WestX
WestX
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1778417#Comment_1778417
Yeah but how is that abusable/triggered by survivors?
Are we even allowed to say how to do it? Isn't there like a rule to not explain how to do an exploit?
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1770475#Comment_1770475
I have programmed in basic, c, c++, c+, cobol, fortran, assembly, machine code and many others. you don't want to talk to me because you know you are incorrect. please link the code in here and where you got it because the dbd devs obviously would love to know where the code came from and how you got it. I've been programming long before the internet existed and I've worked with computers for as long as i've coded. you can keep responding to others, but they will see that you won't even step up to your challenge that you just gave me since you won't reply to me you can't link that code you challenged me to look at. and if you look at any update, there are bugs that are always being fixed, look at every patch for everquest, wow, and all other games that have updates, even dragon age, mass effect, and other single player games. they have bugs they fix ALL THE TIME! no program is going to be bug free! that's why it's laughable. but enjoy your ignorance and obvious bias against truths.
I Said I cannot say much on the state of DBD's code, I've never looked at it myself(I don't know if looking at source code that you yourself didn't "steal" is still illegal) I mentioned specifically I'm somewhat new to the game and that my experience with spaghetti code comes from star trek online.
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One of the biggest issues right now are the lack of matchmaking restrictions or protections and the piss poor ranking system along with no Casual play option.
No matchmaking restrictions means I as a yellow killer (15) frequently get matched against red ranks hell even Rank 1s at times.
The ranking system doesn't do its job well, ranks are meant to keep players separated by their skill levels(you don't see diamond players in bronze ranks in Rainbow Six Siege after all because its not fair)
And what you're going through I've seen occassionally myself, I'm new, I don't have any meta perks unlocked, when I get matched against red ranks running all second chance perks and bringing everything they can, I'm just screwed due to not having the tools needed to actually compete against them. I even resort to camping sometimes to get a kill if I know I'm playing against a team of people.
It would probably help if you had more free hours, its likely your time slot just happens to be a time where you're always going to see those sorts of survivors.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1770399#Comment_1770399
what bugs do you see? and you say STO has it, when and where, do you have the code to prove it? thats the thing people use this term to say something is bad but no one even knows what it really means. and you say you've seen bugs, just what bugs are you talking about and where was it? ptb? I never said the fact that my game being good invalidates people's experiences, I just said it invalidates the spaghetti code argument.
Are You an actual programmer? If I link you to a file containing the code or walk you through it would you have any idea what any of it means? I'm not going to make a multi hour tutorial about what each line of code means and show you every instance of faulty coding because not only would that take forever, but I'm not going to waste potentially hours of my time just to prove an argument to one random person on the internet.
(While I cannot say much on whats been found about DBD, in star trek online it was found that some extremely terrible shortcuts were made involving inventory space and how inventory items are coded in, causing insane pressure on the servers the more items the player base has and the more items existed in the game.)
I'm not going to continue this discussion with you after this post, but I'll be talking with the other people in this thread, should someone else respond to me.
I may discuss the bugs if you like, but I doubt such a discussion will go anyway(something tells me you'll attempt to dispute any bugs listed. If you really need a list, just check out the patch notes, every patch has a list of a few to several bug fixes, and thats not counting any new bugs that may pop up, after all every fixed bug was a new bug at some point)
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Honestly, I feel a bit bad if I'm playing a survivor and one of my teammates leaves, but at the same time, they could just sacrifice on the hook and get the same result so I don't really care if they dc or not.
Like... if they got tunneled or had to go, or were just having a bad time then that's alright. I'm not going to go off on them for leaving a game they weren't enjoying, we're all here to have fun after all, no one's fun is more important than anyone else's.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1768924#Comment_1768924
I was going to yell at you until I read the "(i)" part lol, not all console players are bad. It's just that when you're used to it, mouse and keyboard is better. Console players learned how to play in a different style to pc players. Funny enough, when I play with crossplay off pallets don't go down as fast as people say they do against console players. I think it's the fear of how much better pc players set up is so pallets go down faster.
This isn't a shooter, there is nothing in this game that gives you an advantage by playing on mouse and keyboard over a controller.
Now onto the main topic... the problem isn't console players, there are plenty of good ones. The problem is that Dead by Daylight was put on gamepass(which despite existing on pc is mostly used on console), and that means its basically "free" which means that a lot of people can play it without having to buy it. Most games that are "free" in a manner will have a lot of bad players, simply because the player base can grow much faster.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/207968/the-devs-wont-change
I would LOVE to know where you got the source code for dbd that you used to know how their coding is done? please tell me. please tell the devs so they can go to the pirate forum and shut them down for breaking copyright law. and that will include you for intentionally seeking out and getting the code that someone else wrote for what ever reason. the last several patches did not break anything on my end so how can that be? do I have a cleaner version than you? or perhaps maybe something on your pc is causing an issue. oh you're on a console, which can have a multitude of other issues that can cause this. your argument is tired.... your argument is not even sensable because the idea of "spaghetti" code would have the game crashing on more than a few systems over all.
BTW DS is still a get out of jail free card.. why? because it is 1 minute of invincibility so you can do anything you want against that killer.... yea! so enjoy
Games can have spaghetti code without crashing constantly. The symptoms of spaghetti code tend to be constant bugs popping up, which I'm somewhat new to the game but I have noticed in my short time many bugs appear.
I play another game that players know has spaghetti code, though the devs there were also well known for being incompetent(basically the entire original dev team had quit over time, and newer devs poorly handled a lot of the code leading to it getting better in some cases and worse than others.) The game being Star Trek Online. Of course, different genres, STO is an MMO, but despite its spaghetti code it doesn't crash too often, though it suffers from some inescapable lag caused by server strain from issues stemming from the poor methods and shortcuts used coding for it.
And while yes, your specific copy of Dead By Daylight functions just fine, this does not invalidate others experiences. "It didn't happen to me therefore you're wrong" is not a good argument.
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My only complaint playing pyramid head is that his Potd travels too slow, and the hit box for it is a little wonky. It can be used to hit people through walls and animations, but its still pretty situational compared to say, Huntress' Hatchett.
I will say though, I feel like its a mistake for a pyramid head to use the cages unless he knows you have DS. Putting someone in a cage burns torment, and torment makes survivors easier to track and opens them up for final judgment. I usually will get a survivor up on a book then encircle them with the trails of torment, ensuring whoever rescues them and most likely the survivor themselves has torment and I rinse and repeat to get all 4 survivors with it. The cages are meant to counter survivor perks, but cages are pretty much a free unhook since the cage is teleported to the opposite end of the map from PH and is actually designed to be tunnel proof as PH cannot find it.
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@Chilli_man2400 said:
I have a idea for the iridescent seal of metatron
.Punishment of the damed applies torment to hit survivors.
short and simple hit someone with power they get tormented simple and strong addon.
I think that would be better as a Purple add on instead.
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@Antrapace said:
As much as I would like more, a lot more, I feel that they have a tough enough time as it is with the one mode.
Have to learn to walk before you can run!
The game is over 4 years old
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His addons should actually have more unique effects, like maybe an addon that gives survivors hit with the POTD attack the Broken status effect, or maybe one that causes survivors who run over a trail to have their aura revealed for a few seconds(Instead of the killer instinct duration increase)
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It wouldn't be so bad if their singular game mode wasn't so stale. Look at Friday the 13th, the way that game was designed has tons of emergent gameplay that made every match unique. There were multiple objectives to escape, you could repair the boat, it took less materials than the car and usually had an easier exit gate, but however Jason could knock it over and guarantee the 2 survivors in it die. You could repair the car which requires finding an extra item in addition to the 2 repairs, but can seat 2 or 4 people depending on if the boat spawned in, allowing multiple people to escape and while the way out was usually a lot longer than the boat, it was more safer overall. Then there's the final objective, fix the phone and call the cops, which enables EVERYONE to escape, but you have to survive the entire duration until the cops get there in which case the game functions like DBD does with Jason needing to get near the cops to prevent survivors from escaping but they can get around him.
Dead By Daylight has 1 objective. Fix generators. No difference. Sure killers may play different, but every match consists of, Fix 5 generators and escape, or maybe exit through the hatch if you're the last one left. This causes the gameplay to get stale as its always the same things again and again, while Friday certainly didn't have too much more to offer, the multiple objectives combined with lobbies potentially alternating which player is killer meant that it was usually feeling fresh, and the randomness of object spawns meant Survivor's objectives could vastly change in an instance depending on what they found, while not removing their other objectives.
Another problem with DBD is that the devs seemingly have ZERO interest in actually changing up the gameplay. They have their generators. They have the escape gate. That's it, that's all they seem to want. While I do think the game actually NEEDS some innovation, the devs don't want to innovate. Atleast not yet.
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Repressed alliance stops ALL gen interactions on that one gen afaik, any form of regression or generator based perks.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1749470#Comment_1749470
I hate it people act like it is a competitive game.
It has a ranking system. Its literally by definition a competitive game.
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First match as survivor I remember. It was on console helping out with my father's stream, back then I think something was wrong with the controller, I failed most of my skill checks because the timing was hella off and I died pretty quickly because the killer (A friend of his) decided to tunnel me.
First match as a killer was recently when I bought the game on PC, I did pretty well, got a 3 kill, I didn't quite understand some mechanics like TR but I figured out things like missing attacks and hunting them down (I didn't actually understand scratch marks at first so I wasn't following them), The last survivor escaped through hatch, I thought they dced, I didn't know hatch was a thing.
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@Komi said:
I've seen it happen with Obsessions when Rancor is used. I will never understand what makes getting mori'd worse than dying on hook, its just a different death animation.
Because you can be mori'd after one hook so it removes a massive chunk of the game
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I've heard that Victor's detection thing doesn't work if he's too close to the hook.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1746896#Comment_1746896
That's incorrect. The devs made a post about how it worked some time back when it was changed, maybe a year ago? It used to be based off the average of the survivors in the group, which frequently led to the situations you are describing. Now they have stated it is based off the highest ranking survivor in the lobby, and that has been accurate in my experience.
You also have to realize that the ranks are reset every month, so you can still have players who were rank 1 falling down to green ranks if they have not played in a while. My survivor rank was 9 for a while even though I have hit rank 1 survivor countless times, just because I mostly play the killer these days.
Ranking up as a survivor is also significantly easier than killer, which is why I assume red rank killer kill rates are so high. Because it takes some work as a killer player get to red rank and stay there, but even average survivors should be able to get to red ranks easily if they play enough.
But on the subject of facecamping, it's only worth doing once all 5 gens are done, to secure your last kill. And even then I get greedy myself and probably just start slugging to try to get more. Or maybe to spite someone you really hate, but you are usually throwing the match to do it. If you haven't applied enough pressure throughout the game and the survivors still have DS's, you might not even get a 1k doing it unless you are a 1 shot killer.
I've heard information to the contrary. People were complaining that it being based off the highest survivor was disabled a while ago, lots of people talking about smurfs as well who are teaming with the lowest rank survivor and having them host to get into the lower ranks (Again I am not talking about the average of the survivors, I never mentioned that, what I'm talking about is matchmaking being based solely on the host of the group).
And the devs saying it worked a different way a while ago doesn't mean they didn't change it and just not talk about it.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1746824#Comment_1746824
That's not how the matchmaking works anymore. It's based off the highest ranking survivor in the lobby. I play as a rank 1 killer and I will get SWFs with 1 red rank survivor and 2-3 purple/green/brown ranks and it's typically a massacre. You are probably only getting them because there is a lack of experienced killer players who know how to pressure red ranked survivors, and the matchmaking will just give whoever to a survivor lobby if it's taking too long I assume.
Pyramid head's basekit and perks are strong enough to get you to at least purple ranks. Even purple/red rank survivors are typically very inexperienced. It's somewhat rare to play against a 4 man red rank death squad, which is really the only time you even need a full meta build.
Its not based off the lowest rank survivor, its based off who the host is of the group. If the host is a lower rank person it tends to match them with lower rank killers. I saw red ranks in so many games as a killer it was incredulous. It is possible there just weren't enough killers going around and they were forced to play against me(But that's even worse because that's a fault of the game's design, I mean in competitive games they don't put diamond ranks up against bronze ranks just because there aren't enough diamond players to go around).
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@LuckyLarry said:
https://forum.deadbydaylight.com/en/discussion/comment/1746824#Comment_1746824
I'm also new to the game, been playing almost 2 months and I run into red ranks smurfing all the time. Since Ive got to rank 8-10 I often get full teams of red ranks. I've really only resorted to face camping during endgame if I have 0 kills and they are mostly all round the hook. I hate doing it but as a still rather new and learning killer going up against red ranks that are on another skill level but it's like a last resort to atleast try to get 1 kill.
If you don't have the right perks its extremely difficult to deal with chases or covering generators. Ruin is one of the best perks for a reason, it helps put pressure on gens. But a new killer is never going to be able to 100% compete with a full team of people smurfing, especially when they're using things like Decisive strike, Dead hard, Borrowed Time, or other second chance perks. They have every single tool they need to waste your time as much as possible and prevent you from getting a kill.
But Killers? If you don't have the right perks its incredulously difficult to pressure the survivors enough to slow down the game meaningfully with the perks they have. Sure you can just hook one guy and then leave to go look for more survivors, but if you don't have anything to track the aura's of survivors like BBQ, then that can take way too long, and then bam they've unhooked the survivor and finished another gen or two.
The Difference between survivors and killers is that, even without the meta perks like DS, DH and others, the survivors can still gen rush and keep you busy enough to escape, but for killers if you're not already playing a Meta killer like say Spirit or Freddy, you're already at a disadvantage gameplay wise, and then not having any Killer Meta perks hurts even more. Without ruin gen regression is at 1/4th of the rate that survivors can repair. And all it takes is a 1 second interaction to stop the regression, where as it took you around 3 seconds to kick the generator to get it regressing and without perks that gen is most likely going to be finished like before.
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@Madjura said:
That idea went the same way as the Cube system, the Give Props feature, the updated report system, the fun rating, rank rewards (year 3 roadmap), the yearly roadmaps, the summer event, leaderboards, updated totem placements (the asylum has at least one that is literally just in plain sight; map reworks might fix that though), the multiple map variation system (preschool map) and anniversary event. And probably many other things I am forgetting.
In other words: It's dead.
I'm new to the game, what the hell are some of those like the Cube and Props?
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The only time I face camp is when I'm killer and I'm facing off against smurfs (Which when I first got to rank 15 happened for an entire day over the course of multiple hours every match was smurfs i.e. red ranks teaming with a lower rank to get into lower rank matchmaking)
I'm new to the game, I've had it for around 3 weeks. I don't have meta perks, so I have no way to combat the typical red rank strategy of using second chance perks and gen rushing. What I can do, and what is surprisingly effective, is face camp. I'll atleast get 1 kill, and I usually get a second kill due to being able to just pick up anyone who tries to Borrowed time Unhook and drop them on the ground. Very rarely do people have unbreakable since high ranks prefer other perks, so this is baiscally a guaranteed double kill right there. Sure by the time I'm able to hook the 2nd survivor the gens are usually done, but sometimes the remaining 2 will try and save their friend enabling me to snatch up a third, especially if I'm on Pyramid Head and decide to cage them. I've only gotten a 4 kill once or twice with this method, usually the final survivor realizes its pointless and will run away when the third person is downed but I don't mind. Without meta perks I know I shouldn't expect to get a 4 kill.
I understand why people hate it. I hate it when it happens survivor side. But I'm literally forced into it killer side If I don't want all 4 survivors to escape.
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Most of the time I see loops that are too strong and waste a lot of my time chasing the survivor, and many MANY people have talked about how at high levels you CAN'T CHASE. You have to either end the chase in a few seconds, or chase them off them immediately go rush to another gen, because you have to pressure each generator equally.
Honestly it feels like a fundamental flaw in the game design and it seriously needs some looking into. It wouldn't be so bad if like you could continue speeding up over time in a chase, but loops are the entire reason why only around 3 or 4 killers are able to be competitive in red ranks, those being 2 Killers with a full on map teleport (Hag and Freddy) and 2 killers with a "pseudo" teleport that counters looping (Nurse and Spirit). With the current way the game is played because of the mechanics these 4 are "the best" because their powers are the ones that actually enable them to win chases fast enough that they don't lose the game going after a single survivor.
Another issue is generator regression being so slow that its meaningless unless you have ruin.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/1744235#Comment_1744235
To show that the developers care they should add a Pride charm, as creating the character might still take some time. It is a small but relevant gesture and should be relatively simple to do.
Yes doing that would totally show that they care and not at all be a gesture to get people to be quiet about it or just be an easy brownie points grab.
Most of the time a Pride thing is added to a game its only for pandering. Especially when its in a game with absolutely nothing romantic about it. I'm bisexual, I don't give a ######### about seeing a Pride flag in gears of war I want to see blood and guts!
Similarly, I don't come to Dead by Daylight to think about those things. I'm here to either be killed, do the killing, or escape. I am here for the Horror.
(Its totally fine if they do add in a more obviously LGBT character, but my point is, I don't come here LOOKING for one. Similarly sure there are some heterosexual characters talked about in game, but I don't go here LOOKING for them. Its nice to know a bit about each character's back stories, but if someone is gay or straight it doesn't matter to me in a game unless its say a game with dating involved like Mass Effect)
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@Hex_Llama said:
https://forum.deadbydaylight.com/en/discussion/comment/1743025#Comment_1743025
The Botchling is actually what this reminds me of most, in terms of the appearance. But I think, for me, the difference is that the Witcher is a narrative game and it wasn't just trying to shock us -- it was telling a story about loss and regret that had artistic merit. In Dead by Daylight, it's just a skin that you're putting on a character -- so why does it need to be this one? Victor could be a gremlin who rides in her backpack, and it would be the exact same thing, just without bringing in a bunch of complicated connotations about women's bodies, and pregnancy, and motherhood that the game isn't trying to address.
This game isn't trying to shock you or show themes of motherhood or any ######### like that. Its a monster gremlin, you kick it, that's as deep as it goes.
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/1743489#Comment_1743489
So what you're telling me is that kicking an evil demon killer baby, in which the baby doesn't die, he just respawns is too much. But Nancy (who very much looks like a young teenager) can get eaten, stabbed, murdered and many other things is ok?
It's a video game.
Nancy doesn't "Look" like a teen, She IS a teen. Her and what's his face from stranger things are still in high school.
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@Boss said:
And no, i don't mean that this is the least-picked Item.
I mean that i actually quite often see Flashlights, though less than Toolboxes & Med-Kits.
Thing is: They just never use 'em, i don't even hear a click of them making an attempt.
The best they can do is blind me at a Pallet, i can't even remember the last time someone blinded me while picking someone up, let alone them timing it successfully.
They seem to only carry Flashlights in for show, and i'm even a Wraith 24/7.
Is this just my experience?
In my experience it can be pretty easy for the killer to counter them if they know to just look away. It can be very hard to actually blind a killer with it unless they just don't care or if its during the pick up animation when they physically cannot look away.
Because of this, I rarely even consider bringing them, you need upgrades to get the blind quick enough to be viable, and that means they're expensive.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1741332#Comment_1741332
and that they do...
but if you dont break them, they will continue to block the path.
and whether thats favoring the killer or survivor is entirely dependend on which exact path is being blocked - and it has been that way ever since they got introduced. Just look at the Dead Dawg Saloon, there are tons of walls there that, if not broken down, are an actual hinderance to the killer, by making certain window loops stronger.
in the end, a broken down wall usualy benefits the killer by making a survivors loop a lot weaker, while an still standing one can backfire.
From what I've seen breakable walls in most cases create powerful loops for survivors and force the killer to take them down in order to counter the loop. I think the issue is that the devs want the "broken down" walls to favor the killer, but when you're already so strapped for time trying to pressure the generators, its a massive downside to have to break the walls in order to actually win any chases near them.
I have seen a few that actually are worse for survivors to remain up but its super rare.
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I think Movement speed reduction and the cast time required for dream snares are good ideas. I'd rather dream snares be limited use not reusable without having to be placed again. I don't know about the lunge however.
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######### no, I'll kick that little ######### all day long.
Its a monster. Not a baby. Why is that hard for people to understand. What did you feel bad for Gollum because he's small and monster babyish?
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Hell i think we could use a new game mode. I suggest a potential 3v3 game mode with 2 killers and 4 survivors in the past.
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I wonder if this is another case if "We know there are problems with the killer, just use their add ons to fix them"
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1741620#Comment_1741620
He has a lot of everything. Anti-loop, check. Mobility, check. No TR, check. Broken add-ons, check. Lags you out, check. Hes too powerful for such an easy killer to play.
I agree. He does everything, all other killers even the ones with a lot in their kit like PH only focus on one of two areas but Freddy does it all. He's kind of ridiculous. I would be more okay with him if he couldn't teleport, or didn't have his slow down power, as is i dislike him because he has a lot less counterplay than other killers.
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@MadLordJack said:
I've never understood those arguments. If you want to drop the confines of the game world, you still have to embrace the confines of the game lore, and in the game lore all the killers are unstoppable juggernauts with enhanced strength, senses and endurance. Yeah, good luck. I wouldn't even bet on David Vs an MMA fighter, let alone a superhuman.
Edit: Sorry, superhuman extremely violent serial killer.
Yeah But if you count the Licensed characters you have to respect the Lore for the places those characters come from too. And Cheryl would destroy pretty much all of the killers, she managed to kill a Newborn God that would've gone on to destroy the planet.
But going off of just the Original characters, I still think David could atleast kill Victor like we see survivors do in game. Like Victor is obviously barely a threat compared to the main killers themselves.
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In reality, like in game David would have punted that little ######### past the 30 yard line.
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I'm still hoping we get a Pyramid Head costume of his appearance form Homecoming. That is my favorite design for him overall.
And if we got Cybil who knows, there's still more cosmetics they could do. I kind of wish we could get a Bubble head nurse cosmetic for the Nurse or Cheryl.
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@Pior_Morte said:
S tier perks - A Nurse's Calling / I'm All Ears / Hex: Ruin - are by far the best perks on him, since you can hit trough walls Nurse' and IAE are strong af on him, and since PGTW don't combine with his power Ruin helps a lot, this build is almost a must on him.
Other perks that go well - Surveillance / Hex: Undying / Hex: Retribution / Whisperers / Barbecue and Chili / STBFL / Dark Devotion / Infectious Fright - This perks provide information and combine well with his power or Ruin and any of them can be placed as the 4th perk.
Bad perks on PH - PGTW / Corrupt Intervention / Hex: Devour Hope / Make Your Choice / PWYF / Sloppy Butcher / Surge - Basically, any perk that relies on hooking survivors or basic attacks, although this are great perks they don't go well with him since his you are mostly using his Punishment of the Damned to hit survivors and his cages to apply pressure. Corrupt Intervention doesn't help him allot since he don't really need to block far gens and it can hurt you if you are running Hex: Ruin because survivors will not be able to do gens early on and will have a higher chance of stepping on your totem.
Uhh I've been maining Pyramid Head for a while now, where the hell did you get the idea that POTD is his primary method of attack? Sure you can get some nice huts off of it, but its incredibly slow with a small hit radius that locks you in place for longer than a normal basic attack(or atleast me since I use the cool down for basics)
Now don't get me wrong, its definitely useful, I use it for when they vault, unhook, or try to pallet me. But its really not that great.
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You're wrong about them teaming up to try and get a low rank killer. If they did the Yellow rank would've been host and they wouldn't have encountered you. They definitely were teamed up, just not trying to Smurf. I can atleast respect them for choosing to stay in the red ranks instead of ruining the lower ranks.
(Im a yellow rank killer and I very often like 90% of the time deal with red or purple rank people smurfing with all the meta perks and I haven't unlocked anything meta yet so I hate when they do thay)
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The only real part I hate about her are the Jigsaw traps. I know the devs say like oh "Her traps aren't meant to kill" well if they actually weren't meant to kill then she wouldn't be able to see the Jigsaw key boxes. I see pigs camp those once a survivor has been trapped and just down them if they go for the save.
In theory I see what they mean, that survivor has to go unlock the trap in 60 seconds. In practice, the pig can just prevent them from it and kill them
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@MrPeterPFL said:
That’s why I say it’s a stupid idea.
Why would any Killer play competitively? Every killer knows Red Ranks is horrible so why play competitively when you can play casual and have fun?
What’s stopping a “Sweaty 4 Man” from playing casuals?
Why even play competitively? You get nothing out of it.
If Behaviour added a casual mode and ranked mode, they’ll have to make competitive mode attractive by adding rewards. But even then this game is not competitive or balanced around competitiveness.
I mean that logic doesn't work in other Ranked games. Most of the time the Ranked players WANT to play ranked, since they like challenges. Sure some players will always go casual just to steam roll, but in all games with a ranked feature this isn't usually a problem. (Possibly because ranking up in other games is a very arduous task, so it takes a lot of work in order to do it and they encourage grinding rank)
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@FFirebrandd said:
It was basic Frank with the 4th year crown. Now it is 100% Blighted.
If I'm being honest, I don't usually care about cosmetics, but the blighted skin is so good that I got it anyway.
Dude I love so many of the Blighted skins. Doc, Legion, and Ghostface are probably my favorites, though True Blight is definitely up there by him looking like a horrendous monster.
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While in all likely hood there will still be sweats being sweats, having a ranked and casual mode would help balance things out. Most ranked players who are actual try hard would probably stay in ranked to fight against skilled players while a minority tries to troll in casual matches.
Casual would balance out queues and probably wind up with people doing weird or for fun builds(I have a few stupid builds i came up with that I wouldn't run in the current climate)
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I kind of want to try stacking Soul Guard, No Mither, Unbreakable, and one of those things that boosts you while injured for the memes. If I get slugged I'd regenerate quickly, and be able to get back up, then use Soul guard to effectively have a 2nd health state for a few seconds if I get up while the killer is around, and I don't even have to worry about the deep wounds from soul guard because I'd just be able to pick myself back up when deep wounds downed me again.
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The problem is it wouldn't make sense. The predator doesn't hunt unarmed people, it wants people that will actually try to fight it. (Unless you look at that awful remake that thought that Austism was the next step in human evolution and the Predators were harvesting autism juice to make themselves more powerful)
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@RepostRiposte said:
A new player looks at the little spacebar mashing prompt and thinks " Oh, I have to mash as quickly as possible to not die."
Then they immediately suicide on hook because if you mash any faster than a leisurely pace your inputs will stop registering and the game kills you.
I Think the faster you mash the more it slows down the progress, but at the same time too fast is death because of poor programming so its really dumb. I've never seen a game with a button mash mechanic so poorly implemented
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I'd say Pig could really use some more. I know licensed characters are probably harder to get cosmetics made for but I was hoping for her to get a Blight costume like Ghostface did
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@apalmerston said:
https://forum.deadbydaylight.com/en/discussion/comment/1737877#Comment_1737877
Wait...are you saying that if a survivor is trying to unhook another survivor, then I can just grab and pick up the unhooking survivor while they’re still trying to perform the action??
You Also need to be mostly behind them. If you're to the side instead you'll swing at them instead of picking them up, which in the case of unhook can be very bad
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I think a 4k is considered a win because all of the adept Challenges for killers necessitate a 4k while the Survivors only require them to escape. Clearly this is designed around a 4k and Escaping being "win conditions".
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I hate the button mashing especially with the current bug where it decides to just not count your struggles and kill you anyway. A skill check system would fix this so easily
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@GHOSTfaceP3 said:
Anyone else feel the same way?
For Killer I definitely have to throw in order to get them done. Some of the killer challenges would just take way too long to finish if I didn't convince the survivors I'm not here to win and just tried to do them during normal gameplay. Like the 2 chainsaws in 30 seconds challenge.
On Survivor some of the challenges mean I have to purposefully get chased and such, thus not doing gens and helping the other survivors win, I mean hell theres actually a lot of challenges like that. Escape 2 chases as Nea in a single trial, land using that one perk 3 times in a single trial, unhook 3 survivors in a single trial.
Hell my biggest annoyance is that most of the challenges are unrewarding. Like I still have yet to unhook a survivor after end game collapse because of how incredibly rare of a situation that is, not to mention difficult (Most of the time if a gate is open the Killer is just going to face camp any hooked survivors) and that challenge isn't any more rewarding than any other one.