Tsulan
Tsulan
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- Tsulan
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Comments
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@White_Owl said:
It didn't absolutely kill the game but it definetly made playing survivor less fun, at least for me. The biggest problem to me is that despite the buffs killers seem to camp and tunnel even more, since now those tactics are stronger than ever.
Why are those tactics stronger than ever?
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@Laluzi said:
I mean, my main complaint with 6.1 was that everyone started mass DCing and killing themselves on hook...
Same, and i got a lot of fire because of that. People defending the right to end the match early, because they didn´t have fun. Seemed kinda weird.
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@BendIt said:
https://forum.deadbydaylight.com/en/discussion/comment/3226200#Comment_3226200
Erm... exactly what is his power btw?
Well, we have insta down killers, m1 killers and then there is Nemesus. Who needs 3 hits to down someone with his power.
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*Nemesus has entered the Chat*
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Sometimes i wonder if the devs really think that low pick rates can be countered by new skins/tome instead of improving the killer.
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His power is not very useful and most of his addons are trash. So in order to get kills as weak killer, there aren´t really many options for "nice" gameplay.
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Kinda feels like tradition, that a blinding related perk gets adjusted (buffed) right before a event.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3223816#Comment_3223816
Again, why would I want to do that?
For the same reason you started this thread?
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To show us how its one. We could definetly learn something.
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@Shroompy said:
People really out here thinking this a troll post/its fake
I see it as 100% plausible considering the state of Solo Q right now and how ######### MMR is
Even more reason for him to stream.
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With a 99% winrate as killer, you should definetly stream!
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3222000#Comment_3222000
Me on my way to dodge every self care user
And rightfully so! After all, its still the most used killer uhm i mean survivor perk.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3221781#Comment_3221781
You don't know what kind of team mates youre getting until you're in the game and see them in action.
Sure, I can dodge people who have their hours visible, default characters, etc but others can screw your match too.
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3221781#Comment_3221781
No, because you only see that people are useless due to their actions in the match, dont you?
I think making the loadout, daily and selected challenge visible for every teammate in the lobby. Would give a good idea on what to expect from them before the match starts. Thus preventing certain disappointments.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3221665#Comment_3221665
I disagree. While i do hook suicide, its never because of the killer, but because of the teammates i get.
Wouldn´t dodging the lobby be more efficient?
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Because they´re salty that they got downed first.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3219465#Comment_3219465
Awhile ago I was playing Vommy Mommy and was looking around for the Survivors that 3 brought in flashlights.
I saw them shining the lights in the sky and spinning around, when I got there they clicked at me then spun around again. I figured they wanted to farm so I looked up and we'll spewed into the sky spinning around. They began crouching and clicking as we farmed each other for the rest of the match.....I had to kill the 4th survivor because they were trying to escape the match and end it too soon.
Yeah meme matches are best made as full teams. I remember some cult of dwight matches. Where they ran to the basement and circled the basement hooks.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3219415#Comment_3219415
You're honestly lucky if people read beyond your title here
True.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3219415#Comment_3219415
I did a match as Demopuppy and when I got to a Gen I started smacking it like I was trying to repair it. A few Survivors saw me realized what I was doing and preceded to give me pointers how to repair Gens.....that was a fun laid back match for all.
Oh thats nice when survivors actually recognize what you´re trying. But sometime you get survivors that... well... don´t recognize anything and just proceed to run away.
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Is it just me, or did most people just read the first sentence?
Yeah, the wandering around while ignoring survivors sounds weird. Did the first 2 gens go very quickly? Maybe they decided its not worth the effort.
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Prestige is no reflection of skill level. While yes, a high prestige indicates a lot of playtime. A player also could have a daily to do something with a certain char and not their main. So that char is bound to have a low prestige lvl.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216676#Comment_3216676
Aren't we worried about possible bodyblocking situations though? Dead Hard can easily be waited out, but what about a BT and Off the Record combo? I am not saying I am against this though, just curious. Can't really say if that would be a problem myself. Right now I do not mind the BT bodyblocking, because it does discourage the killer from going back to a unhooked survivor a bit. But with two extra health states, that could maybe become a problem in certain situations.
In general I would love if basekit BT had a seperate, unique Endurance effect though. Because right now, the only anti-tunneling perk that can stack with basekit BT is DS, and that perk is sadly not that great at the moment.
Yeah, an additional proc could solve the tunneling issue. But anything thats more than that would definetly be abused.
Hell, i even see just normal BT players attempting to body block after a unhook. Like forcing the killer to tunnel them. So maybe make them not hittable during the 10 second period. Before a normal BT or OtR starts working.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3216673#Comment_3216673
Using both BT and OTR is not productive since they dont stack. What usually happens is the killer will just hit you through BT and then catch you fast enough since because of nerfed speed boost from getting hit + STBL
Thats why i said or.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3216632#Comment_3216632
I don't agree, 10 STBFL + the shortened dash distance makes it too easy to tunnel more than pre 6.1 if anything the endurance meta is enabling it even more. It's one of the largest oversights of 6.1.0. There are different reasons but 6.1.0's changes have by far enabled it, haste doesn't mean anything if the killer is already stood on top of the hook.
STBFL doesn´t seem to be meta right now. Anyway, i still think the basekit BT should be a different health state than enduring. That way, it could proc once more with perks like the normal BT, DH or OtR. While not being completely broken like what we had on the 6.1.0 PTB.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3216632#Comment_3216632
STBL basekit made it easier to camp/tunnel imo.
BT basekit made it easier to get away. Especially when someone uses BT or you use OtR.
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@Lobos said:
https://forum.deadbydaylight.com/en/discussion/comment/3216509#Comment_3216509
And yet camping and tunnelling have only gotten worse, not better by any means.. None of those perks really counter anything when the killer comes directly back to unhook site, hits the unhooked survivor and then tunnels them.
Many useful survivor perks have been either nerfed or are locked behind a pay wall.
If Solo Survivor is so improved, how about you play Solo Q games for a few weeks and record it to show us all how it goes for you.
Killers have it so easy now, most experienced killers can go on ridiculously huge win streaks and get bored because of it. Survivors shouldn't have to form highly experienced SWF teams to have a decent chance of escaping only 50% of the time.
Matchmaking is a complete joke so that queue times can be faster.. How is losing 75% of the time and de-pipping most games a fun experience?
Ever wonder why so many people (Especially popular and experienced DbD players) avoid playing Solo Survivor and always bash it? Your killer sided bias is clearly showing.
Care to share some of those kill streaks? As far as i know, killer streamers stopped attempting them completely.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3216531#Comment_3216531
6.1.0 base chase changes are to blame for the camping and tunneling situation getting worse, who in the right hecking mind would shorten the dash distance between attacks, they in turn nerfed anyone who wasnt running exhaustion accidentally, the gen changes made sense, chases didn't need help.
Yeah no, they could reverse the changes from the dash distance and you wouldn´t see a change in the camping&tunneling, because the reason is a different one.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3216549#Comment_3216549
Yeah, bonus EXP would be a great icing on the cake, but I'm afraid it won't happen because it would mean more iridescent shards. It could throw off BHVR's source of revenue too much.
One can dream
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3216544#Comment_3216544
Awful I'd assume, you do have a point, but things were also different back then. We have things to discourage farming, such as getting fewer blood points. Additionally, worse comes to worse, survivors do get protection after getting unhooked. They can cover at least 44 meters moving at 110% — surely they can reach something useful. Ultimately, you can just report those who sandbag the game through farming. Eventually support will see a pattern with enough reports to know they are sandbagging the game.
I don't think it would hurt to also include experience points in the mix. 100% BP + 100% EXP. EXP is not really tied to gameplay as much as BP are.
Oh yes, things are a bit different now. But all those players that ruined the game for their teammates by farming them don´t have vanished. Just look at all the players that rage quit during the 6.1.0 release.
Bonus xp wouldn´t hurt. Sounds like a nice idea.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3216534#Comment_3216534
That's where you report them for Sandbagging, but I agree it's a bit too much.
Remember back when WGLF with a 200% bloodpoint bonus was introduced? Survivor queues skyrocket and the quality of the matches was... well. People farmed their teammates for stacks.
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@Pulsar said:
Yeah, if you can consistently force a Chain Hunt, Pinhead is one of the most oppressive Killers in the game.
Thats a big IF
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That would cause massive problems. As even the most hardcore killer main would switch to survivor.
On top of that, the quality of matches would quickly decline, as survivors would attempt to farm their teammates.
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3212003#Comment_3212003
I believe the 25% bonus for each survivor hooked should be basekit. Maybe another version of it, make is 10% bonus for each hook when a survivor is not hooked twice in a row. That makes it possible to gain a total of 120% BP bonus if you play "perfect".
Yes, a reward for playing fair and not tunneling would work. Sure, there would be exceptions, like before. Players that don´t give a f.
But the majority of the players would attempt to play in a way that gives more points.
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@schmebulock said:
What if there were less bloodpoints to be earned for consecutive hooking of a certain survivor? Or perhaps more bloodpoints earned for switching up a killer's focus?
You mean like... the BBQ bonus that was recently removed?
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Because the main building is extremely save + the gen up there is the safest to complete. A team that repairs this gen last, is unstoppable.
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Bring back original Freddy and just give him QoL changes, like being able to interact with survivors that perform an action. That was his biggest Problem. Survivors finishing heals/totems/gens while he was forced to watch.
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@Rovend said:
61% kill rate
@legacycolt said:
This game has a 61% kill rate, there’s a reason survivors are constantly getting the 100% bloodpoints - because everyone plays killer now that they got a lot of buffs.
The game is killer sided atm.
61% kill rate across all ranks/mmr ratings. Including new players.
From the same stat: SC still most used survivor perk.
Conclusion: increased kill rate caused by SC challenge from the current tome and absolutely no reflection of the current state of the game.
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@AverageAshEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3209296#Comment_3209296
Well, dont you think its a little frustrating?
The amount of teammates that suicide on first hook? Yeah, it pretty much is.
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@AverageAshEnjoyer said:
Play solo for a day and tell me you still think this game is survivor sided
Done, now what?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204802#Comment_3204802
No, they're already struggling. When I play Hag, tell me why I can't even get a down. It's not for lack of skill, because I know that I know how to play that character. It's got nothing to do with perks or maps. It's just that the survivors know how to play against her, so whoever's playing her automatically loses. Last match I played with her 1, maybe 3, hooks all match. Ghost Face, Freddy, and Pig you can just drop pallets against. Wraith and Pinhead, I don't even want to talk about it. You can't really do much without Nurse or Blight.
Which ultimately results in less people playing Hag (already seen people cherrish that) and more people playing Nurse and Blight.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3196523#Comment_3196523
Most killers should be struggling though. We can fix MMR for survivor, because good survivors don't deserve to get placed with bad teammates constantly. But with killer, you're just going against people on your level. Unfortunately, killers can't beat survivors who are on their level, except at low MMR where survivors don't even do gens. You can be flawless in chase as killer, but because the survivors were efficient on gens and ran to strong loops that you can't mindgame, you get 3 hooks and everyone's out. I think this whole "boosted killer" talk I've been hearing recently is blown way out of proportion. The only killers getting boosted are the ones who get bad survivors, because then they can get away with playing Freddy with Pop and Ruin. You know, meme stuff like that, because they don't get punished at all.
Oh don´t worry. Once people start to play "normal" again. The mmr will correct itself. It might just take some time. But you´ll see killers struggle again.
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@TheNox said:
I see you Jane mains, standing there and doing nothing, help me fight for a better day to us, Jane mains.
PLZ, anyone who sees this, go vote up my bug report about Jane bugged cosmetic, because maybe then devs will notice, cuz it's in game for 2 years...
https://forum.deadbydaylight.com/en/discussion/347975/janes-glasses-are-bugged-again
You have my upvote. Us Jane mains need to stand together.
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The switch grafics look... interesting.
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While we´re at it. Could you also take a look at the clipping "necklace"? Depending on what outfit she wears, the neck piece from the head overlapps with the neck piece from the torso.
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The amount of hackers has definetly increased over the last months. I´m sorry you encounter so many.
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You forget one thing. 61%, across all ranks. Including new players + the incredible high amount of survivors that throw the game by suiciding on first hook + the amount of matches where people try to complete challenges like escaping through the hatch, or only using SC, or hiding next to the killer for 2 hours, etc. All those things affect the kill rate negatively.
Once that calms down (it will calm down, right?), the kill rate will be much lower than its now.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3199890#Comment_3199890
They litterly buffed everything else, which is kinda more rewarding.
No, its not. There was absolutely nothing in the patch. That rewarded killers for leaving the hook. The only reward we had, was removed. So of course, the camping increased.
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@DH3206 said:
https://forum.deadbydaylight.com/en/discussion/comment/3199688#Comment_3199688
I have a good example of that. I closed the hatch, walked to an exit gate (both were on the same side of the map in Suffocation pit). I walked to the other and back to the first gate and it was already open. First I was like, that are cheats!
Turned out the person had Sole Survivor. I felt really bad when I first accused him (in myself, not in the endgame chat) of cheating when he clearly wasn't: He got great value out of the perk.
Exactly this!
Had a match, where i was accused of cheating. Because i was at full health, with OtR still active, while the only other survivor couldn´t have healed me.
Inner Strength took care of that. But people instantly jump to conclusions.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3199731#Comment_3199731
A perk that synergizes with stakeout to make it one nasty repair perk
There are some pretty strong gen builds. Which is why i really don´t understand the devs intention on this.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3199687#Comment_3199687
The buff patch has disproven that rewarding helps. They even play scummier now. So i think it should start punishing killers harder, than just less Bloodpoints.
How did the patch dispove that? If anything, it confirmed that taking away the bloodpoint reward, increased camping.