse and Blight and Huntress and Oni are reeeaaally a lot less fun on console, well, that's not cool. Console will never be the same as PC but the difference in performance is really bad when it comes to DbD.
Sorry, yeah, like I said, I've dealt with that attitude from people more than once. It's definitely a thing on these forums.
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Personally, I often don't play to kill. I just wanna chase the survivors, get some hooks, get some points, and have some fun. If I don't put too much pressure on survivors, the match can go quickly at a 4v1. If it's a 3v1, it takes a lot less pressure to slow survivors down, and then I get bored and it's like, okay, I guess I'll go get a drink or something and hopefully they'll actually finish the dumb gens while I'm away.
But that's me. For most killers, it's a matter of points, whether Bloodpoints or emblem points, because a survivor suiciding loses them two hook states and a lot of chases and hits, which can totally screw over some challenges and achievements (like killer adepts). Or ruin trying to get some mori challenge done.
Usually the ones complaining about survivors suiciding on hook are other survivors.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1917219#Comment_1917219
1. I think I can see what your saying.
2. The changes that was made was that Ds is deactivated when your healing. Healing is present tense, which implies you have to end doing the action for it to deactivate. It doesn't stop you from healing.
3. Regardless of if the survivors could have body blocked or not is irrelevant. The killer still continued to chase you and no one else regardless of the time. The killer still tunneled.
4. I guess I see what your saying, but I'm unsure if I'm satisfied. I would have to see for myself in solo.
Thank you for listening.
"The killer still continued to chase you and no one else regardless of the time. The killer still tunneled."
"there have been many times in which I have used DS on the killer to stun them and they have continued to tunnel me. Meaning that DS did not do its job as a anti tunnel perk."
I'm not sure what you expect from a perk, here. I mean, there's no perk that can actually force a player to change their mind when they've already decided on a course of action. DS stuns the killer, giving the survivor a chance to reach a better loop or maybe break LOS and lose the killer. DS discourages tunneling and it gives survivors a better chance of escaping when the killer chooses to tunnel, but again no perk can force a killer not to tunnel if he's determined to do it.
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Yes, this is exactly what I was hoping for, as long as it deactivates when someone starts the unhook action and not after they complete it.
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Can I buff a combination of perks?
When Plunderer's Instinct and Appraisal are run together, the survivor can also see the auras of any opened chests they haven't rummaged through if they still have tokens left.