Tsulan
Tsulan
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- Username
- Tsulan
- Joined
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Comments
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We need a "favorites" list. Searching on 6 pages for the right perk, only to select M&A instead of Lightborn, because in the heat of battle, the icons looked to much alike.
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Well, the map is certainly fun for survivors. Which means, that there are 2 things that will happen:
- the map will stay like it is.
- other maps will get as many pallets as Gideon.
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Darkest Moonlight offering + Ninja Claudettes. Those were the dark times.
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Why does every NOED complaint sound, like the moment all gens are completed, all survivors drop instantly dead to the ground?
If NOED manages to down your whole team, then you played poorly by being all together. Instead of spreading and going to different gates. If you see that the killer downs one with NOED, then either go find it or go to the other gate.
Oh and before i forget: Do Bones! You can prevent NOED from even spawning, if you do something else than gens.
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2007536#Comment_2007536
Tsulan's 'narrative' cliche counter: 283
The counter stands at 1, but sure.
Anyway, i´ve seen several matches where the killer couldn´t pick up or hook a downed survivor, because he froze in animation while the survivors ping spiked to 600+. This only happend during those 2 actions. Never when the killer was chasing.
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@Warcrafter4 said:
Ok are we going to ignore the survivors whose lag can become so terrible that they can literally become unhookable/undroppable after being picked up?
Yes, they're ignoring that. As it doesn't fit with the "killers bad" narrative.
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Killers used Undying Ruin to slowdown gens by spreading the damage, forcing survivors off the gens and pressure them. This only worked when killers didn't camp and tunnel.
Unfortunately survivors didn't like that playstyle and wanted Undying nerfed.
Now that Undying is gone, killers have no real way to slowdown gens. So they resort to camping and tunneling. As those things also pressure survivors.
Honestly, what did survivors expect would happen? You were to lazy to do bones and only wanted to focus on your primary objective. Well, surprise, killers now do the same.
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It's not just killers.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/2006323#Comment_2006323
How? I thought everyone would get sent back to rank 20 at each reset, where the Emblem requirements for a double pip would be easier. Yeah I wouldn't be matched with complete noobs, but it's better than having to get four Iridescents against red rank Survivors with a Killer I don't play as.
Did it occur to you, that they also rework the emblem system? The current system isn´t exactly designed to get to rank 1 each month. So it might not be what you expect. The killer achievements have been made increasingly harder over the years.
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@SnakeSound222 said:
Yep, so I can go back to rank 20 and get Adept Killer trophies.
That wouldn´t actually work with the mmr. So better hurry, before they turn it on.
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The game is constantly pushing killers into a corner. With not much room left for gen defense. So what you experienced might be bad luck. But also the future of what awaits all of us.
Fun times!
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@Toblerone007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2006183#Comment_2006183
That's what I think will happen too. I think round 2 mmr will have better parameters as to what makes a skillful player. Hopefully.
Finding a perfect match will take a long time. So in order to get a quick match, i wouldn´t expect to much of it.
Especially since the current rank system doesn´t differenciate the playstyles of each killer.
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Well, after the reveal of Fast Track, i wouldn´t be surprised if they nerf gen speed. 80 seconds seems to much. Maybe they aim for a round 60 seconds or something like that.
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People expect to much. The MMR will gradually widen its seach parameters, when it doesn´t find a match (pun intended). So after a certain time, it will still match rank 1 survivors with rank 17 killers. But at least we won´t know how terrible the match was, because there will be no more ranks.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004828#Comment_2004828
Devour. By the time they realize the danger it's too late. That's not even accounting for the fact they still need to break Ruin twice if you run it. Honestly people are so dramatic, but Ruin/Undying is still strong.
Haunted Grounds does a better job at protecting Devour. Why? Because first of all, it doesn´t alert survivors on every dull totem, that there is a hex perk active (Undying does that) and second, it gives at least the exposed status.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004799#Comment_2004799
It's not trash. They weakened It's only use and add other uses to it.
Like what? You get more uses out of it, when you take Haunted Grounds instead.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004799#Comment_2004799
DS is getting nerfed though so we’re even
Not really.
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Undying is trash now and you won't see it anymore.
So be happy about the nerf and the long queues.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2002702#Comment_2002702
Are you even being serious? LOL
I just can't take this comment serious at all. First, you act as if every single match is a gen-rush experience, which is completely wrong. Second, yes there are slow down perks worth taking Corrupt being one of them. If you are a good killer (emphasis on the IF) You will get 1-2 downs before Corrupt depletes.
I have seen BAD killers bring Ruin/Corrupt/Undying, and because they lack skill during chases, these perks do nothing for them. You can't pigeonhole one scenario for everyone. There are killers out there who don't even run slow down perks at all and are doing just fine in high ranks.
I'm not sure in which ranks you play, but I can guarantee you, gens aren't the issue with many of the killers who complain about gen speeds. There is a big skill gap they don't want to bother discussing, because it is much easier to blame it on gens. That is a fact.
I play red (and purple due to the bug) ranks solo survivor. Playing against red rank killers.
Since 4.5.0 dropped, most of my matches consisted of 3 and 4 man escapes. Killers getting 3 or 4 hooks by the time the 4th gen was completed.
Only exceptions were matches were a survivor disconnected or rage quit.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2002744#Comment_2002744
I like oppression but coup de grace didn’t need a nerf in the slightest. Hoarder is okay with Franklin’s though
They should have kept the reduced rarity on chests that hoarder had before.
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@wraith_nea said:
https://forum.deadbydaylight.com/en/discussion/comment/2002714#Comment_2002714
My god. So now they legit just hide when their hooked teamates tells them Im coming for pop and and they completely nullified pop with 1 great skill check?
swf mains have no idea how much it sucks as killer.
Yes and stake out turns a normal skill check into a great one.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2002718#Comment_2002718
It’s already a worse bamboozle so nobody is going to use it on the killers that need it ( billy ,bubba)
Being worse doesn't mean they won't nerf it. Just look at the twins perks.
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@Phasmamain said:
If crowd control has no cooldown why should blood favour?
Don't give them ideas...
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Let's see. Ruin was nerfed hard. Then the devs introduced Undying to give killers a chance that spread a lot of damage. Survivors complained, Undying was nerfed hard aaaand nothing stops gens anymore.
But don't worry. The devs heard us and gave survivors Fast Track. That combos great with Stake out. So even a 3 gen strat is useless now.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2002608#Comment_2002608
Yeah, that perk will totally be used every match because it’s so strong. And let’s disregard every anti-gen speed perk then?
also that new mechanic that started as an early-game collapse is still to be revealed.
There's not a single gen slowdown perk that's worth running. Not even taking 4 slowdown perks will counter the current gen rush meta.
The new perk combos well with stake out. Giving 20% progress on a single skill check. Now think 3 survivors using it on the same gen.
Making 3 gen strats useless.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2002596#Comment_2002596
Actually they are listening to feedback of killer players and work on balancing.. just see DS change as a recent example. And they are working on changes to the key. And better matchmaking including killer specific hidden rank...
but if you don’t have fun playing the game at all as the killer role... maybe the game isn’t suited for you..
Yeah they totally hear killers that complain about gen speed.
By introducing a survivor perk that helps doing gens even faster...
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It's actually sad that instead of solving the issues killers have. They get told to play something else.
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@dnj510 said:
Is so rude. I wait nearly 10 minutes to find a lobby and I get taken out of the match in 3. Very balanced.
Any tips to counter-play? If Myers is bent on getting you out of the match, he will.
So just to get this right. You complain about 10 minute survivor queues and want to nerf a killer addon that usually costs the killer the match, because it requires so much.
Have you thought about asking for killer buffs instead?
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But why? I thought doing gens was survivors only objective.
Now they can focus about it and get a 3 man escape with 11k points.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2001259#Comment_2001259
Ah yes, just equip a perk.
That will fix the problem.
I also like going out of my way hunting totems whilst I have a chance to run into the killer + see my teammates doing the same while we run around like headless chickens trying to figure out where the darn totems are for 5 minutes.
Before the Undying nerf I played a match where I equipped Detective's Hunch and cleansed all 5 totems in less than 2 minutes. All alone, because my teammates were memeing around. Wasn't really hard.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2001252#Comment_2001252
Dude... Bamboozle can only block ONE window at a time. Its cooldoqn is the length of time it's active. Crowd control can theoretically block every vault on a map at once (would take some serious coordination and map rng but technically possible)
Oh cool, the killer can chase survivors through 4 windows at the same time?!
Just because it is possible to block 4 windows at the same time, doesn't mean that it's something you'll ever see.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2001265#Comment_2001265
That's actually very difficult to do. Reeling is really fast so unless you have something to anchor the reeled survivor and proper timing, it usually doesn't work. Survivors that pull it off imo deserve to get away for those few seconds before I reload and shoot again.
It's hard to describe and I'm not even sure if it's not an exploit. Since just standing in the chain doesn't impede the reeling in like what happened to me.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2001265#Comment_2001265
so...every shot you get, someone's just there to bodyblock the chain?
someone is just hanging around when you're chasing someone for the entire game?
- They're not doing gens
- Walk forward and hit the bodyblocker
you get free hits, and apparently, someone hanging around you the entire game. that's like a free pig trap!
my guy, even if this was an actual issue, you're not getting sweaty swfs every other game. I've played a lot of Slinger, and I've had someone attempt this maybe once or twice.
Lucky you! I got it at least in 50% of my matches, that I injured 1 survivor and the others positioned themselves in a way, where I couldn't reel in and also couldn't hit. So just 1 survivor injured. The hooked one.
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One survivor stands in away that you can't reel the other survivor in.
Funny I guess.
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@Pilot said:
Imagine having:
- Old ruin
- Old Undying
- New upcoming hex that blocks windows.
Yeah, I also like playing survivor against this...
What's the problem? Equip a anti totem perk or search for a lit totem to deactivate it. If 4 survivors search, then they'll find those totems pretty fast.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2001201#Comment_2001201
it does have a cool down (unlike crowd control). only one vault can be blocked and each vault can be blocked for 8/12/16. crowd control has no such limits.
most of the perks I listed have conditional activation criteria which if the killer doesn't play a certain way or use certain builds mean those are wasted perk slots
What's the cooldown? Bamboozle blocks for 16 seconds. Crowd Control for 14 seconds.
Neither has a cooldown.
So neither of the survivor perks you mentioned is high risk. Since they can't be deactivated.
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This is the reason why I stopped playing Mendslinger. His power gets completely nullified by SWF.
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@poomanchu said:
Hex Perks are basically useless. A waste of a perk slot. Any value from these totems will usually only be gained in 1 or every 10 matches. Today I tried playing around with Hex Third Seal, just goofing off with off brand builds. 4 games played, 4 games that totem was cleaned in less than 40 seconds. What’s the point at all with Hex Totems? Just get rid of them.
Hex spawns were shadow nerfed before the Undying nerf. Totems now spawn out in the open. Next to gens and in plain sight.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2001157#Comment_2001157
the difference is bamboozle has a cool down. crowd control does not. Old undying would make it so loops wouldn't work and survivors outside of SWF would have been destroyed.
it's the same as old balanced landing. that needed to be changed for the betterment of the game. rather than changing one map and having to factor its interactions with every possible future map, it was easier to change one perk.
Bonus question: Survivor high risk high reward perk: DH, Deliverance, Soul guard, Secondwind, DS, etc
What are you talking about? Bamboozle has no cooldown. It never had.
Where is the high risk part of the perks you mentioned? The part where killers permanently deactivate the perk?
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@Mineguy said:
So survivors should bring every game these perks and items? That's not a real counterplay. Also they don't nerf a Perk because it's funny, they do it to balance the game a little bit. I'm happy I don't have to go against undying and ruin every round.
I haven't seen Undying ruin since 4.5.1
Have you? It's like Undying vanished.
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@Aven_Fallen said:
Undying would have been nerfed when Crowd Control would have been released. This Perk is totally worth being a Hex and having it up all game would really be too much.
Why? It's just a hex bamboozle where they switched the role of the person that needs to go through the window.
Hex perks are supposed to be high risk, high reward perks. Where are survivor perks that are high risk, high reward?
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@Rullisi said:
https://forum.deadbydaylight.com/en/discussion/comment/2000109#Comment_2000109
Maybe. I'd like bhvr to add something more to encourage people to not camp or tunnel people.
You mean like BBQ?
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That dedicated servers would stop the complaints about lag switching killers. Now they call them VPN killers.
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Such a low speed would indicate that the killer doesn´t run in circles. People would complain about the killers power (whatever it is) if they can´t run in circles.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2000251#Comment_2000251
I think it will have enough data to know the difference between 4 kills and 12 hooks...
You sure? The pip system can´t even determine that a Trapper gets his downs differently than a Legion. Giving the Trapper less emblem points when he traps survivors, while giving Legion tons of points, because he keeps injuring a lot of survivors.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2000232#Comment_2000232
I think any other ranking system that they put some work into will be better than this one. This ranking system will put a yellow rank against a red rank. Not many other games would match people of multiple colors away. Even if MMR isn't perfect I believe it will at least put people of somewhat close skill levels together.
But there is no way to determine the skill level.
Just look at the freshly implemented "hook" counter for killers. Which counts hook stages instead of actual hooks.
If the MMR takes this information, it will assume that someone who got just 4 hooks during the whole game, but all of them were death hooks for one reason or another, that those count as a perfect 12 hook match and therefore the killer should be matched with higher skill survivors.
Meanwhile, someone who got 8 hooks, but no kill, will be matched with lower skill survivors.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2000153#Comment_2000153
Because back then, SWF did not exist. Now that it did, solo needs to be buffed so that it can be on par with SWF. Only then will the game be balanced. If you're still complaining, just remember that if a totem counter is added in any form, we might be able to get old undying back because it'll be more balanced for solo
Good point, the devs keep balancing around solo low ranks while promoting SWF at every corner. Shouldn´t the devs balance around SWF? I mean, we have official discord channels that help to find other players.
Oh and forget about Undying. Devs won´t reverse the changes. They never do. Maybe we´ll see a rework of the perk in 2 years. But most of the times the devs nuke a good killer perk it stays weak forever. Take Enduring for example. It used to reduce the stun timer of everything. Even DS. Now it only reduced the stun timer of pallets, while we have more perks that are used to stun the killer. Or Fire Up. It was so weak at its launch, that people thought its bugged. Turns out it works at intended and hasn´t seen a buff since release.
So no, Undying is dead and will stay dead. Doesn´t matter if the devs implement a totem counter or if the totems get a bright lightbeam that indicates that there is a totem. Survivors are allergic to doing them and will only do them if forced to. Nothing will change that. Undying was a test to see if survivors would do totems if forced aaaaand nope.
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@gendoss said:
Well hopefully MMR will fix this issue. Things like this happens when a rank 16 gets matched with purple and red ranks.
If you really think the MMR will fix this issue, then you´re going to have a bad time. There are to many variables to make a accurate guess whats the skill level of someone. If it works even in the slightest way how the past or current pip system works. Then it will fail and it will fail hard.
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It should actually be a real timer. Would be great to see how much time you have left.
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@gendoss said:
Judging by how literally everybody wants future changes like nerfs, buffs, new perks, new killers, etc. I highly doubt that many people will want to go back to a "classic" dbd. Why would anybody want to go back to old DS or old ruin?
I prefered old DS and Ruin.