Warlock_2020
Warlock_2020
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1013825#Comment_1013825
...how else can you phrase "unfun for new survivors" and it not be biased?
They have a problem getting and keeping new players. Being concerned about it is smart business. If you can't get and keep new players, you close down.
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@OtakuFreak said:
This is what happens when the developers cater to the survivors, whilst not fixing a broken matchmaking system. It is natural for people to not want to play killer when they're essentially just tools to facilitate survivor fun.
I've been playing killer for about two years now and can say we are in better shape than ever. The change to ruin is not the end of the world. It changes how it is effective.
I remember when the huge nerf to healing happened over a year ago. Killers said survivors would just need to adjust how they play, and they did; they started hitting gens without healing creating a wailing cry about the gen rush.
Now killers are upset about ruin changes, but they need to listen to their own advice and change how they play. The new ruin can work well if you are willing to protect gens instead of zero in on one survivor and the hook. Gens are the way we wear them down.
Over a year ago I had a killer give me the advice to stop focusing on the hooks and focus on keeping them guessing and kick them off gens. My success after that was tenfold. New Ruin supports just that, keep them off the gens.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/121756/next-survivor-nerf
the next survivor nerf will be 100% toolboxes in 3 to 6 months, followed by keys in 6 months to 1 year.
After that I don't see any upcoming nerf, maybe something indirect with maps reworks, but it really depends on what maps they decide to work on first.
I don't see DS getting nerfed though, ever.
What they could nerf in the foreseeable future is Iron Will, which is very quickly becoming a "80% of high rank players using it" tier. The smart rework would be to reduce the distance at which grunt of pains are heard, instead of the intensity: at tier 3 maybe you could hear a survivor at 5 meters or something like that. It would be huge and a Hex: Ruin outcry level in the making :).
Iron Will is not the problem, the game's bugs are. Iron Will is really the only decent stealth perk they have, survivors are so loud I can hear them easily even though I have significant hearing loss from working the flight line near fighter turbines for years. Jeff, Jane and Jake are the worst.
Make DS inactive if grabbed from a locker and don't let Adrenaline heal someone on the hook. That would be the most helpful I think.
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@ChainsawCharlie said:
This is great because it's actually anti-tunnel. In it's current state survivors use it offensively and pretty much force you to go after them by sticking to gens, hiding in lockers, or unhooking right in front of you. It's a perk that is heavily abused at red ranks.
With that said, these changes would be too reasonable for half the player base to agree, and BHVR definitely won't implement it because they've made it clear within the last 6 months or so that they don't give a ######### about our feedback.
Simple fix for DS, emphasizing being picked up or interrupted during a vault. Ha e the locker cancel DS from activating.
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@PumpkinKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1012032#Comment_1012032
Killer queue taking 20 minutes? Is that what you are saying? What console are you on? I press ready up as killer and bam a lobby everytime.
I'm on Steam, North America midwest.
My que times have dropped below 10 minutes for the past few, but this is primetime.
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My survivor que times are less than 3 minutes in rank 6. Killer at same rank is nearly 20 minutes
I played a lot of survivor with my wife this week, unfortunately. I saw a huge amount of afk killers. Roughly 1 in 5 matches was afk.
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Holy crap. I had to play survivor tonight with my wife and it is the absolute worst experience. I despise that role. Every game is either a camp/tunnel fest or a smurf killer wiping out low levels. Sorry, but rank 20 Huntress with all T3 perks does not hit precision shots with axes. Most can barely throw an axe in the general direction of a survivor.
I want to thank survivor mains for putting up with this crop of bs so I can hunt you as Trapper. Speaking of which, wife logged, so I get to play killer again.
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When they can do it without punishing people getting disconnected when their game crashes. Last time I had 3 game crashes in one day and got penalized for it. About to finish a 4k as Doc and crash!
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@Outland said:
It is a legit strat, and if the other 3 players do what they are supposed to do when someone is face camped (i.e. the generators), the devs will see that while a single person is on the hook, 3 generators can be completed.
Both giving the data about gen speed and punishing the camper.
Sounds like a win , win to me.
It is a strategy, I would not say a legit one. A legit strategy is one that gives the highest probability, or the best probability to aid the goal of victory. Face camping relies on the stupidity of the 3 remaining survivors. It's like saying you are going to start a ground war in Asia but only use horse drawn chariots and hope the enemy is too scared or dumb to use tanks.
Depending on the stupidity of the opponent is not a legit strategy, but then again, most here have likely never had to take actual training in the philosophy or practical application of warfare and strategy.
So yeah, you do you.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/999442#Comment_999442
Then how about reducing the grind? I'm pretty sure it's one of the reason why new players leave, not because of just one perk LOL.
Currently, you either grind to hell or pay to unlock new characters and perks. You know how many DLCs this game has? Do you really want to pay so much of before even start playing the new game?
I don't disagree. The grind is real. I know they added extra BP to survivors a while back. They also added in the Rift system that gives a lot of bp rewards. I think those are nice, but much more is needed.
The thing I'm seeing though is that they are taking small steps to address these issues. I'm not sure I'm sold on the steps they have taken though. This Ruin change may pay off. It may turn out to make matches too lopsided and they have to revert it, or try something else. I don't think we can fully say either one at this moment. What we can say is that we should let it ride and see what happens with it.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/999442#Comment_999442
So explain to me this simple question.
When the devs care so much about new player experience, how come they do not treat problems that these players actually have? Like check steam reviews/metacritic and check why people drop this game.
Oh and it is not about new players in general but new survivor players.
And to be honest, they will not do them any good with that. Most people drop this game because they do not like being camped or tunneled out of the game. I guess you can see this one coming from a mile away but please do tell me what are killers gonna do if you increase the pace of the game? Right the ones that can will tunnel the hell out of the weakest link to generate a snowball effect and the others will camp and secure at least their one kill at all costs.
This will make for such a good experience for these new survivor players. I don't think that this helps new players at all.
Trust me, I know all about why new players quit the game. Most of my family and friends quit because they had no interest in feeding some kids fantasy by being camped and tunneled in every game. I know. That said, Ruin helped those killers camp and tunnel to extreme in the lower ranks. When new players can't find the totem, they can't hit great skill checks, they take forever getting a gen due to Ruin, and a LF is face camping them one by one, it is no fun. At red ranks ruin is questionably effective at best. Most of the time my totem is gone in 60 seconds like a bad Nicolas Cage movie. That, or the survivors bulldoze through it like it was not there due to hitting great skill checks with relative ease.
So it is debatable as to what, if any, impact it will have at red ranks with the change. At low ranks, new survivors will have a real shot at getting gens done while LF is drooling on his latest catch. Frankly, I like the new ruin. It punishes survivors who are too hesitant to jump on the gen when the killer's terror radius is nearby. Every second off that gen is another tick on the regression meter.
As for how it will help new killers, it will teach them to pressure the gens instead of rewarding them for staring at a hook. Ruin+NOED = Rank 17 win with little effort. New ruin will teach new killers that it is more effective to push the survivors off the gen in order to get them regressed. Staring at the latest catch means you get gen rushed into a 1k.
Not saying it is a perfect solution, just saying it is a step in the direction they want to go. I don't think it is doomsday. Just like the healing changes were not doomsday. Everyone thought all the survivors would quit because healing times were nerfed to the ground a bit over a year ago. Seems to me that the game kept moving forward.
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No. It is a strategy to be used by survivors. I don't mind it. It is no different than leaving the survivor slugged until the gates finally open, then hook them and surprise them with Blood Warden. Should there be a regression to the timer of Blood Warden based on the time the killer left the survivor slugged, but kept within 20m of him? No, there should not.
If a survivor wants to risk 99'ing the door and then have to hit it for that last 1% while I'm chasing him, I'm ok with this. I have gotten many hooks because of this. Just two weeks ago I caught 3 survivors at a door with LF as they tried to get that last 1%. Was able to turn a 1k into a 4k.
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God forbid the developers make the game appealing to new players! Why would we want to grow the game and make more money?! This is absurd! No, new players are just going to have to toughen up buttercups. We don't want to attract and keep new players, because that means less DbD for us, right?!
Seriously, the developers making changes that helps attract fresh blood to this game is the only way this game will continue forward. If you can't attract new players and keep them, you die as a game. So those trying to point to the devs wanting to make the game less frustrating and more attractive to new players as some form of proof of a conspiracy, grow up and take a business management class.
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It will barely be a blip. Killer que times are really bad right now. The vocal minority on this forum will barely register.
Personally, I think I like what I have seen of both ruin and Doc changes, but we will know for sure when they are live for a bit. The PTB is too flawed to be sure. People actually log into the PTB to run meme builds, DC, face camp, etc I stead of actually trying to play the game. Hard to test changes that way.
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No thanks. The pairing of powers would be too much for any group of survivors. This would be true for a select group of killers. The rest would be powerless. Trapper and Leatherface trying to cover a massive map with 14 gens spread out and 8 survivors with toolboxes? No thanks. The flip side is 8 survivors getting face stomped by 2 Spirits.
It would be lopsided in one way or another every map.
I'd rather have an 2 vs 6 on a haunted house. If the survivor dies, they respawn. The 2 killers compete for kills while survivors try to slow them down while achieving objectives that grant BP. Each survivor is competing against each other as the killers do too.
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Ruin is not dependable. I found, as a Trapper main, that I was not getting much out of it in purple and red ranks. It gets worked through or destroyed within the first minute or so. I stopped running it over the past 4 months. I found other means to slow things down or snowball matches. I found DH was actually useful when I did not run ruin. I could get more hooks out of it than out of the time ruin lasted.
New ruin seems to be really useful in snow balling games, but can often get destroyed before being truly useful. I don't find it as powerful as other hex perks, but that is different when you talk green and yellow ranks.
I think hex perks in general should be changed.
1. Hex perks should only reveal their active nature within a close range, making them harder to determine from dull totems. Honestly, they should appear as a dull totem unless being interacted with. This encourages taking time to destroy totems and slows the game down a bit.
2. Hex perks should have skill checks and be affected by anything that affects skill checks.
3. Small game should not only chime, but show the aura of a hex totem when within a certain range. It should also give a slight BP boost when destroying a hex totem.
By making hex totems a little harder to find, but giving survivors a tool to assist, they might become more useful and the ruin changes will actually pay off.
@Peanits, what are your thoughts on this?
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@Outland said:
https://forum.deadbydaylight.com/en/discussion/comment/981025#Comment_981025
You only feel this way because the NEW RUIN actually fits into the way you like to play. But screw everyone else who like s to play differently from you. This game should have many ways to play it, but slowly patch by patch the DEVS keep removing ways to play.
Pidgeon holing us to basically all play the same. They have already done that with looping, if a Killer was good at circumventing the dreaded loop around the junk, they were nerfed until loops actually work on them.
Eventually they will get to destroying a way YOU do like to play and then you will sing a different tune.
A little melodramatic there Outland, and it misses the mark. If you take the time to read the various posts of the developers over the past year or so you would understand they have an ideal system in mind. You can't really balance a game like this for all playstyles, so you have to create a baseline. They continue to mention having a healthy ability to chase, pressure, and slow down the game by not standing still. In other words, pressure the map.
They have not condemned camping or tunneling, rightfully so, because there is a time in which both are strategically sound strategies. But, if you take a macro look at the changes to both killers and survivors, they have tweaked the game towards the killer engaging in shorter chases with all survivors throughout a match. This Ruin change pushes that even more by rewarding the killer for pressuring gens and punishing survivors for being too hesitant to re-engage the gens.
Quite frankly, this is a great move. The killers that will notice the biggest difference are those who hard camp the whole match in ranks 13 to 20. Old ruin paralyzed survivors at those ranks and rewarded a very lazy play style. Ruin and NOED were an easy 4k for that killer. Now, not so much.
I have not seen a huge difference as a red rank killer until I play a match with lower ranks, which is horrible on PTB. Red rank survivors tend to blow through old ruin, and don't act to skittish about engaging a gen if pushed off but not chased.
Time will tell. I can tell you that lower rank survivors are really blindsided by the effectiveness of new ruin when they spend the next 30 seconds hiding instead of jumping back on the gen. They find that 70% gen nearly back to 0%.
EDIT
When I play survivor, I prefer stealth. Stealth play has been steadily destroyed over the past 2 years. I do know what it is like to see a favorite playstyle reduced. I get it though. As a killer, there is nothing more boring than a match vs 4 stealth Blendettes hardly doing anything.
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Been playing killer primarily for almost 2 years, and I could not disagree more with the OP.
DS is not broken. Force it's use early and maximize your time. Down, eat it, pressure the nearest running gen. If they jump in a locker, fine, I'll play that 5 second game just so you don't have it at end game.
New ruin feeds my playstyle well. I like to pressure the gens as much as possible. I pick my openings in order to get chases shortened as much as possible. I'll drop a chase near a multi-loop area with one gen in order to pressure 2 gens that are near each other. New Ruin rewards that type of play.
I watched nerfs to both killers and survivors over the past 18 months. EGC is heavily in the killer's favor unless a key is involved. I'm ok with that as most matches don't have keys. Hen times are fast, but changing them would make it too easy for me. A good SWF can rock the match, but those are not the norm. Most are overly altruistic and forget gens when you start to put their friends at risk.
This community is much like any other. Lots of screaming with little substance.
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Not that I agree with survivor mains, but the new ruin fits my playstyle much better. I'm big on picking my area of the map and keeping pressure on it. With ruin, I don't have to stop and kick, and it gives a huge regression. Add in surveillance and it is beautiful.
One concern is the loss of points for kicking gens. As a Trapper, I often lose chase points already due to trap catches. Now I'm losing points for kicking the gen?
Any thoughts on that?
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I have. The healing changes last year. The DS changes too. It is just different because it is killers this time. Seriously, wait to see how it functions.
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Yes, I'm staying. As a Trapper main, I like the change to the Gatekeeper emblem. Not sure on Hex Ruin yet, but if it plays out as it reads, it could really snowball matches for a killer with my playstyle. I like to keep pressure on the field and not allow any one survivor to occupy my time.
I think the change to Ruin will really hurt low level killers who rely on ruin to cripple low level survivors . That said, it might force some of those who only camp to learn a different style.
As with everything, I'll wait to see how this impacts the game.
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PTS is fine. Yes, if all the survivors are on one gen with it, Resilience, and toolboxes the gen will get done quickly, but only if they are running No Mither with them. That makes it easier for me to down them. If I see 4 No Mither, I'm planning on slugging a lot.
There are many perk combos on both sides that are strong, but that does not warrant nerfing.
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@Lanterns said:
https://forum.deadbydaylight.com/en/discussion/comment/960706#Comment_960706
That's where you're wrong kiddo. People can bring keys or whatever if they want, I wont say anything.
But I bring moris and noed? Everybody loses their minds and they make sure to let me know about it. Most can't just move along to the next game.
Now I got some thick skin but eventually that gets annoying no matter how you slice it.
Personally, I don't give a ######### what the killer or survivor brings. I just play my game. I don't get why people make a big deal of anything like that. NOED is good when part of a build, I think it is a crutch when used to cover bad habits, but still not worth complaining over.
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Servers are dedicated to mediocrity and it shows. Just hit three survivors through pallets and one through a wall. Hit him and realized his body was laying several meters away with no tenacity perk.
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@Lanterns said:
Because I paid for the game and no one else. I decide what loadout to use. Trying to shame me everytime I use it post-game just makes me laugh.
Can't wait for the DC penalties to start weeding these toxic, entitled people out.
I'm not sure if this is a joke or just blind stupidity. You sound like the very entitled you are crying about. Nobody cares what you bring. As for paying for the game, we all did. Most of with our own money, but some with MoM and dad's who just want them distracted. Nobody cares.
You bring mori and NOED, and I'm sure plenty will bring keys and you will cry about their cheap entitled escape. The circle goes round and round as the dummies ride the merry-go-round thinking it will bring them somewhere.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/947892#Comment_947892
I can quote the actual game itself that both killing yourself on purpose and rage quitting are reportable offenses. Would you like me to post the screencap?
That's a nice try, but suicide on hook has never been bannable, nor should it be. The "struggle" is an option, or it would not require you to tap the button.
Never has there been a ban for hook suicide, nor will there be.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/947872#Comment_947872
If only there were a perk that guaranteed a kobe. 🤔
🙃
In order for that to work, you have to rescue someone first, which means half the team would not have the chance to do so. Not that I care what they ran, there was still validity in their reasons for doing it.
@LetsPlayTogether if you are that concerned about having a quote, go dig through @Peanits past posts. I remember there being several conversations on this in the past, but am not about to spend significant time digging up a quote to assuage your concerns. This is a message board, not a journalism site. Do your own homework.
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@LetsPlayTogether said:
Just report them for not participating in normal gameplay. Should also result in bans with increasing reports.
Nope. Developers have already said they don't consider this a violation of any kind.
Many on this forum have tried to balance the tightrope of this being a team game and also being a solo game. Too altruistic, or not altruistic enough when the killer wants you to come back to save the hooked survivor while gates are open. This falls into the same realm. You play how you want.
I've had an entire team suicide on first hook for no apparent reason. I did not camp, was not toxic. Afterwards I asked why and they said they were all working on kobe tasks. They were trying to maximize their time so if they did not get off the hook, they died and went to next game.
As much as it sucked for me, there was a solid argument in their plan. Heck, the game encourages efficient play, and they were playing efficiently for their goals.
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This is one of my frustrations with Trapper. We get punished for good trap use.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/942728#Comment_942728
Corrupt Intervention is 100% better for Trapper honestly. It's got a guaranteed set up time and the ability to lock down gens at a later end of the game. Then again Trapper is a side project for me. I prefer Huntress and Pig.
Corrupt Intervention is ok, but I've found that it can backfire too. If the best side of the map is the one you start on, it will push the survivors to you before you can set the stage.
Not a bad perk on Trapper, but not my favorite.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/942335#Comment_942335
I see you haven't been introduced to Huntress Lullaby. Outside of Doctor it's literally one of the worst perks. If the notification didn't pop up immediately ot would be good.
I use it on Trapper bow and then. It works nicely. At red ranks it is about like ruin. It might slow things down a lil bit, but not for long.
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@Fengsdaddy said:
Ruin nerf? It's part of the game.. what if we remove 360°s, looping I'm sure killers just hate that. Ruin isn't that hard to counter hit your skill checks. Anyway i love you all.
I think the issue is how debilitating Ruin is on new players. No need to remove it, but lessening the impact at ranks 18 to 20 would encourage learning to work through it while not completely destroying a team of new players. That could be a bad barrier for getting new players to stay.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/941864#Comment_941864
Lol dude I'm rank 2 killer pretty sure I know when and where to peel off. indesputable fact you can NOT chase more than one survivor at any given time, you can split off and change targets but that is not chasing two people nore is it "pressure" you're changing one target for another. That is a FACT not an opinion. You can never be at more than ONE generator at ANY given time, that's is a FACT not an opinion, now if you force a 3 gen then you might be able to bounce around fast enough to MITIGATE progress. But you're still only ever at one generator at any given time. Furthermore there are maps where unless you run one of a few specific killers you basically have to give up at least one gen unless you want to spend an absurd amount of time on a god loop, that is a FACT not an opinion.
In short no, this is not a difference of opinion what I have stated is simply a fact, map pressure does not exist.
Not sure where you are getting that I claim to chase more than one survivor. My claim, which is fact, is when you play smart, you can maintain map pressure. I too play the red ranks and know from experience.
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/941855#Comment_941855
Yeah no, relying on them to run you to a gen is not map pressure, that's called being lucky, and if you're lucky they'll be ballsy and stay on the gen, so then YES you can go for hit. But if they're smart they'll abandon ship a move to a different gen away from the chase. Unless of course it's almost done.
I already addressed your "abandon chase" comment which you clearly ignored, im quite aware that the longer a chase goes the worse things are for you. That doesn't make my statement any less true.
LoL, I'm hearing lots of excuses and short comings, but no real tangible arguments here. If you struggle to pressure the map, you are not doing it right. Too many try to pressure the whole map and that is why they fail. If you can't figure out how to properly peel off of a chase at an opportune time, then I'd recommend watching more high tier killers. That's how I learned it.
I guess this can be chalked up to a difference of opinion. You keep denying map pressure exists, I'll keep pressuring maps with my low tier killer. lol
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@MarsAttacks said:
https://forum.deadbydaylight.com/en/discussion/comment/940488#Comment_940488
Lol pressure the map. There is no such thing as map pressure, ESPECIALLY on big maps.
You can only ever be chasing ONE survivor if you're chasing a survivor theres three other ones doing gens, if you abandon chase to "pressure" the map you first have to know which gen they are at and hope you've come at them from an angle that they don't see you and you can get a hit in. Mean while the person you have abandoned if they are ANY good at all will IMMEDIATELY be on a gen repairing.
So as I said there is no such thing as map pressure.
Saying pressure the map is like saying chase all four survivors at the same time.
You lack map awareness. If you are chasing one survivor for too long, you are losing map pressure. Never be afraid to dip out near a gen being worked on, or when survivor breaks line of sight. Slug a survivor that is near a gen that is close to being done. Move to that gen, kick it, pursue the survivor working on it. Now you have 3 survivors off gens. One laying on the ground, one moving to heal them, one being chased.
Map pressure is real. You have to pick your area of the map, you can't defend big ones with low movement killers. With Trapper, I isolate an area of the map that has 4-5 gens. I trap the tar out of it and keep pressure up. 90% of the time, it works out with a 3-4k. That 10%, when you get a really good group, likely SWF, you get owned. It happens. I can honestly say I probably hung on too long on some chases during those matches, or did not get creative with trap placement.
It happens.
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Normally, when I run Trapper, I get 5 or more traps a game. I'd say at least a solid 4 average. So when I first started working on the X amount of traps challenge, I was expecting to get it done quick. Then I hit a massive dry spell where only 1 Trap was hit in 4 games. Was still 3-4k'ing each match, but no traps going off. WTH?!
Took a break, went to Doc and Pig for a bit. Came back and got 8 traps in the next game. I could not pick them up out of the traps fast enough. It was like fishing with dynamite.
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@FJSJ_Lunar said:
https://forum.deadbydaylight.com/en/discussion/comment/941631#Comment_941631
Maybe. But I always base my fun on arbitrary things like, were they toxic, did they bm, were they good sports, etc. Lol
Same here. I think if you looked at my ratings, you would see more 3+ ratings on matches where I got 3 or more escapes on me, or I died as a survivor. Many of those were fun matches with good groups of people. I I've rated many 4k's as a 1 or 2 due to the toxicity of the match. Hard to use that data due to how subjective it is.
As a person who looks at a lot of data patterns, I'd say its overall use is for long term tracking. If you see a spike in dissatisfaction and lower player numbers, you can look for correlating events/changes. Same for positive ratings and spikes in player numbers.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/941509#Comment_941509
That's because you play solo.
Try playing killer on console. You get 3-4 man SWF groups pretty much every match, it's unbearable to play killer. Solo players barely exist. I wish I bought the PC version.
Ummm...I play killer. Not survivor. I rarely touch survivor anymore. Those matches were as killer. Trapper, specifically.
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lol No. Addons are not OP. There are few addons I would say are OP on either side. Maybe the Oni's ultra rare, but even then....
@Tr0g Ummm...no flashlight blinds that fast. No addons enhances the time it takes to blind. Survivors are not stomping killers by any stretch of the imagination. I just had 8 matches with only 1 survivor escaping. Good days and bad days.
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Benny Hill music works well for Legion.
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@DBDfan12 said:
https://forum.deadbydaylight.com/en/discussion/comment/941349#Comment_941349
so ive been contributing to the forums? good for me hey
Crying and contributing are not the same. If I'm working a gen and you run up to me then one of three things will happen, based on how far the Gen is and how far into the match we are:
- I'm going to keep working the gen if it is over 50% as you are either being pursued, or are safe for now. At 95%, I'll stop to heal and we pop the gen and get out of the area.
- I'm going to bolt, as you likely just led the killer to me, which is what he was likely hoping for.
- I'm going to possibly stop and heal you if the gen is below 50%, we have a couple gens done, and the killer is either chasing someone else, or nowhere within TR.
Don't think you have better understanding of the field just because you got smacked. Many players can gauge the entire match by paying attention to who is getting hit, and when. If you get injured, then someone else is injured and you show up at my gen, you likely are no longer being chased. If you just got off the hook and ran straight to me, there is a chance you are being followed. Lots of variables for attentive survivors to pay attention to.
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It is not hard to complete at all with Trapper. No scummy play needed. I loaded up Agitation, IG, Enduring, and Spirit Fury. Rolled with a burlap bag and darkened traps. Did not have to camp, but would return if they hit a trap. Did not down anyone except the last guy (who kobe'd) after unhook. It took picking and choosing my chases a bit more. I was not going to be lured outside of my carry range unless it was their first hook. Did it on Purgation map with the basement in the Killer Shack. Trapped up the field of play I wanted to work in and let them get the two gens outside of it.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/940175#Comment_940175
The original hallowed blight event proved that a secondary objective won't work. Survivor mains claim they want more objectives but they really just want Ruin nerfed. At this point, I honestly don't care. I don't use it anymore. But I'm tired of people acting like a secondary objective would instantly fix this game. Because it won't.
Not sure what you are referring to. Aside from a SECONDARY and SECOND Objective being two different things, the Hallowed Blight showed that survivors will go out of their way for a SECONDARY objective that was worth lots of BP. I remember some of us posting about how killers were going to rank up too fast into Red Ranks due to the amount of 4k's. Survivors did not give a rats arse about gens and hit Putrid sources asap. Killers were getting easy 4k matches with no gens done, yet survivors were still raking in 30k in a match.
That proved that survivors will go for secondary objectives if there is enough BP involved. I've noticed totems are hit more often now that they are worth 1k as opposed to 600. It is all about the BP. The grind is real, and secondary goals with good BP rewards will lure survivors off of gens. It has to be worth more than escape though. That is the issue.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/940487#Comment_940487
So only have 2 survivors have their progress regressed?
How does that help?
Survivors need to learn to look for the totem or just hit skillcheck. Simple as that.
That's not how Ruin works anymore. All survivors are affected, but to a lesser degree. I believe it is 2% instead of 4%. You are thinking of how Tier 1 used to work.
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@altruistic said:
Solo Survivor makes me hope a new game comes around. I've been waiting about 1.5 years for one that's actually good.
This exactly. It's a shame because DbD is a great game. Unfortunately, the development team is extremely short-sighted. They fix one bug and create three more. They tweak one thing and destroy two others. They have zero quality assurance/control function to properly test their ideas. They use the PTB for that role, which is filled with griefers, and players that DC/Suicide when it does not go their way. You can't test that way.
@JC316 I have done the same. Over the past year and a half I've gone more and more to killer play due to the frustration of solo survivor play. My friends all quit playing due to too many griefing play styles in a casual game, so I'm stuck with killer. Game is much better on this side than the other though.
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@Waffleyumboy said:
99ing is only a swf play. I thought everyone knew that.
Not true. I see solos do it every time.
Look, 99% is a safety net. If the killer has someone on the hook, you want to buy the time needed to get that survivor off the hook. Especially if the killer is camping. The problem pops up when the killer does not camp and decides to pressure the doors. I've caught many survivors that way. Hook a survivor, move away and head to the door. Place a trap at the box that has all 3 lights lit up and head back to the hook (as long as no survivor is nearby). Easy 1 to 2 more kills every time.
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@anonymous31337 said:
Delete toolboxes from red ranks.
If you have not learned how to pressure the map vs toolbox-wielding SWFs by red ranks, you don't belong there. Keys are the only thing I get concerned about at Reds. I'll load Franklin's and hit ready.
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I think the best option is limiting the tier of perks at lower ranks. If you delete ruin, then nobody learns how to deal with it. If you only allow tier 1 perks at rank 20, and tier 2 perks at ranks 16-19, you mitigate the damage, while still learning to deal with it. Even if you have a perk at T3, it only works to T1/T2 based on rank.
When you get these killers/survivors with full tier 3 perks at rank 20 who go on to destroy all in their way, that is not healthy for the game.
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Puppers, Monto, N00b3.
I enjoy how laid back Puppers is.
Monto is funny and has great builds.
N00b3, when he is active, is very entertaining.
I used to watch Panda, but he started becoming too much of a BHVR fan-boi and would ignore glaring failures by the devs while making excuses for them. Kinda got to me and I rarely watch him anymore. That said, he is a great dude and I wish him and his family the best during their harsh times.
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@Thatbrownmonster said:
This is getting out of hand
6 matches in a row where survivors do everything they can to stop killers from completing my basement challenge
Hell I even had a survivor refusing to open the exit gates after I closed the hatch since "you killers don't deserve anything" and hide himself in a corner of the map
Then I have survivors dcing as soon as they realize what is happening
This challenge was the worst idea ever and I hope it never gets put into another rift
Did mine on first try with Trapper. Agitation, IG, Enduring and spirit fury were my perks. Drop, hook, next?