Tsulan
Tsulan
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- Tsulan
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3273310#Comment_3273310
Tbh, with the way I play him, I find it really exhausting... After each match I just want to smoke a cigarette to collect my "braincells" together. xD
Yes, they do see it, but literally can place it ahead of them to create a scenario of 2 ways only: Keep holding farward and go through the guard, and try to avoid the radius but the Knight might already going right at you (pushing you to the radius). I've had a lot of these situations through the matches already.
Yes he's not insanely strong, you have to have a gen regression perks (probably meta ones), and addons on radius and haunt time.
I don't think I could play against survivors that I'm having with something different tho. So yeah...
The issue is, that survivors already start to go through the guards, when you spawn them before them. Then the guard runs a bit back before it starts chasing.
They are simply to slow and have a weak pathfinding. Resulting in an escape. I wonder if the devs actually keep track of how often the Knight uses his power vs how often he actually hits with his power.
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@nora_the_explora said:
https://forum.deadbydaylight.com/en/discussion/comment/3268254#Comment_3268254
Not everybody play to win ya know, no fun in playing gen simulator
While i agree that playing gen simulator isn´t fun, there is an awfully high number of players that will complete gens as fast as possible and move on to the next match. Even when the killer isn´t try harding/camping/tunneling.
Which is weird.
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@Grigerbest said:
I don't know... Considering killer's regression perks...
Considering that they are trash now?
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@Trev1979 said:
I have now played 14 games with 10 being afk killers.
What? How? Where? WHAT?!
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Well, to be fair. Its a pvp game. So one side is bound to have less fun than the other side. In any semi competitive game the winning side has a blast, while the losing side thinks that the game is a total waste of their time. DbD isn´t different.
What is concerning though, is how impacting archive challenges are to how the game is played. As some challenges require both sides to do things that are generally considered to be not fun.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3267766#Comment_3267766
I think the overheat was because of camping as Billy and how you could hold the saw forever and insta-down anyone who got close. That, and how as Billy you almost always want to be sawing... which is how chases against him would typically go. Saw, saw, saw.
I suppose BHVR didn't like one or both of these...
The whole mechanic didn´t made sense in that regard. Bubba was used predominantly to basement camp. The overheating mechanic didn´t change anything in that regard. Basement Bubbas used Insidious and reffed the chainsaw once someone attempted to unhook before the mechanic and they still do after it.
So... its just something that attempts to overcomplicate the game. Nothing reliable to count on as survivor.
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/3267766#Comment_3267766
eeem not really his basekit was completely fine his crack addons and insta down werent fair. besides nurse sure does need a nerf way more than billy needed thats for sure.
I can´t remember any threads about this. I mean, there were threads about literally everything. But Billy had little to no nerf threads iirc.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3267764#Comment_3267764
It is a feature, doesn't mean that a feature can't be badly executed and unbalanced.
It needs to cost the killer more to do.
Best solution would be an increase to repair speeds when the killer is within x meters for x seconds.
Some kind of Bloodlust-like system would be good. Where 20s of camping increases repair speeds globally by +5%, 40s by +10% and 60s by +15%. This could easily cost the killer an extra gen or two when they camp and reduce the chances of them securing any further kills by playing that way.
This wouldn't be abusable by survivors, because in order to profit they would have to 'just do gens' instead of baiting the killer to stay near the hook.
If you made it 'all action speeds' and not just repair speeds then you could also apply a 15% bonus to unhooking speed too, making it easier to mount a rescue after a hook stage has been camped. The killer might secure one extra hook stage but it'll be harder to secure the entire kill from first hook.
The issue with a bloodlust like mechanic is, that the system sometimes doesn´t recognize that the killer is in a chase. Every Huntress player knows how its like to be looped around a rock and loosing bloodlust.
Ironically, our own community does everything it can to prevent the devs from introducing mechanics that would help with the big issues. When the devs tested a hook pause while the killer is close to the hook, the survivors looped the killer around the hook. When the devs tested the endurance effects to reset, survivors stacked them to get 5 hit downs.
I´m sure, that there are devs that do nothing else than trying to figure out ways to make the game more balanced/fun. Meanwhile our community finds ways to abuse it.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3267715#Comment_3267715
That would been good help for soloQ before 6.1 patch but since then camping got big buffs slower gens but as fast hook timer and faster recovery from basic attack. Before that survivor didn't have to trade instead they could just dh away from hook and killer didn't get free down. With STBL you can even make trading very hard. I have used that perk many times to camp at endgame and turned 1K into 4K. Hook graps should be removed and hook timer should be bit longer then camping is fine.
Only difference i see is, that instead of the rescuer DHing away (leaving the rescued survivor vulnerable to the killer), the rescued attempts to body block.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3264250#Comment_3264250
Reminds me of something.... Majority of... Was it Dead Hard users? I think so... Yeah... Majority of Dead hard users couldn't use it properly, revert the change I guess.... /s
DH is still the second most used perk. So if the aim of the 6.1.0 patch was to chuckle up the meta.... uhm yeah...
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/3264250#Comment_3264250
if u have good addons they carry for the nurse as crack addons and insta down ones did it for billy back in the day and he got nerfed even when he was top and required some level of skill and now way mopre than before, why nurse is not receiving the same treat?-
Billy was the gold standard for a perfectly balanced killer. Both killers and survivors agreed that he doesn´t need a nerf.
No one knows why he got the unjustified nerf. So not really comparable to Nurse in my opinion.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267715#Comment_3267715
Not really. It certainly helps against tunneling a bit, and can help against camping a little as well. But the hook phase timers staying the same after gens got increased buffed camping indirectly as well, so it's arguably an even bigger problem than before the 6.1.0 update.
Also, hook grabs are still a thing, BT won't help against that. And certain killers have still insane camping capabilities as well, especially Bubba.
Well, lets see if the devs change their opinion on camping. Originally it was a "feature".
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Wasn´t camping addressed with basekit BT?
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Yes, despite the amount of dcs/suicides.
Game is a bit more balanced than before 6.1.0
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3267638#Comment_3267638
yes, it means it's not a valid report.
Thanks for clarifiying.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3267472#Comment_3267472
Please do not report for things that are not actionable - meaning not against the game rules. Making false reports can get your own access to support services suspended.
Hacking/Cheating - please report, the others on your list are nothing against the game rules, nothing we will action so that really takes the time away from other tickets which might be things we can action.
Rage quitting is on the example list for valid reports. Someone who is suiciding, is obviously someone who rage quit. Does that mean, that its actually not a valid report?
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It happens really rarely, but it happens. Personally i´ve seen this twice in over 3k hours.
Must have been a full SWF, otherwise a random would have opened the gate and triggered the egc.
Some people are weird.
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Basekit Kindred won´t help at all. Just equip it and watch how the survivors that need it, ignore it.
The survivors that don´t ignore it, don´t need it, because they are good enough to know what to do in those situations.
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Just had a hook suiciding teammate at 5 gens against Weskuh.
So
Much
Fun!
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Reported it a couple of times, but i don´t know if it has any effect. Judging from the amount of suicides i doubt it.
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Trappers addons need a overhaul. For example, Tar Bottle should actually camuflage the Trap. Not just make it black. We have tons of maps where the floor is white or brown and turning the Trap black makes it even easier to see.
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Yesterday i had my very first 2 Weskuh matches. Second match was on Meat Factory and a Mikaela wanted to suicide. The others managed to unhook on second stage, but that Mikaela went constantly towards me, to get killed. Instead i just slugged her and played the game normally. 2 hooking everyone before attempting to kill anyone.
My build was Coulrophobia, Distressing, Infectious Fright and Unnerving Pressence.
Endgame chat was a formal complaint about how bad/long/boring/sickening this match was. Totally ignoring the fact, that i could have ended the match at 5 gens by just going again for the Mikaela.
Some people are never happy.
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@nora_the_explora said:
https://forum.deadbydaylight.com/en/discussion/comment/3264561#Comment_3264561
go watch the vod, they saboed one hook.. tried to do the same thing at 2 gens left and died, they did nothing crazy a part from doing gens
There is only the 11 second offering screen linked. So i didn´t really dig any further. But if they really did nothing then... well i don´t know.
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@Nirgendwohin said:
https://forum.deadbydaylight.com/en/discussion/comment/3264546#Comment_3264546
no, you don't. but you clearly do before you post on the forum.
Maybe he was just happy, that he beat a SWF squad that wasn´t exactly attempting to play "nice".
The yellow loadout could mean anything. From having a daily over a challenge to items not being available on the main char. But isn´t nessesary an indication of having few hours in the game.
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@Nirgendwohin said:
i see a ttv slugging 4 people and bragging about on the forum. one had urban evasion and one yellow perks. there is nothing to be proud of.
Oh you can see perks before the match? Please, tell me more!
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3264250#Comment_3264250
The sad part is everyone is just DCing or flat out quiting when facing a Nurse that they won't get any skills when dealing with her.....I'm a horrid Nurse player and When I decide to pop her out to practice with her I get 1-2 DCs after my first blink.....the majority of people who call for stupid reasons or just say NERF NURSE without adding anything new to the conversation probably don't have the skills to even deal with the babiest of nurses
Yes, Nurse is hard learn and can be extremely frustrating for the Nurse player. If survivors even spent a fraction of the time a good Nurse spends to get better, then we wouldn´t have any nerf Nurse threads.
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@Chocolate_Cosmos said:
...you are on the Hook and you see other team member(s) just walking around the map or hidding somewhere, not doing anything at all. I offten times play Kindred so everyone else can see what other Survivors are doing or if the Killer is near by. I had teammates that will just keep hidding or just walk around the map while you are on the hook and other Survivor is being chased and they don't even try to rescue you or something. Sometimes I ask myself "Why even bother playing Kindred when no one acts on the extra info they get".
I... just hang around?
See, thats the reason why i don´t think that inbuild Kindred would be a solution for solo players: People just ignore it.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3263880#Comment_3263880
Which the majority is not.
Well luckily the majority of Nurse players are also not good. So it evens out.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3263177#Comment_3263177
i agree on that! (i do simp for jake, leon and trickster btw) but i dont think this post is about judgeing people, more so analyzing if BHVRs main reason for certain looks is especcially that. Which i dont believe it is.
Oh i also don´t believe that there is a special reason for certain looks. Next chapter we´ll probably get a "ugly" survivor.
The main reason for certain outfits is just how popular a char is. But that has nothing to do with said char being good looking.
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Whats wrong with people having a crush on a video game chars? There are people that have crushs over comic chars and there are people that have crushs on book based chars. So i really don´t see an issue here. People have different tastes and are free to like what they want.
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That i see the day Wraith gets called OP.
*sheds a tear*
No, Wraith is anything but OP.
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@Zachcjjj said:
https://forum.deadbydaylight.com/en/discussion/comment/3259437#Comment_3259437
in no way is that asking killers to bleed survivors
Of course it is. A killer who can´t hook a survivor, who will always run to the area where there are no hooks, will end up letting them bleed out.
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@Zachcjjj said:
yes it creates deadzones just like breaking pallets does for survivors, hooks are resources and resources should be depleted throughout the game
Thats just asking killers to bleed survivors out. Which is kinda boring for both sides.
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@hex_uwu said:
https://forum.deadbydaylight.com/en/discussion/comment/3259275#Comment_3259275
I know... hence the original post asking which the community thinks it means. I'm just explaining to you why someone might do A if 'everyone sees that you are hooked'.
Oh ok!
As a community, we really need to have a consensus in this. As it could save a lot of time for everyone.
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@hex_uwu said:
https://forum.deadbydaylight.com/en/discussion/comment/3258668#Comment_3258668
I explained why in the original post: 'for the teammates who thought someone else was going for the unhook'.
This still could backfire. The person that goes for the unhook could think that the killer is camping and go back to the gen.
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Both Ruin and Undying should be reversed to their previous state. At least, while totem spawns are so horrible that survivors spawn next to lit totems.
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For me it has always been B. A survivor that wiggles even though i´m clearly on the way to unhook = killer is camping.
A) simply makes no sense, as everyone sees that you are hooked. Why flap with the arms? We know you are hanging around.
Oh and while we´re at it. Please don´t attempt to unhook yourself if someone has almost reached you.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3257170#Comment_3257170
Okay and then what?
People will just AFK.
Srop treating the symptoms, treat the cause.
But whats the cause? When the dc penalty was shut down, people disconnected in droves. Hell, there were even streamers like Otz with counters for how many matches in a row had someone disconnecting. I´ve seen streams of perk/addonless nurses that had people dc on them on the first use of their ability. People disconnected when they were found first or when gens went to fast.
How do you fix that some people give up on the slightest inconvenience? Its a pvp game. So one side is bound to lose no matter what.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3256500#Comment_3256500
Most survivors dc at death hook though to deny kill from killer and those are exluded from stats. Survivors I play agains't almost never hook suicide. I wish they would do it more to give me easier games.
Nah, disconnects where terrible during the time the penalty was shut down. There were even streamers that had dc streak counters for people disconnecting in a row.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/3256409#Comment_3256409
How is that bloated? Its a legitimate death/kill?
Whats legit about giving up on first hook and dooming the rest of the team? Thats not playing the game normal and no reflection of the current state of the game.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3256347#Comment_3256347
I would dare to say if games with DCs/suicide-on-hook could count in the overall stats, the killrates would be close to 70%>
But suicides on hook DO count to overall stats. Thats why they are so bloated.
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Maybe they want to push the kill rates in the hope for survivor buffs/killer nerfs.
Maybe they want to lower their mmr.
Maybe they are just salty.
I really don´t know. All i know is, that the amount of people doing exactly this has been really high since 6.1.0 and there doesn´t seem to be a logic explanation. As my teammates suicide for absolute 0 reason. Like when we are about to win. Or when the killer is at the other end of the map and someone is already coming for the rescue.
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@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3245810#Comment_3245810
mmr is personal escape or loss, if your teammate dies, you won't lose it unless you die too
So how often do you escape through the gate, when someone suicides on first hook?
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What i personally would like, would be a difficulty slider for dailys. So instead of having a daily that can be completed in one match, how about one that requires several matches but nets more bloodpoints?
Other than that, dailys should stay the same. They are made to get people out of their comfort zone and to play the other side.
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Bots
Thats one of the best additions in the upcoming patch.
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I like the dev blog. Sounds absolutely great!
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Low mmr killer sided.
High mmr survivor sided.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3245810#Comment_3245810
How does that make any sense for what OP said? Unless you're saying they as a trapper were throwing to lower their mmr?
Lets say you have a mmr of 1000 as survivor. You enter a match where a teammate suicides at 5 gens and in consequence everyone dies. Now your mmr is 980. Next match someone suicides at 3 gens, everyone dies and your mmr keeps going down. This continues (of course not every match) until your mmr is as low that the game considers you a new player and matches you accordingly.
The numbers were just a example btw.
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Or... the people that constantly suicided/disconnected dragged the mmr for every single one of their teammates down.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3245094#Comment_3245094
Yh idk why so many people dislike VC. "Ohhh noo people will be toxic" like dude have you SEEN endgame chat? People are going to be toxic. It's a fact of life on the internet and it's easy to mute people. But denying VC denies the loads of helpful players for being able to do anything for new players.
Yes, vc is the one thing that separates solos from SWF and it would be the easiest solution to finally balance SWF without punishing them for playing with friends. Buuuut here we are.