TragicSolitude
TragicSolitude
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1878019#Comment_1878019
Yet whenever killers complain, we get people that claim that killer is easy, high kill rates, killers just want 4ks, etc.
Killer needs to be fun, if survivors want shorter queues. Yet we have people that go out of their way to ruin the killers fun. Harassing killers after the match, by leaving toxic messages on their profiles.
It's almost like they want to have long queues.
I think what many survivors actually want are killer-free matches.
The only time survivors ever seemed happy after a match was when I farmed or meme'd around. Me not playing for real and letting them escape is what they wanted. Anything else, win or lose, and they went off. Messages are turned off, now, but I still get survivors who act like dicks even when I'm pretty much harmless.
Their behavior suggests a lot of survivors don't want killers in their matches. If indeed fewer people are playing killer, then I guess those survivors are getting what they wanted?
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Nah, that's not really a killer version of DS.
Anti Gen Tunneling Perk: When the generator survivors are working on reaches 50%, the survivors get a warning and if they touch that specific generator within the next 60 seconds they are immediately put into the dying state. Can be activated once per generator.
Now, survivors can still work on gens, just not that gen.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1877764#Comment_1877764
A big one is when killers pretend to farm all game; and then at the very hand rip out the blood warden/noed/Fire Up/STBFL end game build and just lawn mower as many people as they can as quick as they can.
It's why when a killer farms I break every totem on the map now.
If a killer lets me get points and then kills me, I usually don't mind it. I've had some let me open the exit gate and then kill me after, and I'm just like, "Yay! I got the Daily Ritual done! Tysm!!"
But yeah, I'll also cleanse totems, more for points than anything, but I have destroyed a few AFK/farming killer's NOEDs doing so.
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It's a nice attempt, but there's an obligatory weekly "nerf BBQ" thread. I dunno if there's a quota to meet or what. For some reason, the fact that the perk has multiple counters doesn't seem to matter. I don't know why they ignore the horrendous grind in the game, like killers couldn't possibly be using it for the Bloodpoints (even though we're absolutely using it for the damn BP, do you know how many times I forget to even check for auras after a hook? considering how often survivors counter it, anyway, it doesn't even matter.). When it does show auras it can be very helpful, but with all the counters to it there really is no need for a nerf, and killers can't afford to have another useless BP perk. It already sucks to run a BP build and have at most two useful perks.
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... but that would give one survivor perk, which could be run on all four survivors, the ability to completely nullify multiple killer perks and add-ons. The devs have added a bunch of tracking perks because they want killers to find survivors, no one likes playing with survivors who just hide in bushes for the entire match.
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@Sonzaishinai said:
Make hatch only spawn when there is only one survivor left or when all gens are done.
All problems fixed, achievement untouched. One line of code that needs to be altered
This is the best solution. No more matches where multiple survivors escape before all the gens are done. It would put an end to hatch campers. And it would greatly dampen survivors being able to DC to give someone else the hatch.
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I'd like to know what the hell happened to optimizing for consoles. I'm on PS4 Pro and the game doesn't run well, and I can't switch to PC because there's no cross-progression. Every time frames drop and I miss a hit or some other nonsense my resentment grows, and then add to that dedicated servers screwing me out of the majority of my grabs.
As someone prone to headaches, if that new HUD goes live, that might be it for me. If I can train myself to completely ignore the HUD, maybe I could avoid the eye strain... humans have trained themselves to ignore banner ads, this wouldn't be much different. But I shouldn't have to sacrifice knowing what's going on just to play a game that so far has had an easy-to-read-even-with-blurry-vision HUD.
It's already been a good while since I played a single match, and every day the thought of uninstalling becomes a little more enticing. If the game just had a couple issues, that'd be one thing, but it's got bad matchmaking on top of bugs on top of poor console optimization on top of the pain that is dedicated servers on top of this upcoming HUD change, and at some point enough's enough. I feel like if they want me to help with the long survivor queues in my region then I should get paid to play killer. Instead, I'm the one who paid money... if you can't tell, I passed "frustrated" a long while back.
I apologize, this sounds angrier than I'd like (because I currently have a raging headache from chronic insomnia), but this stuff needs to be said and repeated until things either change or the game dies under the crushing weight of all its issues.
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@scottymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1875645#Comment_1875645
Well at least you’re not trying to sell it’s useless except for the BP. A good team can beat a camper, gen gen gen. Ok so one maybe becomes the sacrificial lamb, can realistically get 3+ gens while someone is camped especially if the other 3 are roving from gen to gen. Not buying it’s only good for the BP, gee you can see where all the other survivors are just by hooking someone. Hmm yeah umm useless, riiiiight.
Well, no, you can't see where all the other survivors are. You can't see anyone who's within 40 meters of the hook. You can't see anyone who's in a locker. There are perks survivors run that can hide auras. And depending on the devs' whims that month survivors may be able to hide their aura by crouching behind a gen.
I was mostly referring to the BP, but the aura reading is nice too... when you actually see anyone with it. Most survivors know how to hide from it and do so. I'll go entire matches and never see a single aura with BBQ. As survivor, it's really easy to hide from it as long as I pay attention. I'd certainly rather killers run that than some of their other tracking perks. Whispers is a death sentence in certain scenarios. Bitter Murmur is one I forget about because I rarely see it, so when a killer does run it it's annoyingly effective. And Nurse's Calling on stealth killers can be very difficult to avoid. The buff to lockers so that they hide auras was a huge nerf to BBQ.
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@scottymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1875618#Comment_1875618
https://forum.deadbydaylight.com/en/discussion/comment/1875622#Comment_1875622
Keys are fine. How many matches do survivors open the hatch with a key? 1 out of 50, 100, 200 matches. I don’t see keys very often in chests or BW certainly don’t see the 2 that can open the hatch. Interesting how no one has really commented on actually finding the hatch.
The hatch's placement is just RNG. I've had it spawn directly next to me playing survivor and I've had it spawn in places where five minutes later I still hadn't found it. I don't know what anyone is supposed to comment about it. I stumble across it plenty when I play, though often my luck is I find it when I don't have a key and can't find it when I do have a key, but again that's just randomness.
I see keys all the time in chests. I like running Plunderer's to get flashlights for the blinding challenges, and I usually get at least one key in a match when I do that. Sometimes two keys. Meanwhile, one in five matches actually had me find a flashlight.
None of that changes what I said, though. The game is designed so that the real meat of it happens when there are one or two gens left. That is when the killer is able to really apply pressure. Survivors being able to ditch out around the time the match truly starts for the killer is poor design.
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You know what happens when I play a killer that doesn't have BBQ unlocked yet? Hooking feels pointless. The number of times I slug survivors to death just because I don't have BBQ... Talking to other players, I'm not the only one who feels that way. Yeah, you don't want to nerf that perk.
BBQ is healthy for the game. You want killers to hook survivors, and then you want killers to leave the hook. That's what BBQ promotes.
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Keys are a problem because two survivors can escape at three gens done and three survivors can escape at four gens done, ending a match early.
When killers have complained that the first few gens pop too fast, the devs have responded that the first gens are supposed to get done and that the killer gets stronger the fewer gens are left. Giving survivors a means to end the match early just when the killer is getting to the part where they can be a threat and really play the game makes no sense.
One survivor left? Fine. But all five gens should have to be done before the hatch spawns if there are multiple survivors left.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875361#Comment_1875361
Obviously they need to have some anti-stall mechanic for when there's 1 survivor left in a 'hopeless' situation. Hatch is not it. We can do much better.
We should be able to do better. Not sure it'll happen. First, it'd need to be something where the last survivor standing isn't actually in a hopeless situation, because then what would even be the point of them playing, the match might as well just end as soon as three survivors are dead. (Pretty sure it has been stated that they don't want the last survivor to just give up and stop playing.) Second, it'd need to be something skill-based. Unfortunately, DbD isn't the best at balancing based on skill. The devs like to use RNG to balance elements (if half the time it's in favor of the survivor and half the time it's in favor of the killer, then to them it averages out to be totally fair for both sides).
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875304#Comment_1875304
Ideally hatch shouldn't exist at all, but that's too radical an opinion.
The game would have to be redesigned from the ground up to accommodate that, otherwise I'll be held hostage for 30 minutes when it's down to one survivor and I [BAD WORD]ing quit forever if I ever have to deal with that again, I swear to god.
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I love it when the last survivor dies to the EGC because they stuck around looking for the hatch. Don't take that away from me.
Seriously, though, this seems like one of the least problematic things about the hatch.
I had this one game as Pig where I was screwing around, not playing for real, and I put an RBT on someone. Suddenly, right after I do that, two gens pop at once. The last two gens. Her teammates absolutely screwed her. Luckily the hatch spawned next to a Jigsaw box and her teammates actually left in time for her to jump through it. (The point of this is not so someone can go off about being nice to survivors. The point of this anecdote is how the solo's fellow survivors totally screwed her. That would not have been a kill I earned. Like I said, the hatch opening despite the exit gates being powered/open is the least problematic thing about it.)
The hatch does need to be fixed, though. It shouldn't spawn at all until either all five gens are done or only one survivor is left alive. It being able to spawn with multiple survivors left before all the gens are done is just absolute bull[BAD WORD].
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@UncleStabby said:
My brother stopped playing DbD with me when because of survivor que times. I agree this needs to stop. With no friends left, I am the only person who likes to even talk about the game, always getting rejected if I try to bring it up. These days im 100% killer main. My advice?
Punish the survivors. Be the dirtiest, most rage-inducing perk buildiest, sweatiest killer you can be. Survivors deserve no mercy. Maybe when the dev's favorite side of the audience starts to quit, they'll finally do something about it.
Or we Killers could go on strike? I dunno.
I think a good portion of the playerbase gets their kicks out of tilting the other side into playing dirty, so I don't think it'd be as effective a tactic as one might expect. You said your brother quit because of long queue times, so it sounds like the best way to get survivors to quit playing the game is for killers to go on strike.
I'm one of those people who always plays the role with the shorter queue time (which is usually but not always killer), and I've been taking a break for a while, now.
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It looks so much better, but more importantly it's easy to get the needed information at a glance.
The bottom left corner is a good place for necessary info like that in DbD. It's out of the way and not distracting, but while a survivor is working on a gen it's there in the peripherals, and large shape changes (healthy vs injured vs dying vs hooked) are easy to notice and decipher, neither loud and distracting nor so subtle that the player has to squint at them.
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I don't like it either side. As a survivor, if the killer slugs the other one, I'll often give myself up because I just don't want to play that out. It's only a game, I don't mind handing them the win if they want it that badly. As killer, it's a pain and a bore, I'd rather hook the third and take my chances. Sometimes I get the fourth, sometimes I don't, but at least the match didn't drag out.
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I ignore them. If it's a newer map, I go around and break the breakable walls. Otherwise, I just immediately go stand at an exit gate. If I'm paying attention when they finish the gens, yay I get points for opening the gate. It's good to take breaks, anyway. Rest your eyes, get a snack.
When survivors work to make a killer miserable, that's where their fun is. By ignoring them, you take that away from them. They're forced to do gens. It's a free escape, but it's boring, and it wastes any add-ons and offerings they used. They sat in that queue for however long just for that.
Every once in a while, they'll disconnect when they realize you won't play with them. Pretty funny when that happens. Definitely more satisfying than ragequitting.
(There was also one match where I played keep-away from someone with OoO. I was playing a stealth killer, so they couldn't see my aura, and the match ended without them ever seeing me once. It was pretty entertaining.)
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1870166#Comment_1870166
It just means that the Nurse was way better than your team and shouldn't have ever been matched against you. It's not a slugging problem, its a matchmaking problem.
This is such a huge problem when trying to discuss game balance. It's impossible to balance a game when matchmaking is so borked, and everyone feels like everything they face is unfair because they're being put in matches with other players who are nowhere near the same skill level.
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The messed up thing about DbD is I've had games where I won and I didn't have fun. (I'm not talking about boring because it was too easy, because that can happen in any game.) Matches where it wasn't a fun and stimulating challenge but just stressful. I didn't care that I won, I just wanted out and that'd be my last match for the night.
(Before anyone asks, no, sorry, I don't remember exactly what was so frustrating. I stopped playing DbD seriously a good while ago, and I've been on a total break for several weeks, so there are no recent memories to go by.)
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@AbstractSaucing said:
https://forum.deadbydaylight.com/en/discussion/comment/1869927#Comment_1869927
It would be if the deep wound status is sped up by 50% or so, so you are FORCED to heal yourself upon stand up otherwise you'd just go back into a dying state
I respectfully disagree. Like I said, look at the penalty of No Mither, being broken all match just to be able to get yourself back up multiple times. Plus, the Deep Wound timer doesn't go down as long as a survivor is running (not sure how long you've been playing, but Deep Wound has gone through multiple iterations as they try to remove the ability for killers to abuse it, and this is what they landed on; it is extremely unlikely to be changed). It wouldn't really be that different from extending the recovery bar while on the ground, except that survivors can't run while recovering.
Using up a hook state to get up might be interesting, though I'm not sure how that would effect the anti-slugging perks survivors use. Also, that might encourage slugging because a killer could just put a survivor on the ground and the survivor would use up a hook state to get up. Right now, the danger of leaving a survivor slugged is them getting picked up and so the killer won a chase without getting anyone closer to being on death hook.
As stated in my first post, changing the base slugging mechanic would require rebalancing the entire game. There are times when slugging seems too strong, but there are also times for killers when it's their only option, and any changes to make it less strong in some circumstances could end up with it not being strong enough in other circumstances.
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@AbstractSaucing said:
https://forum.deadbydaylight.com/en/discussion/comment/1869913#Comment_1869913
I'm Just saying that if you're slugged and the killer leaves you to bleed out, you should be able to be able to use one of your summoning (hook) phase to get back up.
I could see that as being a possibility, though it could be too strong when there are only two survivors left. But getting up and being in Deep Wound status (as mentioned in your original post) would definitely not be a big enough penalty.
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Welcome to one of the problems with DbD's design.
Slugging is one of the core mechanics for killers. It's not something only some killers are capable, it's something all killers are capable of, which means the game is balanced around killers being able to utilize this mechanic. Survivors being able to pick themselves up off the ground is such a strong ability that they either have to use up a perk slot just to do it once, or they have to be in the broken state all game to do it multiple times (not to mention Soul Guard which is dependent on the killer running a hex).
Doing anything to change slugging would require changing a larger part of the game to balance it out.
If you're wondering why I said this is a problem with DbD's design, here it is: a killer winning the match isn't fun for survivors. A killer can slug, which leaves survivors on the ground unable to participate in the match. A killer can hook, which again has the survivor unable to participate in a match (and spamming a button in second state is just absolutely suck). And a killer can kill, which removes the survivor from participating in the match and throws them back into the queue, which for many people is a 10-30 minute wait.
Yeah, being slugged sucks, but it's an important tool for killers to create pressure when gens are popping.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1869539#Comment_1869539
Killers have power and perks. Survivors have items and perks. My item gets depleted fast or can be lost from franklins or death. I can't stop the killer's power.
The devs often design killers so that their powers can be countered in some way, whether with perks or in-game mechanics. Franklin's Demise is the killer perk for countering survivor items.
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Survivor brings item, killer uses Franklin's, survivor may or may not get that item back. Survivor may be able to find a new item in a chest.
Killer brings hex, survivor cleanses hex, killer has lost an entire perk for the rest of the match.
Both sides have gambles, only it's much rarer for a killer to bring Franklin's than it is for survivors to cleanse a hex.
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I'd like to see them change the hatch mechanic. Only have the hatch spawn when there's one survivor left or when all five gens are done.
No more multiple survivors escaping before all the gens are done. No more hatch campers letting the other survivor take all the heat trying to do gens. And DCing to give someone else the hatch becomes a lot less viable.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1864978#Comment_1864978
Lol, I didn’t even notice.
haha I figured. I mean, even most people who look at the date will probably forget it's now 2021. We're only ten days into the new year.
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1864978#Comment_1864978
I assume the guy who brought it back was simply reacting to the current Ques to get a Killer. :)
Reading it, it seems he was talking about the poor matchmaking. I think even a year ago the matchmaking was pretty crap, too. I remember it getting really bad and staying bad around the time the Stranger Things chapter came out. (It seemed incredibly pointless to me to make a big deal of releasing a chapter for a popular series, bringing in new players, only to chase those new players away with some of the worst matchmaking I'd ever seen. Very bad timing on DbD's part. The matchmaking hadn't been great before, but it seemed to really nosedive right around then.)
One of the big things that's changed since this thread was created (if I'm remembering correctly) is killers being locked in once they enter the queue. Pretty sure that wasn't the case a year ago, but now that it is, killers are left with fewer options since the amount they can prepare based on what they see in the lobby is drastically reduced. Wraith and Hag have little choice but to dodge flashlights. Killers can no longer equip Plague to counter medkits or Doc to counter a squad of Blendettes. Insulting killers for lobby dodging now would definitely be about trying to shame them into doing what's better for survivors, not what's best for the killer player. "You're a coward for dodging." Okay, great, but killer queues are instant while many survivors find themselves waiting, and a couple flimsy insults aren't going to dissuade killers from taking advantage of instant queues by having their pick of the litter with lobbies.
🤦 Hmm, sorry, not sure if that paragraph I just wrote applies to anything anyone said to me, but I'm gonna leave it in anyway since I already wrote it.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/123640/please-killers-dont-lobby-dodge
The long delay for Killers isn't due to people dodging. It is due to there being a disparity in the healthy ratio of Killers to Survivors in your region. This has been going on for a couple of weeks now; it started after last month's update and they have been creeping up ever since.
@Kingpaulmathers said:
https://forum.deadbydaylight.com/en/discussion/123640/please-killers-dont-lobby-dodge
Your a joke hahahahahahahahahahahahaha
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/123640/please-killers-dont-lobby-dodge
I think you’ll find that many killers aren’t dodging, they’re simply not bothering to log on during those peak periods. I’d rather play survivor, despite the long queue times.
Sometimes it’s not a case of not knowing how to deal with strong survivors, simply that there’s no fun to be had whether a win or loss is achieved. Nobody logs on to play a video game for a miserable and stressful experience. There needs to be SOME fun.
Uh... this thread is from January 2020. It's a year old. Some of this doesn't apply to a year ago, especially not the stuff that started "after last month's update."
Yeah, holy necro, not sure why someone resurrected this.
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I play Dying Light a lot. Love that game.
Other games I've been playing recently: Animal Crossing New Horizons (played a lot), Red Dead Redemption 2 (story mode, not very far yet), Dead Space (not very far yet), and OMORI (finished and replaying).
In the somewhat recent past I completed Evil Within and Catherine. I really enjoyed those. Catherine is one of my personal favorites.
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It would have to be a very rare thing to make it feel special when it happens (plus lots of different lines for each killer), and it would also have to be limited to the last survivor in the match so that it's not messing up listening for other survivors.
A lot of killers are silent, though. Freddy's one of the few that has one-liners (old Freddy, anyway, and his movies could get pretty silly; I don't remember new Freddy very well). Not sure what most killers could say that wouldn't be out of place.
Now, if Ash could chainsaw the killers, then we'd definitely need some good one-liners. I don't think that's on the table, though.
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@Klakky said:
https://forum.deadbydaylight.com/en/discussion/comment/1863631#Comment_1863631
And mods are just players enforcing rules on the forum, even if they use "we" in comments don't mean they're game developers or game supportif u have someone in a corner waiting for time to end but other survivors refusing to open the gate that's them holding the killer hostage wouldn't u say?
Peanits is a dev / community manager, not a mod. But Peanits and the two mods commenting in that thread (MandyTalk and Gay Myers) all give the same answer as to what constitutes unacceptable body blocking.
"wouldn't u say?"
I, personally, don't want to give my opinion about anything because I don't want to confuse OP. He asked a question, and I'm providing answers based on information given by what most people would consider to be reputable sources. If you have different sources that say otherwise, then it would be helpful for you to share those so that we can all have correct info.
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@Klakky said:
https://forum.deadbydaylight.com/en/discussion/comment/1863616#Comment_1863616
So what if u put a trap on survivor and block em in so they die, that also ban able according to u?
What do you mean "according to u"? I really don't know the answer to that question. I could make an educated guess, but I'm not a mod; it'd be best to ask them specifically.
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@CLB198 said:
https://forum.deadbydaylight.com/en/discussion/comment/1863595#Comment_1863595
If there's other survivors doing gens does that negate paragraph 3?
If the killer does not allow a survivor to participate in the game, then it is reportable and there's a possibility the killer will be banned for it. I am going by the information given by a mod on this forum:
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1829867#Comment_1829867
Sorry no, the killer (as it's been a long time) is technically holding the game hostage as they've not allowed that survivor to participate in the game.
This is definitely reportable, please video it and send to support https://support.deadbydaylight.com/hc/en-us as well as make a report in the end game chat.
https://forum.deadbydaylight.com/en/discussion/comment/1831910#Comment_1831910
There's also another post in the same thread with a screenshot of Peanits giving some explanation as to what types of body blocking are considered reportable/bannable offenses:
@Xyvielia said:
This is Peanits’ take on bodyblocking:
https://us.v-cdn.net/6030815/uploads/JPWRVXLQ6NUJ/09096302-3900-4e8a-b9ec-459743a7e059.jpeg
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The kind of body blocking that gets a player banned is when it holds another player hostage for an extended period of time.
If one survivor body blocks another survivor in a corner and refuses to move, that can be considered griefing and is reportable.
If the killer body blocks a survivor for an entire match so that the person isn't able to play, that can be considered griefing and is reportable.
If the killer body blocks all remaining survivors in an area and refuses to move so that the survivors have no option but to disconnect in order to end the match, that will almost certainly get the killer banned if it's reported.
If the killer body blocks a survivor or multiple survivors while the EGC is active, that is not reportable because the EGC has a built-in timer that will end the match by killing any survivors remaining on the map.
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The way they've spread information all over the screen is bad design. It can work for a mobile game because cell phone screens are small, but people play regular DbD on computers and big screen TVs. The eyes have to do a lot of traveling for this new HUD, which distracts from actual gameplay.
Adding more information, good. Knowing what hook state each survivor is on would be wonderful information to have. Knowing which survivor is which by glancing at the bottom of the screen would be great, too. Having information at the top or all along the sides of the screen? Bad.
The new design they've shown really does look like something from a cheaply designed F2P mobile game... Streamlined is the way to go, not spread out.
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@Kind_Lemon said:
probs just kept it in because of their continuing strange obsession to forcefully demand survivors cleanse dull totems.
Don't they have any more effective tactics?
It's weird. Originally, Undying was something other than NOED that encouraged cleansing dull totems. If Undying is active, it shows nearby survivors' auras, which makes it more difficult to cleanse dulls. Now, because a cleansed hex will just replace Undying and not use a previously dull totem, there's no reason to risk cleansing dulls with the new Undying.
Of course, once one totem is cleansed, Undying is definitely no longer in play and dull totems should no longer show auras. Unless all the hex totems are really well hidden, Undying will almost always have a short lifespan in a match.
The aura bit is a very weird thing to have, now. It doesn't help protect lit totems. Unless the killer has NOED, he has no reason to give a damn about dull totems, so it's just a strange tracking perk while in play. While Undying is up, it makes cleansing dull totems difficult, best to just try to stay away from dull totems. Kinda counterproductive if the devs want dull totems to be a secondary objective.
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@stargazer9 said:
Because it looks bad. The new HUD looks straight out of a mobile game and these portraits are ugly. Doesn’t suit the game at all. This one made by someone in the DbD community looks way better:
https://us.v-cdn.net/6030815/uploads/NQWDFNY3ZE1X/abee393d-6ecf-4e7e-b6f8-a48717758add.jpeg
Oh wow, that looks so much better.
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Wait, did you actually participate in that match? Why would you do that to yourself?
Midwich is a great map for not interacting with survivors. I can go around, get points for breaking all the breakable walls, and hopefully the survivors get all the gens done while I'm doing that. If not, the exit gates are always in the same spot on Midwich, so it's easy enough to go wait at a gate so I also get points for opening that.
I mean, the whole point of bringing OoO to Midwich is to not interact with the killer. Very thoughtful of them; sightseeing and kicking walls is a nice breather from all the hustle and bustle of trying to kill.
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First it was Leatherface because he was the only killer with BBQ. Then it was Wraith. Then it was Spirit.
I tried to start learning Nurse, but I'm on console and she got updated, so for a long while now I've mained no one.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/1849238#Comment_1849238
Nah, I just let them bleed out and make my own fun by playing this song and nodding to the beat:
Nice. I've had times when I moonwalked and danced in circles around slugs to this
https://www.youtube.com/watch?v=0JxNF7PoVdgI'm sure the survivors would appreciate the humor if they could hear the song, too.
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@JimbusCrimbus said:
Teams like this, I slug and let them all bleed out.
This is the best way to handle a team that prioritizes denying the killer hooks over doing gens. Though, after three bleed out I usually get bored and just hook the fourth so I can move on.
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@Duende2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/1849205#Comment_1849205
I undestand what u saying, but I dont agree. There always something devs can do if they want to. Queues are screwed exactly becuase most of killers (specially on high lvls) dont want to play vs premades. And if waiting a bit more would prevent me of being bully by a premade i dont mid the waiting.
In most regions at peak times, survivors have the longer queue, and sometimes that queue is over 30 minutes. Letting killers avoid SWF (and that would be all SWF, including those made up of 2 players) wouldn't mean "a bit more" waiting for them, it would mean a lot more waiting, and when their minutes in the queues are already in the double digits they're not going to wait longer.
Matchmaking is already messed up because the waits are so long. A lot of rainbow-rank matches are caused by queue times, because the longer the wait time the more lenient the matchmaking becomes, until you end up with rank 17s going up against red ranks (not an exaggeration). So, already the game is prioritizing getting players into a match over giving players a fun and balanced match.
I've seen the argument go back and forth: some players would rather have more balanced matches, and some players would rather just get into a match quickly. You're always going to have players disagreeing about this, so while you're okay with longer wait times there are other customers who aren't, and no matter how balanced the devs try to be about it one element is going to have to be prioritized over the other. At the moment, the way the game is programmed suggests the devs come down on the side of faster queue times.
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... can't people use Discord on their phones? Really, there's no reasonable way to prevent people from being on comms while playing.
The devs can't reasonably do anything to stop people chatting while playing. And they can't remove SWF from the game, because a lot of people play games to play with friends, and they will not play a game where that's not an option.
Queues are already pretty screwed up, what with crossplay and messed up ratios of survivors to killers. I don't think DbD can afford to make it worse by adding in a way for killers to avoid SWF.
The only thing the devs can do is try to buff solo survivor to be on more equal footing with SWF (which means giving them more information), and then buff killers if need be to compensate. The devs won't remove SWF, and they won't do anything that could be construed as punishing people for playing with friends, so the only option left is trying to restore balance by elevating solo survivor and killer.
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@Hex_UrbanEvasion said:
https://forum.deadbydaylight.com/en/discussion/comment/1840417#Comment_1840417
But the thing with hooking and dying compared to slugging is you can be unhooked and run away, if the killer doesn't insta-down you. You can re-queue and find a new game after you die. When you're slugged, you're still in the match, stuff is still happening, and you're lying on the ground wondering if you're gonna hit the end of your bleed-out timer before the killer comes back for you, or if he's just going to use you to bait out another survivor.
When it comes to dying, you may be able to re-queue, but 1. that could mean waiting for 10+ minutes before you get into another match, which is still time you're not actually playing, and 2. for SWF they don't get to leave and re-queue up, they have to sit and wait for their friends to die/escape.
With being slugged, a teammate could pick you up or you could pick yourself up using a perk, and if you get up before the killer gets back to you then you didn't lose a hook state. If you take the aura reading away from BBQ, killers won't suddenly stop slugging, they'll just either use Deerstalker or survivors will find themselves on the ground for the full four minutes only to bleed out because the killer has no idea where they are. It's bad for survivors if killers can't find them slugged: it makes them more likely to be stuck on the ground longer.
The most fun I had in DbD recently was running the build Power Struggle, Flip-Flop, Tenacity, and Windows of Opportunity. I actually prayed for killers to slug in my matches. Prayed for it. They rarely did, so I only got to utilize Power Struggle a few times, but oh man was it fun. If you hate slugging more than anything (and it kinda sounds like you do), run a build to counter it. Run No Mither (you'll die faster because killers are forced to hook you, but you said you'd rather die and move on than be slugged) or Unbreakable or Soul Guard.
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@Hex_UrbanEvasion said:
https://forum.deadbydaylight.com/en/discussion/comment/1840373#Comment_1840373
Sure, it's not on the killer to provide a "fun experience" for survivors. It's also not on survivors to die for you because you're the killer. Regardless, there are five people in every match, like, living breathing people with thoughts, and it's worth more to all of them to have a good game. And I'd say that all comes down to bloodpoints. If a killer cares more about getting a 4K than the reward they get for playing, their perspective is skewed.
This is a game. It has no pro level or actual competition. There's no real reason to screw over someone who waited ten minutes in queue to play with you by making them lie on the ground for two minutes, then killing them anyway.
Well yeah, it sucks when killers play in a way that's not fun for survivors. When I play survivor, I play solo survivor, and the majority of my matches aren't fun. A lot of people playing the game, killers and survivors, seem to forget the other four are people, too.
It'd be nice if everyone played in a way that was enjoyable for everyone else, but experience shows us we can't expect that. Like I said, everyone should be able to play optimally with the goal of winning and not ruin the fun for the other players by doing so. DbD tries to use point systems to encourage "fun" play (both Bloodpoints and emblem points) but those are band-aid fixes that don't get to the root of the problem because there are people who would rather "win" than accumulate points.
Different people find different things fun. Some killers find BP rewarding, others find pips rewarding, and some find winning by getting a 4k rewarding. It's the same with survivors, they could feel rewarded by BP, pips, an escape, or something completely different like just getting to use some niche perk once in a match. That's not skewed, it's just different people feeling rewarded by different things.
A bunch of the tools at a killer's disposal aren't fun for survivors. Slugging? Survivors are stuck on the ground unable to do anything. Hooking? Survivors are stuck on a hook unable to do anything. Killing? The survivor's totally out of the match. Three of the main parts of the game remove survivors from actively participating in a match. It's not killers' fault that the game is designed that way, and the game is definitely designed for killers to use those three things to win.
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@Hex_UrbanEvasion said:
https://forum.deadbydaylight.com/en/discussion/comment/1840350#Comment_1840350
This perk makes the camping and slugging far more rewarding. Sure, some killers might use it honorably. I respect that. I don't think the majority of killers are honorable. I think they tend to forget they're playing with other people and get mad when they don't get kills they think they deserve, and they make up for it by using strategies, like camping and slugging, that make it easier for them.
I think I've gotten about as high as it's possible to go as survivor without using the full Unbreakable/DS/DH/Adrenaline build, and this is what I run into almost every match. At least, when I'm not accidentally running roughshod over a rank 13 who deserved better. As killer, I haven't yet put enough BP into Bubba to make BBQ teachable, so I don't have much to say except I want it for the BP. But I also plan on running it with other BP boosting perks, which means a less-than-optimized build.
Yeah, my build I run with on pretty much every killer is BBQ, Distressing, Beast of Prey, and either Lightborn or Whispers. Usually Lightborn these days, which means BBQ is the only tracking perk I have and most killers don't have anything built-in to help with tracking.
In terms of "honorable" killers... I mean, it shouldn't be on killers to provide survivors with a fun match. The fact that DbD is designed in such a way that the killer has to gimp themselves so survivors can have fun (which I usually do, and I still got accused of tunneling, which was actually quite frustrating) is poor game design. Playing to win shouldn't make the other side miserable; tactics that work should provide a challenge to the other side, not make them feel like they're being punished for playing, but here we are.
BBQ exists to try to encourage killers to play in a way that's fun for survivors, and gutting it probably wouldn't stop killers who play like jerks from being jerks, but the ones who take advantage of all BBQ has to offer by playing nice might stop playing nice. When I play a killer who doesn't have BBQ unlocked yet, I become... frustrated. Because the point gain is so crap without the multiplier. I feel like I don't get anything out of hooking and I stop hooking survivors and just slug, because it's easier. And I've talked to enough players on the forum to know I'm not the only one who gets frustrated and/or despondent playing killer without BBQ. It's a good perk. It's DbD itself that's the problem.
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Going forward, we will be contributing more effort towards our Anniversary & Halloween related events. These are our largest events where we love to bring the community together and really celebrate Dead by Daylight as a family.
Beyond these two, others will be treated more as “Celebrations”. We will still be celebrating Winter, Lunar New Year, etc. but are taking new approaches to them to better define and focus our efforts on those larger ones. This means that you won’t see special event gameplay mechanics or earnable cosmetics for these Celebrations, but will continue to see activations such as login rewards, Bloodweb items, and themed assets.
https://deadbydaylight.com/en/news/advent-calendar-2020
So, yeah, it's not meant to be an "event."
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When players first queue up, the game tries to match them with other players of similar rank. The longer players are in the queue, the wider the range becomes, and if the queue is long enough for one side you start seeing newbie players versing red ranks. Survivors playing with friends can also mess up the matchmaking.
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@Hex_UrbanEvasion said:
https://forum.deadbydaylight.com/en/discussion/comment/1840337#Comment_1840337
Except no one uses WGLF because they're too busy being unbreakable and stabbing killers in the neck. Just because BBQ has counters doesn't mean it isn't used and abused in the ways I described. The higher I've climbed as survivor, the more of this I've seen. Slugging is extremely popular in red ranks. The reason I put scare quotes around "easy hook" is because this is what killers have called it after they slugged me or another surv and went on to down someone else who happened to be nearby. The extra BP are great. The aura reading is fine on its own. The way it's used to slug without consequences is aggravating.
Also, the thing I described with killers tunneling and camping each survivor and using BBQ to make up for the points lost for that strategy? It's real. I've played against face campers who use BBQ specifically for that purpose. I asked them in endgame chat.
Camping and slugging are the issues, not BBQ. The devs need to balance the game so that both sides can have fun playing to win.
Lots of killers use BBQ and don't camp or slug. BBQ encourages killers to hook different survivors and leave the hook. That some killers don't use it for that purpose doesn't mean the perk should be gutted. I'd like to not lose one of the only two perks in my BP build that does something useful.
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I've gotten these survivors to P350: Kate, Ash, Yui, and Cheryl. I haven't prestiged any other survivors.