TragicSolitude
TragicSolitude
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Nurse. The cooldown makes her miserable to play as.
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I mean, a hatch escape shouldn't really be considered a "win," anyway. It's an escape, but unless the objectives were actually completed then it's more like a consolation prize: RNG gave one survivor some extra points after their team [BAD WORD]ed up really badly. Unfortunately, that RNG robs the killer of a lot of points, which is a problem with the game's design.
Yeah, it's an exploit. And it's a pretty petty way of screwing the killer over for winning. Whether or not the survivor likes the manner in which the killer won (and usually they don't, even if the killer played by their rule book), the killer played using the tools the game provides to get a win. It doesn't matter that the survivor threw away their BP and got themselves a DC penalty, they still took points away from the killer.
The devs mentioned implementing a husk system a long time back, but unfortunately that never happened. The DC penalties help, but they don't undo the damage that was done within that match. There's no counter to someone DCing to give the last survivor the hatch, and that's a problem.
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Nah. I mean, as survivor it can kinda suck, sure, but from the killer perspective changing it would suck a whole, whole lot worse. You have to stand at the hook and watch the survivor until they reach second state, which could be what, 60 seconds? And if they do get off and there's an obsession then that's standing over them for 60 seconds, possibly following them around while they search for the hatch. If they get up at any point with Soul Guard, then that's more BS to put up with.
It's a lot of time-wasting for a match that should already be over, and if the killer loses the last survivor in a 1v1 because of perks that end up being impossible to counter in that situation, then ######### that's about as frustrating as it gets. Survivors aren't supposed to be that powerful in 1v1, otherwise it's an absolutely broken asymmetric game.
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Last week I think it was I had a match with 5 phantom grabs and only 2 grabs that followed through. This garbage shoulder-pat feature needs to be fixed: I'm not there to reassure them that it's safe to work on the generator, I'm there to stop them.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1810410#Comment_1810410
You should stop struggling to get a pallet drop option to function, could it be the reason there?
Might be? When I was being carried past the pallet, with wiggling on the controller it's hard to say if I stopped moving the joystick in time to get the pallet drop option. The window for getting the pallet thrown down is so small, but at the same time I was also trying to make sure I was definitely at 25%.
That seems rather poorly designed; survivors run and throw down pallets, and if you're using Boil Over to kind of thrust the killer towards a pallet then oh jeez the whole thing is just... yeah, not wiggling shouldn't be a requirement for getting the prompt.
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It works. I've managed to pull it off three times so far.
I've also had it fail on me—once when picked up at a pallet and possibly once when being carried past a pallet—so I don't think all the kinks are worked out.
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I was playing as Clown today to do the "8 gas clouds in 1 match" challenge. I end up on Lery's and the first survivor I find is Laurie. I chase her around a bit, and then she hides in one of those shower stalls. I stand there, realize she's blocked in, and just start chucking bottles until I've got most of the challenge completed in one go. I felt a little dickish 'cause it takes a bit of time for each gas cloud to dissipate before I can throw another bottle, so I was extra nice after that and we (and the other survivors) ended up farming. The Laurie was sweet and actually offered to let me hook her a third time at the end of the match. I didn't, I walked her to the door, but it was just unexpectedly nice considering the first thing I did in that match was body-block her in a shower stall and gas the crap outta her lol.
(In the very next match I played Clown again and again a survivor ran into a dead end where I could body block them and just toss bottles at their ass. Weird.)
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I am, too. It's the most lackluster Rift yet.
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They don't earn BP very well. Victor chasing survivors doesn't generate anything iirc.
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The hatch is a necessary mechanic. The hatch gives the last survivor something to do, a goal they feel they actually have a chance at, and it means they can't hold the killer hostage forever by stealthing around the map.
The problem is that the hatch should be less rewarding for survivors and less punishing for killers. It feels like the hatch is treated like it's even better than escaping through the exit gates, survivors will stop working on gens and play for the hatch, and that's just totally backwards. The hatch is supposed to be a consolation prize for a bad match. It should be that the fewer gens done, the fewer points received for escaping via the hatch; it would require completing all five gens for the hatch to reward the same number of points as an exit gate escape. And like I said, killers shouldn't feel punished by the game's RNG when a survivor escapes through the hatch, because that's what it is, RNG.
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@derppug said:
https://forum.deadbydaylight.com/en/discussion/comment/1806957#Comment_1806957
If I do like ~1hr of AFK killer a day should it be okay?
If you're trying to finish the current Rift? Probably not.
You have 34 levels of the Rift left. Each Rift level takes 10 fragments. A fragment takes 800 XP, so each Rift level is 8000 XP. So, not taking into account any challenges you do, that's 272,000 XP you need to grind. If you get both XP bonuses for first killer/survivor match every day for the next 22 days, that's 13,200 XP. That leaves 258,800 XP to earn via time spent in match.
Anyone know how much XP is generated per minute in a match? How long would it take to earn 258,800 XP?
(If my math is wrong, I apologize and feel free to correct it. Personally, I earn on average about 500 XP per match, probably. So, earning that much XP would take me about 518 matches.)
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Yeah, grinding XP is how I do the Rift. If you can have the game running in the background while you do other stuff, it helps immensely. Just don't AFK 100% of the time, do some bare-minimum interactions at the beginning or end of the match. I'd recommend using a normal killer and not AFK'ing as Wraith, it annoys survivors and is more likely to result in reports if you use a killer they can't at least try to farm chase points off of.
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Killer powers usually don't work with Exposed (Feral Frenzy, Corrupt Purge, Huntress Hatchets, Piggy's Charge Attack, etc.). The Demogorgon's Shred doesn't work with Exposed, and Victor's Pounce is like that on steroids, so I would've been shocked if Victor could take advantage of it.
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That Adam sweater has been in the cosmetics store since Christmas 2018.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1806055#Comment_1806055
You don't need a fancy 300€+ headset to track their sounds while being blinded.My headset is like 20€ and i can still hear them most of the time.
You also don't have to swing at them.Just track their sounds and hit them as soon as you can confirm their position.
Really? I can never seem to hear footsteps, even when I use headphones. Injured sounds go in and out and seem omnidirectional; if I can't see blood I can't track injured survivors.
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I mean,. it's a part of normal gameplay, so it's not toxic, but it's annoying as crap and the killer's not going to thank you for it, ya know. I don't think there's any game in which being stunned or blinded is fun for the person it's happening to.
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The Adam sweater was already in the store, a lot of people had already bought the sweater. And the Christmas sweaters they're giving away this month will be put in the store afterwards, they said that when the advent calendar was announced.
Now, giving away charms through Twitch streamers, that is total BS.
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Nurse used to be a fun challenge (PS4 player here). Used to be. After they added that cool down to her basekit, I just haven't been able to stand trying to play as her. She's quite frustrating and not fun in the least with that cool down.
I wish I'd played Nurse more back before she got nerfed. I never got great with her, but I was having fun trying. I miss that.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1802914#Comment_1802914
That sounds all well and good. However it's all smoke and mirrors. We all know the MM will toss out fairness when survivors are in que for 10 mins.
I don't disagree. And unless the devs do something to incentivize playing whichever side has the longer queue (or better yet make sure both sides are fun to play) there's always going to be a problem.
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@Zaytex said:
Oh, so stopping the whole switch to a killer you've never played before, for easier MMR, then switch to a killer you've played before mid-lobby?
But it doesn't work?
The developers implemented skill-based matchmaking for a very short amount of time, which is when switching killers in the lobby was removed. The skill-based matchmaking was broken and not providing good matches, so it was quickly turned off. The developers continue to work on skill-based matchmaking, but it is not live and we don't know when it will go live. Meanwhile, switching killers in the lobby remains disabled.
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@Zaytex said:
How does switching Killers affect MMR...?
You know how when a rank 1 killer player tries to learn a new killer, and they suck ass and get stomped by red rank survivors? Well, the devs want to fix that by having every killer be looked at individually, so when the player chooses a killer it looks at the player's skill level with that specific killer and matches them up accordingly with survivors. That requires locking the killer the moment it's chosen, otherwise a player could choose a killer they suck with, get low-skill survivors, then switch to a killer they excel with and stomp noobs.
However, this is a future thing. Matchmaking does not yet work like this, so right now killers just get the worst of both worlds with terrible matchmaking and being locked out of changing characters.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1802674#Comment_1802674
Oh believe me I agree with you 100%.
This is why I play to win rather than play for rank these days. Playing for rank, like you said, is a band-aid fix for poor design choices.
The ranking system for Killers should always have remained being based on kills and kills alone.
That's before my time. I've only ever known this stupid emblem system that doesn't even take killers' powers into account. Not that it's good for survivors, either, who often get relegated to one or two roles during a match and so their BP and/or emblems suffer. It's so ridiculous, the game has to be designed so that it's fun for both sides, you can't force players to make it fun for each other.
The game's lack of structure is theoretically part of its charm but it's so bad for the health of the game. A killer can down all four survivors in the first 60 seconds and end the match. Survivors can rush through gens. Or a match could go on for an hour for no good reason.
I get a bit tired of the "you should play the way I want!" nonsense. It's not the players' fault the game is like this, nor is it their responsibility to fix it. Nice to see other people who realize the problem is with DbD itself. The killer vs survivor mentality that's so prevalent blinds a lot of people to where the issues actually lie.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1802580#Comment_1802580
Ash doesn't really look like he's overweight at all
Ash wears a girdle. I think you can actually hear it creak in-game, iirc.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1802644#Comment_1802644
It doesn't matter whether or not the teams are even.
And you do know that if Survivors play super optimally, all gens are gonna be done in about 2 and a half minutes right? It takes 80 seconds to do a gen. In 80 seconds, the game is already halfway over if 3 people are on 3 different gens.
So your problem goes both ways. And I can tell you right now, most survivors do not care about the Killer's fun whatsoever.
@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/1802652#Comment_1802652
How many games out of 100 do you see 3 gens done in 80 seconds?
1 or 2 maybe?
Again, games are meant to be fun for everyone. Thats not going to always happen. But do I need to have nights where maybe 1 game out of 5 is fun? Nah. And again that's on some of these killers that feel like they need their ego placated against a group of solos. Woo. Fun.
Jeez, guys, the game is just poorly designed. The devs realize that one side playing too efficiently ruins the other side's fun, that's why the point system works the way it does. Killers kill too quickly, they get crap for points. Survivors pump out gens and avoid interacting with the killer, they get crap for points.
The point system is a band-aid fix for a problem at the game's core. Playing optimally should provide a fun challenge for the opposing side, but that's rarely the case. So, the game is what it is. What a killer thinks of as fun may or may not suck for survivors, and the killer is not required to cripple themselves just so the opposing side has a good time. Hell, I usually play that way and I still got survivors complaining back when I left messages on.
The devs should design the game so that a killer plays to win, it's fun for survivors. Survivors play to win, it's fun for the killer. Players play to have fun. Players are not entertainers, they don't get paid to make sure others have a good time.
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Jane's a big girl. And when she came out, she was glitchy, her body would sometimes bloat out like mad so that she sort of took up the entire screen while also being kind of invisible, it was weird. Anyway, I imagine that happened because her body type was so different from the other survivors', meaning it's not easy for the devs to program that stuff.
Like I said, Jane's a big girl. (It actually makes it a lot more difficult for her to hide.) Jeff isn't small, either. And Ash would have a big ol' gut but he wears a girdle.
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If the slug isn't crawling around or recovering, they get crows. If I want the killer to find me, I just stay put and soon I'm generating noise notifications like mad
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I think the bug has been around since Dedicated Servers became a thing? Dedicated Servers broke a lot of stuff, much of which they've been unable to fix so far.
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The Twins are practically nothing but bugs right now. The devs knew this before releasing them and have been working on correcting the issues. A hotfix is supposed to be coming in the near future.
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There's no cross-progression between PlayStation and PC. (Nor is there cross-progression between Xbox and PC, either.) It is not something that will necessary be implemented in the future, either. The devs have said they would like to, but so far they have been unable to make it happen with Sony and Microsoft.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1802411#Comment_1802411
Well done.
Yeah I’ll probably never get that one with Huntress either. I don’t like her, and I’m no good with her either.
Yeah, I'm terrible with Huntress. I'm sure it doesn't help that the TV is at an angle from where I can sit and I just cannot get used to where the exact center is, plus after all this time I still aim too low. 100 freaking downs. If I were Zeus I'd be throwing lightning bolts at everyone responsible for this dang achievement's existence, including those behind Sony's stupid policy.
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Congrats, man. I enjoy unlocking the achievements, too. Got all the new ones so far except the pallet-saves one, and I'm working on unlocking Elodie's teachables so that I can put Power Struggle on someone else and maybe actually have a chance to use it. Then, I'll be back to just having the one unreachable achievement: Skilled Huntress.
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I think on console there's a penalty if you DC during the loading screen. I know it happened to friends in the past, so I assume it still works that way.
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Iron Will counters Spirit in general. Stridor counters Iron Will. If Spirit runs Stridor, that counters Iron Will.
It's always been that way.
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Everything right now is bugged. I think even the devs admitted this chapter has more bugs than usual (understatement). Any change that's not listed in the patch notes is a bug. It doesn't need to be listed as a known issue to be a bug, it just needs to not be listed under the actual changes. One of the forum members compiled a list of bugs players have found and it was well, well over 100.
Patch notes: https://forum.deadbydaylight.com/en/kb/articles/270-4-4-0-a-binding-of-kin
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Victor is bugged right now with lockers. You shouldn't go in them because he can pounce on you when you're in there. If you didn't know that, then now you do. It's a bug. Don't go in lockers against Victor for now.
Oh, but also, the devs are going to change it so that Victor can trap survivors in lockers, so I wouldn't go in lockers against Victor later, either.
Edit: Forgot to mention that pouncing on survivors in lockers is hilarious and I'm really going to miss that when it gets fixed.
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@xi0mara said:
https://forum.deadbydaylight.com/en/discussion/211572/blood-points-deduction-for-slug-campers
It would be better if it's deduction. The entity should only accept the dead only when they were sacrificed correctly, and that's by hook.
But there are other ways of killing survivors besides hooks: the pig's RBTs, with a mori, Pyramidhead's quick kill with his power, and the entity claiming them at the end of the EGC. Bleeding out is something that can happen, and the killer doesn't always have control (I've had survivors crawl away so I couldn't find them more times than I've let anyone purposefully bleed out).
The devs don't do deductions from Bloodpoints. Even if they did, the killers who camp slugged survivors and force them to bleed out don't care about BP anyway, and the ones who do care about BP probably aren't letting the survivors bleed out on purpose and would be getting punished for something beyond their control.
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Hanging flickering lights. Nailed body parts. Creepy paintings. Weird ritualistic symbols painted in blood on the floor. Hands reaching through holes in the walls. Disturbing polaroids. A wall of crazy. Strings of holiday lights.
I'd pimp that baby out.
Edit: Oooh, and individual "Missing" posters for the survivors. That could be fun, too.
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Okay, so the survivors body blocked you more than once from getting the hook, and then when you did the smart thing and used their predictable behavior against them they complained? It sounds like they wanted you to keep doing the same thing over and over, failing repeatedly, and when you didn't stick to their script they got mad.
Don't feel bad. They blocked you from being able to hook more than once, they basically forced your hand.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1795978#Comment_1795978
OH GOD PLEASE TELL ME ITS A BUG
PLEASE PLEASE PLEASE
Any change you come across that isn't listed in the patch notes is a bug. There are a lot more than usual in this last chapter update. People have been compiling a list of bugs (link at the end), and on the list is:
"Killer now hears survivor pov chase music, for those who have original chase music." So it seems any killers with their own chase music are hearing the survivor POV chase music.
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Some of the chase music is bugged. You sure this is a change and not a bug?
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The devs said Freddy's kill rate is too high so they're going to rework him. Whatever any of us think, the devs have decided he's too strong, and that being the case they're definitely not going to use how he currently is as a reference for future killer reworks.
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I get that with Sprint Burst, too, sometimes. (PS4 Pro)
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These three are the only changes I see listed on the Patch Notes (Ghost Face change, Sabo change, and all are worth at least 30k)
https://forum.deadbydaylight.com/en/kb/articles/270-4-4-0-a-binding-of-kin
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@TheButcher said:
Wanna know what would make it look better? If it was in the trash. Where it belongs.
#RemoveHatch
Before they take away the hatch, I want a way to end the match as killer for when I don't feel like looking for the last immersed survivor, and there have been games where I afk'ed and still 30 minutes later nothing had changed.
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I mean, like many things right now it's bugged. Listed under "Known Issues":
- "Power Struggle: The perk cannot be used immediately if the wiggle threshold was reached before wiggling
https://forum.deadbydaylight.com/en/kb/articles/270-4-4-0-a-binding-of-kin
So, it seems that it wasn't nerfed; it's just bugged. You really can't judge much of anything that came out with this chapter because so much of it is bugged.
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@Canas said:
Hey, if you were playing a killer who's known for being awfully weak and bugged you would get angry, too.
Yeah, playing the Twins can be frustrating. Victor got stuck in the map for a large portion of one match, and because the survivors had been annoying (spamming noise notifications to go to them but not coming over and kicking Victor to help me out), I pounced on one in the exit gate who waited until the very last second to leave. It was a bit mean of me. Hilarious, but mean.
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The entity blocker is supposed to remain up for a few seconds after downing the survivor with Victor on their back, thus giving Charlotte enough time to pick the survivor up. Like many things, it's either bugged or hasn't been added yet; it's been said it'll go live with the next hotfix.
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Awesome screen cap. Unfortunately, even Team Ninja hasn't gotten long hair just right yet in the DOAX games. If BHVR tried to do it, it'd just be constantly clipping through everything. Hair is really difficult, and BHVR still struggles a lot with short hair.
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I mean, it's RNG. RNG isn't necessarily fair or unfair. The hatch is a necessary mechanic because otherwise the last survivor would just stealth around the map holding the game hostage forever, and those situations suck. I don't want to be held hostage, please just leave.
I've said this elsewhere and I'll repeat it here: I think the hatch is too generous. The fewer gens that were completed, the fewer points it should reward. If all five gens were completed, then it would reward as much as escaping through the exit gate. For some reason the hatch is treated like "super escape!" like it's better than leaving through the exit gates, and that's bad for the health of the game. Some survivors basically play for the hatch, being nearly useless and waiting for teammates to die and that's partly on the game for making the hatch seem like a win when it's supposed to be a consolation prize. Pay out fewer points and make a new end screen that's neither "Escaped" nor "Sacrificed" but some sort of in between. Maybe instead of running back to the campfire the survivor is on the ground like they're in the dying state beat up and bloody dragging themselves to the campfire. Who said the hatch had to be pleasant? It could be a twenty-mile-long tunnel full of thorns, you don't know.
Also, punish killers less for hatch escapes. If hatch escapes didn't punish killers so much in both in BP and emblem points then it wouldn't feel so unfair.
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It's a survivor charm.