Tsulan
Tsulan
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/2240654#Comment_2240654
Only if the killer makes a lot of mistaker or it's cowshed 1 vs 1 where you are allowed to waste every pallet.
But even there most survivors lasted not longer than 1-2 minutes against Otzdarva.
So, would you say otz makes a lot of mistakes?
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/2240505#Comment_2240505
First 3. Last one is garbage.
I wonder how I even manage to 3 or 4 k 90% of my matches. Regarding the statements here it must be impossible to play killer nowadays. Poor Otzdarva, TrueTalent, Dowsey, Hexy, Umbra, OhTofu, Zubat, Monto...
Ironic how the very streamers you mentioned posted a video on how easy it is to loop a killer for 4 minutes...
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Because we can't have killers using their power, obviously.
Noticed how using the killers power also impacts negatively on the emblems?
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The devs actually tested your suggestion years ago. Survivors abused it by looping the killer around the hook.
In other words, survivors played themselves. Congratulations
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2240482#Comment_2240482
Yeah most times hex totems were spawning really so bad locations, same maps had good spawn locations only. And now they will fix all problems with this perk. One perk will counter all hex perks, seem so fair, is not it?
Fair for survivors. I wouldn´t expect many hex perk builds after the release of the new DLC.
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/2240196#Comment_2240196
Gen slowdown perks are very strong. Almost every good killer use some of them depending on their builds.
Gradually I can see the problem: People here complain about gen speed but don't actually use slow down perks but rather prefer meme builds or trash perks like thanatophobia or dying light.
Which ones are very strong?
- the one that regresses the gen at half the speed a single survivor would take to repair?
- the one that regresses 20 seconds of gen progress (if a single survivor repairs the gen, 11 seconds if its 2 survivors)?
- the one that blocks the gens that are furthes away from the killer and sometimes prevents survivors from 3 genning themselves?
- the one that increases the gen repair time the more survivors are injured, changing the repair time from 80 seconds to 96 seconds, when a single survivor repairs it?
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2240421#Comment_2240421
That perk will be meta. BHVR wanted kill hex totems and they find way.
And they sure killed them for good. Starting from the spawn points next to gens, next to survivor spawn points or on the top of a hill.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2240413#Comment_2240413
Some sort of change to the gameplay is really needed.
I never played F13 but I heard a bit about it. Having different objectives that could be done sounded nifty. Every single DbD map comes down to the same thing: there are gens, find them and sit on them. You're in a junk yard? Fix gens. You're in a school? Fix gens. You're in a secret lab, a police station, the Old West? Fix gens. And that's it. It's not even like, "Fix gens and light the candles on the Yamaoka shrines." It's just fix gens.
In some ways it feels like DbD's gameplay is a placeholder that never got built on. Gens with no other objectives. Hooks and one mori, no other kill animations, no environmental kills. Survivors can hide... in lockers, but nowhere else. There are no map hazards.
Sorry, I'm veering off topic. Gen times are bad and need fixing. A while back the devs mentioned an early game slowdown, but I don't know whether that's still in the works or totally scrapped. My guess would be they don't know how to balance an early game slowdown so they're not disproportionately buffing killers who can already dominate without it.
They said that they turned the early game slowdown into something else. Nobody knows what that could mean. Apparently the gen speed is no issue for them.
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2234770#Comment_2234770
Classic point to evidence and say it's there but you actual have no way to prove it exists.
What should i actually bring up as proof? A screenshot of the searchbar?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2240241#Comment_2240241
^ This.
I personally don't run gen slow-down perks. I don't wanna, they're boring. I'd rather run a fun meme-y build, even if it means I have to cycle through matches before finally getting a chance to really use it. If survivors wanna come in, rush through gens, and leave without making hardly any points, that's fine, I'll get into another match almost instantly.
Gens are a bad mechanic in general. Sitting in one spot holding M1 for over a minute is not thrilling gameplay. This is generally accepted as true, which is why no one wants longer gen times, but the things can be completed so damn fast. I don't think there's a happy medium here because games are supposed to be fun but gens are so [BAD WORD]ing boring.
The often proposed solution would be additional objectives like gas cans, fixing cables or finding gen parts.
Which is more interesting than holding m1 for ages.
But the devs don't seem to consider those changes. Which brings us back to the statement that survivors get balanced around low skill gameplay, while killers get balanced around high skill gameplay.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2240298#Comment_2240298
Current moris are toxic. But not to survivors lol. Imagine using ultra rare offering to have longer killing animation on someone whos dead on hook anyway. And the fact bloodweb often forces you to buy them is really toxic indeed.
I wonder what they will come up with, to make them non toxic.
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I'm surprised that you didn't encounter this earlier. Like much earlier. We had rank 17 killers getting matched against rank 1 survivors.
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I'm not using moris anymore. Because they are useless. Like seriously, who spends a third of his bloodpoint income for killing someone on death hook?!
Also the devs apparently think they're toxic. So that's another reason to not use them.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2240196#Comment_2240196
Yeah, I'd rather have 4 fun perks instead of 4 gen defence/info perks, but here we are.
Then don't use them. The devs just look at the stats, see that everyone uses them, think they did a pretty good job and won't change anything in that regard.
It's one of the reasons I stopped using NOED. Devs see 2 or 3 kills and think everything is fine, while the killer just got 4 or 5 hooks during the whole match.
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The loading screen should actually explain all the different status effects instead of telling the killer that he should search survivors near gens or something useless like that.
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@Sweet_Potato said:
https://forum.deadbydaylight.com/en/discussion/comment/2240001#Comment_2240001
Strange. If I dont want to get gen rushed I put on perks like ruin, corrupt, undying or pop. Not thana or dying light.
Maybe thats the reason why you complain about genspeed. Because the perks I named work literally on every killer and are also the perks I always care about playing survivor.
Thana and Dying light are mediocre perks and dont bother me at all.
The so called gen slowdown perks are all trash. Not a single one is great, but killers use them, because they desperately want to slowdown gens.
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This is something that I didn't understand during the new player experience part of the anniversary stream. They said they wanted to make the game more accessible with the new tutorials, etc.
But totally ignore the abysmal grind.
Who buys a game, sees 19 dlcs, and thinks: "oh great, I'll have to grind for 2000 hours to unlock viable builds".
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@Wrathclaw88 said:
- The 2nd Team - i wrote about earlier with 2:08 on Glenvale was playing against Twins here btw. - So its not only the Trapper. We had ~ 15 Matches where we tryed to get that time. And not only the Trapper was helpless - we met Ghostfaces - Freddy (which killed us because of our fault) Huntresses and Ghosts.
What we clearly saw, was that Killers that have possibilitys to travel fast between the Gens had a little more of a chance.
Please feel free to comment whats on your mind. We find your thoughts very interesting :)
Post more videos, please.
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I´m honestly surprised that they haven´t mentioned anything about the grind during the new player experience talk, in the anniversary stream.
Can´t imagine anyone thinking: "oh great, i´ll just have to play 2000+ hours to get everything!"
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/254354/there-is-no-gen-rush
Even on the rare occurrence a team gets the gens done amazingly fast which is usually when I use a level 15 killer with no slowdown 2-3 still die in endgame. Killer has got way to easy of late and these threads are hilarious.
Do you stream? I'd love to see that.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2237583#Comment_2237583
yeah but that is also not the point, its more ot show the actual definition of genrushing.
Gen rushing has many faces. All survivors injured and doing gens instead of healing, for example.
It's just the most efficient way to end the match as survivor.
Scott Jund also did a video about how killers are forced to take gen slowdown perks, since playing without them is significantly harder and borderline impossible.
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@PsyQuil77 said:
1.) As a killer, why would you slug for a 4k less than 3 min into a match?
2.) As a survivor, what do you do when a killer does this?
Just had a SM Meyers do this in a match, 1 died on 2nd hook, the rest on first hook.
been seeing this behavior a lot in killers recently and wanted some insight.
I'd assume that it's for the same reason survivors bring keys + hatch offering and gen rush.
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Only if escaping is a requirement for piping.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2237838#Comment_2237838
You´re lucky then, in most of my games my teammates have serious gen-allergies, but think flashlights give them the power to command other players around.
Oh sometimes I also get a unlucky day and constantly get teammates that hide from their own shadow, are afk, rage quit on the first hook or want to get the killers attention by fast vaulting near the gen I'm doing.
But I'm confident that these issues get solved by the new mmr.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2237583#Comment_2237583
Well, how often does it happen to you if you play vs a solo team, and not a swf?
It happens quite often that when I play solo survivor, 2 or 3 gens get done by the time the killer gets his first hook.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2237583#Comment_2237583
Its kinda hard not to feel for killers,genrush is a real thing,the next chapter and update just gonna add more ways for survivors to counter killers and we still see no changes regarding the game speed.
Here's hoping boon totems are something else survivors have to do before they're able to escape,and the keys that haven't been nerfed yet.
The way boon totems sounded during the stream, they probably give survivors some kind of bonus like faster healing, repairing or something like that.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2237628#Comment_2237628
Hello again dad.
I don't see how a basekit totem counter would buff swf, when they can already tell the other people in their squad "Shack totem cleansed"/"I did one by the Jungle Gym at Main Building"/"One's done by the water tower"/"Killer is chasing me through an L-T wall near the middle, there's a hex here" etc.
I don't see how giving aura reading (again with reworked blindness) would buff SWFs when they can just say where they are.
Also, in-built voice chat is really anti-accessibility. Some people are mute, or voluntarily mute, some don't have mics (like me for the first 2 years playing this game), not everyone speaks the same language (and I know I don't wanna be the one solo in a squad of 3 Italians, for example- nothing against Italians I just don't speak your language), etc. After taking several steps to improve accessibility, like changing struggle and colourblind settings and the new wiggle changes we might see, it'd be a massive step backwards.
Back when I started playing the game (3000 years ago). Survivors had to pay attention to the game. We had no indicators of perks affecting us. We didn't knew if we were exposed, etc.
Now we even see when passives affect us. Undying in the match and close to a totem? Let's get a notification.
I honestly think there is to much information in that regard and all the tools help SWF so they don't have to keep track and can focus on important stuff like spamming CTRL.
Language barriers could be overcome by having a language filter during matchmaking.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2237623#Comment_2237623
Hmm, interesting that you knew what people are going to judge that video on. Perhaps bring better points to the table instead of standing across the room watching who walks in like you do in most threads you comment on.
I never said gen-rush is non-existant. I said it is the result of a killer doing poorly and poor RNG on their side (based on a map like Ormond) where most traps would be easily seen.
Perhaps next time put your energy into understanding what it is being said and discussed rather than trying to create a “gotcha” moment.
Oh I got the situation right.
You see, Nurse has an abysmal low kill rate. But the devs don't want to buff her, because you have a chance of getting matched against a tournament level god nurse, once in a thousand matches.
Yet, when killers repeatedly complain about the speed at which gens get completed. People claim that it's the killers fault, for not applying pressure, or not having 2+ gen slowdown perks equipped, or that it's an isolated case since no one plays like that, etc.
Apparently it's important to balance killers around high skill playstyles and survivors around low skill playstyles.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2237558#Comment_2237558
I agree to an extent.
However we need to make solos and all SWFs less than 4man up to the standards of 4man SWFs so that killers can be balanced around an even playing field.
A totem counter is one way of doing this, though also having a noise notification would work too. Because right now a coordinated 4man gets the effects of aftercare, alert, bond, empathy, kindred, parts of object and small game, without needing to use a perk. Solos have to use these perks, alongside about 13 other ones, just to get the same information that a 4man has base kit.
You know why nobody cleanses totems in solo? Because it's a waste of time. The initial 14 seconds is not, no, however every other survivor who searches for totems will waste time if they search in that area. But they don't know if the totem in that area has been found and cleansed or not unless they use Detective's while a 4man would just say "Oh hey I cleansed Shack totem".
So give an indication for totems, either in the form of a counter or a notification or something, at base kit. Why? Because solos shouldn't have to use perks, items, or add-ons to get the same information SWF get for free. And once they have this information, killers and their mechanics can be buffed accordingly, such as Blindness receiving a total overhaul and totem spawns being superbuffed.
Hello son, the information overload is the wrong direction. Because it also buffs SWF.
A better approach would be to give the game inbuilt voice chat and balance around it.
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Aaaand we got the first one.
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In before someone claims (again) that this is a real rare thing and not a normal match.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2237555#Comment_2237555
"Just". A nice word indicating one's lack of empathy for the other side.
I agree Killers need to know how much wiggle progress Survivors have btw.
Maybe it's a language thing, but I don't lack empathy for the other side. That's why I asked the wiggle progress thing. Oh and I play more survivor than killer.
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I give you a better question:
Why can't killers see the wiggle progress bar? It's directly bound to the killers objective and several perks affect the progress.
Yet there is no visual indication on how much progress the survivor has left, before he breaks free.
Just be grateful that survivors get priority when it's about information related stuff and take small game if you want to know the exact amount.
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BBQ was introduced because survivors had abysmal long queues shortly after the release of David King with WGLF. Most killer mains switched to survivor, because they suddenly could get way more points as hook bombing survivor (WGLF gave a 200% bloodpoint bonus back then)
In order to also reduce camping (since hook bombing gave so much points, the killers could just stay there), they gave the hooking requirements/aura reading.
Please login to the correct account next time. This is disturbing.
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@tomas11403 said:
https://forum.deadbydaylight.com/en/discussion/comment/2234776#Comment_2234776
:( Good Billy' still exist, we're just an endangered species.
More an extinct species :P
Billy didn´t deserve his nerf.
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@Aven_Fallen said:
Yes, Gen Speeds are fine. Maybe you should not use 4 Slowdown-Perks, but Perks which help you to down and find Survivors quicker. You know, to apply pressure.
Like... Undying Ruin?
Oh wait... survivors didn't like it...
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2234362#Comment_2234362
Oppressive but you'd still have a chance. A master Hillbilly or Huntress you'll have a chance to make good counterplay against. But not a master Spirit. A master Spirit is unstoppable.
Master Hillbilly?! Those times are gone. There are no great Billy's around anymore. Same will happen when they nerf Spirit.
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2232579#Comment_2232579
I doubt it people have been complaining about camping since the inception of this game.
Just look for yourself. Use the search bar.
We got tons of nerf Undying threads in December and not a single camping thread.
But now in may we suddenly have a surge of camping threads.
A killer who used Undying Ruin wasn't camping. That's a fact.
Survivors brought this onto themselves.
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2232326#Comment_2232326
Fixing gen speed won't change how camping and tunneling is still the optimal move. It just is now a previously tunneling brown rank survivor won't feel the need to tunnel until he gets to green rank.
When Undying was released and Undying Ruin was meta, there wasn´t a single thread about camping killers. Instead we had tons of threads that complained about killers being gifted wins by the perk combo, that survivors shouldn´t be forced to do totems or change their loadout.
Now that Undying is useless, we got the camping killer threads back. Which isn´t exactly a surprise. Because when survivors were asked, what they prefer, doing totems or camping killers. They said they prefer the later one, because they already had the perks to deal with the situation.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232540#Comment_2232540
again, non of that is interesting in any way shape or form, its exactly the same as anyone being AFK, or anyone being a complete baby or someone just following the killer around clicking their flashlight the entire time, whatever, its a non match, all party members should play "normally" but that is sadly becoming so rare.
Im sure you can agree with me on that, actual good matches, matches where the outcome does not really matter because it was fair, tense and fun, how often does that really happen in this game? 1 in 20 matches maybe?
You also have to understand the killer. Is getting camped fun? No, but neither is losing 3 gens in the first chase.
I guarantee you, that the killer would prefer a nice chase, more points, etc. Instead of feeling cornered by the speed at which gens get done.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232515#Comment_2232515
Ermm there is no playing against a camping killer, camping is just a non game, might as well watch streamers to see how they play against an AFK player, just as interesting.
Camping is not playing the game, its a non match, it should not exist but bad killers will resort to it still.
No? You sure about that?
How about unhooking someone with BT?
Or do you instantly suicide on the hook?
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2232515#Comment_2232515
It takes multiple survivors to beat a camping killer if the killer knows how to do it the "right" way
Luckily there are usually 4 survivors per match. Play as a team. Even when you play solo.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/2232326#Comment_2232326
That's not a good argument though I've had plenty of them camp or tunnel while having no gens done and commit to it.
As said above. Killer might have had 10 bad matches before he started camping on the get go.
Survivors gen rush and BM at the exit gate. Thinking that's fun. But they forget, that the killer is also a human being. Who will feel frustrated and maybe take out that frustration on the first survivor he sees next match.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232477#Comment_2232477
you have to explain that last sentence to me.
You said that I should watch Otz, when I start camping as killer.
Implying that killers just need to get better.
This goes both ways. If you can't play against camping killers, watch a streamer who can.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232326#Comment_2232326
Part of it is gen speed yes, but part of as well is that people just give up when nothing really happened, a hook is pressure, now use that, that is what the game is about.
If you start camping because of that then you will never get better and you might as well not play killer as well, watch some Otz gameplay I guess.
Oh I'm talking about the solo survivor perspective here.
Likewise I could say the say the same, if you have a problem with camping killers...
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/2232326#Comment_2232326
I just don't understand when they hard tunnel someone at 5 or 4 gens remaining, why ruin the game for others like that?
Because they didn't camp and tunnel hard in the previous 10 matches and lost them all.
Showing mercy usually costs a killer the match.
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You can't ask killers to put effort into learning a new killer, when survivors completely refused to do totems, back when Undying was still useful.
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I mean, we could bind piping to escaping. So if you don't escape, you won't pip. No matter what. Would that make you happy?
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Camping and tunneling are side effects of the current gen speeds.
When killers don't feel cornered because they lost 2 or 3 gens in a single chase, then they won't camp and tunnel.
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Oh, so someone who didn't spend 2000 hours on mastering a killer deserves to get bullied?
Someone who learns a new killer deserves to get bullied?
Do survivors really only want to face god Nurses and Spirits 24/7?