WheresTheGate
WheresTheGate
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The survivors I don't like are the ones whose self preservation crosses into sabotaging others survivors. A perfect example is this situation: I use spine chill. If I am working on a generator with another survivor and spine chill lights up for more than a second I will go hide and wait for the killer to pass by or whatever. It's quite common when the other survivor realizes the killer is near for them to start pointing my direction. Any action where one survivor attempts to sacrifice another survivor so they can save themselves is scummy and I have zero respect for any survivor that does it.
Don't get me wrong. As a solo survivor I came to the realization long ago this is not a team game when you play solo. I adjusted to that and I am ok with survivors merely engaging in self preservation that doesn't attempt to sabotage other survivors. That doesn't bother me. An example would be if I'm on a hook, one other survivor left, the killer is not getting very far away from me, and they are near the hatch. I don't blame them at all for not taking the risk to get me off the hook when they have a guaranteed escape. In that situation if I know the other survivor is near the hatch I won't even bother with the struggle phase on the hook. There's no need both of us being killed when one has a guaranteed escape.
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/196443/hilarious-post-game-messages
According to ur story, the other survivor was in a chase, got down, was hooked, and than, camped, and u couldn't finish off the gen u guys been somewhat working on?
Hmmmm....... You might want to reread the original post. You jumped to a conclusion that isn't supported by the information. Do you see anywhere in that post where I said I did or did not finish the generator during that time? I specifically made the point this person was messaging me the moment they got hooked. They were angry I didn't get the generator done BEFORE they got caught. For the record I was working on the generator during all that time. I was still working on the generator while they was being camped and messaging me. I finished the generator while they were being camped. However, the state of the generator was irrelevant to the fact this person was angry I didn't finish the generator before they got caught when they had the same amount of time and opportunity to do it as I did.
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Most survivors suck (solo or not) because the majority of survivors play with zero strategy.
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@Aquarius said:
Well, Bubba as the killer is a mostly sure DC reason for many survivors, even if he is played fairly. It sucks both if you're the killer yourself (you tend to play against less and less players in the match without killing them yourself) and if you're a team mate (it's not fun to get left behind like this). Just a few matches ago, this happened:
- First team mate with 'no mither' (why would you even use such a bad perk?) was downed with one hit by Bubba - instant DC.
- I got hooked, waiting to be rescued. I could only see 1 team mate's aura though, meaning that the other one was hiding in a locker.
- Second team mate was chainsawed, hooked - instant DC. The other was still not visible = still hiding in the locker far away and only getting once out, probably to avoid afk crows (Bubba was in my vicinity, not his).
- I died on the hook.
- Third team mate got out of the locker, ran around looking for the hatch, I suppose, was found and chainsawed - instant DC.
I had many other Bubba matches where survivors DC'd the moment they saw Bubba (when I was playing him myself) or right after getting hit/downed/hooked, even if he didn't tunnel or camp. This is quite frustrating.
I can see that happening without a doubt. If I played Bubba (I don't even play killer) I'm sure I would see more stuff like that. I can only look at from my perspective as a survivor main. I don't actually go up against a lot of Bubbas for that to have factored into what I see very much.
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I get messages like that from people sometimes. I generally respond with something like:
Are you trying to say you don't agree with the way I play this game? I'm glad I could help you bolster your fragile ego by telling off someone you played with in an online game. However, please understand if we should ever be in a match together again I will still probably play exactly the same as I did today because your opinion is completely irrelevant to me. Have a great day.
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Slugging all 4 survivors at once isn't necessarily a strategy that takes a lot of skill, but it is a highly effective strategy. I would even go so far as to say it's a smart strategy because the majority of survivors throw their own strategy out the window when a teammate gets slugged. As a survivor main here's how most of the matches I see go where all 4 survivors are slugged at the same time:
- Killer slugs 1st survivor and hides nearby using the slugged person as bait.
- Another survivor runs up to heal the slugged survivor. Killer comes out of hiding and slugs the second survivor. At this point the other survivors had no way to know the killer was playing a bait game with the slugged person. There's not a slugging equivalent to kindred to let survivors know the killer is within a certain range of a slugged survivor. However, it's obvious this is what's happening when you see a second survivor get slugged the moment they get near the first one.
- Regardless of how obvious it is any attempt to heal one of the 2 slugged survivors will just result in that person getting slugged themselves there is still a better than 50% chance another survivor will run up and do it anyway.
It's not even uncommon for the 4th survivor to have seen all 3 others get slugged and still run up and try to heal one of them knowing they too will get slugged.
In other words when a killer slugs (or camps) they know there's a very good chance they are going to get another 1,2 or even 3 kills out of it because there are so many survivors that are incapable of not coming in for the heal or hook anyway. If you are one of those survivors your altruism and self-sacrifice are duly noted. That doesn't change the fact it was pointless altruism. It was a futile self-sacrifice with zero positive effects for you or the team. It doesn't change the fact that this type of useless altruism rewards killers that play this way.
So should something be done about it? Yes, but it isn't to punish slugging. Why punish a killer for implementing a strategy where survivors willfully and happily just hand them easy kills? What should be done is survivors should learn some important facts:
- There is no requirement a slugged survivor has to be healed. Pointless altruism doesn't help anyone other than the killer.
- When you factor in how long it takes a survivor to bleed out the rest of the survivors could knock out most, if not all, of the generators if the killer isn't willing to leave the slugged person. Guess what? If killers that employ this strategy started getting just 1 or 2 kills every match because survivors stopped rewarding the strategy you would see less of it.
- If you are slugged and the killer is staying close then heal. If the killer does get distracted for a moment or two you can be back on your feet quickly.
- If you run across a survivor that has been on the ground for an extended amount of time and hasn't healed at all just leave them. There is no point risking yourself to heal someone that couldn't be bothered to play intelligently.
So I agree that something needs to be done about that type of slugging, but what needs to be done is survivors need to play smarter. They need to quit making it a winning strategy.
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I'm glad it's not just me. There have been multiple matches recently where I either see someone else or myself hit almost immediately after a match starts. Location spawning at the beginning of matches seems to really be off.
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@MrLimonka said:
Tbh, I don't see people DC'ing that often anymore.
If anything, I'd add that people DC usually because there is a mori in the game, or when the killer brings overpowered addons.
I'm seeing lots of DCing since the penalties were removed again. Wish I wasn't.
There was definitely some of that. It just wasn't the most common thing I saw. My experience is only my experience though. I just found it interesting to look at the things that the events leading up to a DC.
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Doc - absolutely hate his ability to make survivors scream and reveal their locations. If I'm being chased by a killer my strength is not in long looping. I have become rather adept at losing a killer though. I really enjoy losing a killer and watching them walk away wondering where I went. Doc just hits a button and doesn't wonder anymore.
Ghostface - similar thing here. I hate either losing or hiding from a ghostface and his reveal mechanic means I can't keep looking at him. The mere act of looking his direction too long gives away your location. Having to look away for even a brief moment can be the difference between seeing which direction is safe to make your get away and which direction is going to put you right back in his line of sight.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1649634#Comment_1649634
Before asking for changes at least play both sides, literally his shock is his only power unless you call static blast alone a power lol. And you are talking about shock therapy when he makes a line of shock which if it connects stops you from doing any actions for a few seconds. I know this because I had to play him to level 35 to get monitor and abuse
I didn't ask for anything to be changed. I simply stated what I would change. The original post asked what would you change. I answered. I even made it clear I would change them simply because they are my 2 biggest frustrations. I didn't claim my personal frustration even meant they should be changed. I made sure to point out I wasn't claiming they were OP or unfair.
I don't play both sides. I tried killer in the past and it is not something I enjoy. The fact I don't play killer is the exact reason I didn't actually ask for those things to be change. Had the original post asked what SHOULD be changed I simply wouldn't have responded as my opinion would lack all subjectivity since I don't play killer. That isn't what this post asked though.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1649654#Comment_1649654
I think you might be talking about his static blast
It effects anyone within 32m (unless addons are used) of the Doctor then goes on cooldown for 60 seconds (unless addons are used)
(also I would invest some time in playing killer... especially the ones that give you trouble)
That sounds like what I'm talking about. I don't think I actually do worse against doc or ghostface. There are killers I do worse against honestly. I just particularly don't like the 2 things I mentioned because they both feel like being penalized for doing something well.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1649654#Comment_1649654
Both of them do that (although his basic one is more situational).
Then I guess I am talking about both.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1649634#Comment_1649634
Do you mean Static Blast or his Basic shock?
I don't play killer. It's whichever one makes the survivor scream revealing their location.
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I will start with a disclaimer that I'm not trying to say the 2 things I am mentioning are unfair or op. They are just 2 killer things that frustrate me the worst.
1) I would get rid of docs shock. Shock has taught me why people hate second chance perks so much. It is beyond frustrating for me to beat a killer in a chase and have that negated in an instant by the killer simply hitting a button that reveals my location.
2) I would change the ghostface reveal mechanic. If I am well hidden from a killer as they walk by the best way for me to know when it's safe to move is to be able to watch them as they go by. Looking away for even an instant can be the difference between knowing whether the killer turned left, right, or just crouched behind a rock. If I'm on a hook or slugged the reveal mechanic makes sense to me, but otherwise being penalized for looking at a killer seems like a completely unnecessary penalty.
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@Mandy said:
This is the type of thing that you need to provide video evidence of I'm afraid and we have information on this thread how to record that on your specific platform: https://forum.deadbydaylight.com/en/discussion/66835/recording-evidence-for-your-player-report#latest
The way to report is the same for all platforms, an initial in-game report so that we can see the match took place, then the additional evidence gets sent to Support https://support.deadbydaylight.com/hc/en-us - whatever platform you are on, the Support ticket would need to be made to provide the video evidence.
And yes, what you've described is definitely something worth reporting - all the other players were working together to your detriment, that means the other survivors & the killer, are all at fault here.
I have changed the record length on my shareplay on PS4 so I can do that in the future.
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@rottmeister said:
https://forum.deadbydaylight.com/en/discussion/comment/1645937#Comment_1645937
You can save the gameplay by using the Shareplay function.
In the settings you can determine how long those clips last. I've set mine to 30 minutes.
So if I had a great match or if something dodgy happened, I can just press the shareplay button, save the clip and rewatch the match later.
Thanks. Very useful information. I will have to change the length of time for my clips. Mine were a few seconds at best.
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@Slashstreetboy said:
What they did is a bannable offense. I hope you have any kind of proof such as a clip from their actions.
It´s a shame that it´s impossible to report such things without video evidence. I reckon most people do not record their games....
I'm on PS4. I don't even know if you can record a whole game. I have a couple clips of it. I used the report feature after the game. But I didn't see any way of attaching a video clip. I don't know if a couple clips would be enough proof anyway.
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As a survivor main on PS4 I definitely get quicker lobby times with crossplay. At the same time I've had to turn it off. With crossplay turned on it seems the amount of slugging killers I ran into increased exponentially with crossplay. After turning it off the number went down just as quickly.
Note: I'm not claiming killers shouldn't be allowed to slug. I'm saying as a survivor main I am willing to wait a little longer for matches if it means significantly less slugging.
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That is exactly the problem with the killer sided vs survivor sided argument for DBD. It's never as simple as some want to make it sound since it can be both things depending on the situation.
- A well coordinated SWF makes for a survivor sided game without a doubt. The amount of coordination and strategy that can be utilized playing SWF makes it that way.
- A group of solo survivors can't begin to match that level of coordination and strategy. Honestly most solo survivors play like they've never heard of the word strategy. That makes most matches with solo survivors very much killer sided. Most of the time playing as a solo survivor means you aren't only competing against the killer, but you are having to compete against the incomprehensible actions of the other survivors.
In other words this is only a 4v1(team) game when you are playing SWF. When it's a team game it's survivor sided. When you are playing solo queue survivor it's not a team game, not even close and it's killer sided. That's the conundrum BHVR has when trying to balance this game. It would be significantly easier to do so if every match had only SWF or only solo survivors.
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Poised - unless a killer is already involved in a chase completing a gen is likely going to draw their attention your way. Poised allows you to get a lot of distance between you and the gen before the killer gets there without leaving a scratch mark to indicate which way you went. When you are working on a gen that is almost done and the killer is headed your way it buys you the 2 or 3 extra seconds you need to finish it and still have a good shot at getting away without being seen. I would say there is at least once every match poised has allowed me to make an undetected escape I wouldn't have made without it. Sometimes it happens 2 or 3 times.
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Doc - He isn't the most powerful killer. I even do reasonably well against him. It's the whole scream part of his spark. Nothing frustrates me more than losing a killer in a chase or just evading his detection for him to be able to simply hit a button and get your location again instantly. Doc with his ability to make survivors scream is the reason I completely understand why people hate second chance perks.
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My 3 would be based on things that are annoying to me.
1) Grant the ability to turn off specific items and their add-ons in the bloodweb, or just remove toolboxes and their add-ons from it altogether. I understand why toolboxes were nerfed. However, having to spend bloodpoints on them as well as the add-ons for them is a complete waste for an item that is almost completely worthless now.
2) Get rid of the crows. If removing the noise they make would somehow be unfair to killers (I don't know. I'm a survivor main) then replace them with something that makes a sound that isn't so incredibly hideous sounding.
3) Get rid of the part of Doctors spark that makes survivors scream. I'm not claiming it's unfair, op, or anything else. It's just something I would change because I personally hate it. This is the perk that makes me understand why people hate second chance perks so much. There is nothing in this game more frustrating to me than successfully losing a killer or evading their detection for them to be able to simply hit a button and know where I am again instantly.
For the record I am well aware I can equip Calm Spirit to negate the scream portion of spark. The thing is it's a perk I don't want to use with any other killer so it's a waste of a perk slot for me most matches. I used it for awhile when it seemed somehow I was getting Doc every other match. Fortunately, that isn't happening anymore.
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While this isn't gamebreaking like the aura changes were the new gens sounds are just as annoying. I don't recall there being some sort of outcry to change the gen audio, much less to a sound that is significantly louder and completely out of place. The first time I heard the sound earlier I seriously wondered if a new element had been added to the game and I was going to have to find a replacement battery for the generator. This was an unneeded, unnecessary change that made the game worse.
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1617005#Comment_1617005
I play Killer/Survivor about 50/50... and yeah, the easiest thing to do is to give the impression hooks are safe when they aren't. I had one completely whacky game where I hooked someone at the end of the map and all 3 survivors came for him. I swear for the next 3-4 minutes, I could run the Benny Hill theme over the footage as they literally didn't even give me a chance to NOT camp, as I'd turn to go, see one, chase one, see another go for the unhook, knock one down.
In the end I had 3 downed bodies next to 1 hooked and I was left scratching my head. I had to even let one wiggle free because I couldn't reach a 3rd hook after sacrificing 2. lol
Some people just don't understand how to unhook successfully.
You are so correct in that. It's both comical and frustrating.
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Someone on this forum not only said something nice about the other side, but they made a whole post about it. I'm afraid the world might be ending.
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@UMCorian said:
I agree with some folks above: we don't need any additional incentives for people to not help folks on hooks. That could break the game in the meta.
The in-game result, after enough times, teaches most people that unsafe hooks can take a normal situation and snowball it directly to a loss. If the killer is camping or playing close, sucks, but just do gens. 3 gens pop while Wraith is facecamping, he either has to accept a 1 death loss or do something about it, giving you a chance.
But hitting their overall points for it - we might as well penalize bad skill checks or the killer anytime they swing and miss. This game is already fairly punishing on newer, less experienced players... this would just make it even harder for them to get blood points.
I guess for me the whole not being unhooked thing is rarely an issue for me. I constantly have people rushing to unhook me the moment the killer puts me on the hook. Perhaps if it was the other way I would see it differently. On those rare occasions where the other survivors just leave me on the hook to die I actually find myself saying "At least they didn't pull me off the hook with the standing there"
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@Zeidoktor said:
I do agree that a Safe Unhook should be worth more than the Unhook itself. Right now the only penalties are emblem loss, which people are not always going to care about, and failure to activate certain perks or challenges, which the Unsafe Unhooker may not have in the first place.
If your primary goal is bloodpoints, then you have no reason in the world not to farm unhooks, especially if you know the Killer will just tunnel the unhooked. You'll get 1,000 points just for the unhook and the extra 500 for a Safe Unhook, should the Survivor get lucky or you at least had the decency to have Borrowed Time before you hook farmed, is a bonus.
Simplest thing to me would be just flip the numbers. 500 got the initial Unhook, 1,000 for the Safe Unhook.
That would definitely be a step in the right direction.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1614387#Comment_1614387
If anything it would DIScourage camping.
Less unsafe hook BP = less unsafe hooks
Less unsafe hooks = less Survivors feeding campers
Less Survivors feeding campers = less kills for Killers that camp
Less kills for Killers that camp = camping isn't as effective
Camping isn't as effective = Camping is nerfed
Thus less unsafe hook BP = Camping is nerfed
I think you are absolutely right. It's one of the main reasons I want to see it changed. One of the reasons camping is such a good strategy is because so many survivors will run up and perform unsafe hook rescues. Remove the points incentive and the unsafe hook removals go way down. The moment that happens camping won't be nearly as effective as killers that do so will be wasting their time. As it stands at the moment camping is definitely not a waste of time because when you gauge the risk/benefit of unsafe hook removals they are worth it if a survivors objective is points.
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I believe there is something intentional about the way perks show up (or don't ) in the bloodweb. I have a relative that only recently started playing. He started playing on his brothers log in since his brother has been playing a long time and already has all the perks unlocked. He started playing as Dwight. The Dwight had never been leveled up at all. One of the first perks he got in the bloodweb was spine chill level 1. He equipped it and really liked it. He must have went through a least 10 bloodwebs without level 2 spine chill ever showing up.
He ran across level 1 kindred and tried that in place of spine chill. With spine chill no longer equipped he got level 2 and level 3 spine chill the next 2 bloodwebs. He equipped his level 3 spine chill, but left kindred. He went the next several bloodwebs without level 2 kindred showing up. The moment he unequipped kindred to try something else he got level 2 and level 3 kindred in the next 2 bloodwebs.
I remember having very much the same experience when I was attempting to level up my characters. If you have level 1 or level 2 of a perk equipped it seems like it is much less likely you will see the next level of it in the bloodweb.
I also remember any time I unlocked a new perk to put it on my main character it took multiple bloodwebs before I saw it.
I sincerely believe new perks or perks currently equipped that are not yet level 3 have less chance of showing up in the bloodweb.
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It's a new survivor perk called Hook Hiccup. When active a survivor will have a chance to complete a skill check during the killer hook animation. Successful skill checks will result in forcing a killer to hiccup causing the hook animation to start over.
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@IamFran said:
No, offering wasted, but it is a common offering, worth the "risk".
Ok. Agreed. Worth the risk. Just wanted to make sure there wasn't something considered a shack on those maps. If so that would be valuable information if one of the blueprints gets played.
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@whammigobambam said:
You haven't seen malicious until a fellow survivor animation locks you in a locker until the crows come. Come on bhvr, why is this still a thing?
I haven't seen that happen. Not surprised it does though
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/189209/survivor-perks-used-maliciously
This can be what sometimes makes me regret using Aftercare.
I took the time to unhook someone, heal them, coordinate with them now we can always see each other, and how am I repaid? The damn scumbag kites the killer onto me!
I hate when I help sometime out and they return the favor by intentionally throwing me under the bus. That's one time I will use a perk to pay them back. If the survivor that the me under the bus gets hooked and I'm using kindred I'll immediately sprint their direction making other survivors think I'm going to unhook, but......
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@APoipleTurtle said:
I've seen Dead Hard used cheekily by players and content creators alike.
-Get injured as you're unhooking a survivor? Dead Hard away so they take the follow-up hit.
-Stuck sharing a loop with another survivor? Dead hard past to drop the pallet for yourself.
-About to finish healing a dying survivor as the killer approaches? Dead Hard as you finish the heal so they take the hit for you.
-Etc.
Not saying I condone messing with your teammates like this, but gosh is it funny to watch these shenanigans unfold.
That's one I have seen and hadn't even thought about.
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@Missing_Toe said:
Well obviously survivors have access to some troll perks. Like Red Herring to notify a killer where you left a teammate on gen or you can use that other perk and just straight block then gen for the lulz.
It never even occurred to me to consider using red herring that way. Makes sense that you can though.
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@N0T0Ri0US said:
Well I have used this in the past. I used bond or a skeleton key with Gold Token and Prayer Beads. Def. a douche move.
Have even thought about add ons making it that much worse (better depending on perspective) to use.
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@FrootLoops said:
Every version of "I can't accept that I am not supposed to survive/4k every match! Killer/perk/map is OP! Pls nerf!"
Also, I prefer tabs but don't mind spaces. I HATE inconsistent devs that use both. Especially if I am debugging it on a different OS than it was written on
Absolutely this. I don't know how being to 4k or escape every match would even be fun. If there wasn't a challenge it would get boring quick.
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It's one of the things about playing this game as a survivor main that frustrates me the most. The majority of complaints survivors have in this game are problems of their own creation. This illustration is a perfect example. If you are going to unhook someone while the killer is standing right there you gave them 2 easy targets. The solution to that is for survivors to play smarter, not complain that killers took advantage of their lack of strategy.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1586081#Comment_1586081
But take that same concept from the Killer perspective. The survivors stomp you into the ground and get the gates open with everyone healthy, you are absolutely obliterated.
There is zero chance of victory, zero chance of even a 1k. I can't find the hatch, close it, and then it randomly gives me a pity kill. When I lose, I lose. And the survivors can stand there teabagging at the gate as long as they want until I come slap them out, and doing so can take multiple hits, and for some reason downing them right at the edge flings them to safety, so it's basically just them taunting you.
But you reverse the scenario and survivors need a hatch so they don't feel so bad about losing. Gotta have a free victory condition even if you were destroyed in the match.
Yes, you're reliant on random teammates, but the Killer is as well. SWF with comms isn't a fear that survivors have because the Killer is always solo.
It just feels off when (part of) one side gets a pity victory condition.
I understand what you are saying. That's why I suggested a minimum distance between gates and do away with the hatch. I completely agree there are times survivors get the hatch that is nothing more than a no skill, no effort bail out of horrible play. That's the problem though. In the match I described the gate placement bailed a killer out that played horribly and gave him 3 kills that took basically no skill and no effort.
I've ignored hatches in favor of a gate because I would prefer not to take the easy out. However, in a situation like the match I mentioned I will take the hatch if I find it because the gate placement made it a guaranteed death to try to open one. I would prefer an endgame system that is challenging and fair for both sides, unfortunately that isn't the system BHVR has given us.
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As a survivor main I would be ok with the hatch being removed under one condition. If they implement a minimum distance between gates.
Was in a match a couple of days ago where all the gens got done and not a single survivor killed. The gates were so close together the killer just guarded them. They didn't have to do anything else. If someone tried to even pull the lever on either gate the killer was on top of them almost immediately. The killer ended up with 3 kills. Would have been 4 had the last survivor not gotten out the hatch. The gates were so close together there was zero chance of getting either of them open. A level 20 killer could have guarded these gates without any challenge. That happens way too often. The survivors did everything they were supposed to do. The reward was gates that were so close together there was zero chance of escape other than the hatch. Even then only one person is going to get that unless someone uses a key.
Don't get me wrong. Even as a survivor main I also think there should be a maximum distance between gates. I have seen plenty of times the gates are so far apart a killer can't guard them both. The distance between the gates should present a challenge for both sides and shouldn't be a guaranteed victory for either. Until they fix that I'm in favor of the hatch.
I would even be open to a system where the hatch only appears in situations where the gates are within a certain distance of each other.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1584593#Comment_1584593
ot also counters IF onis scream addons clown gas will counter the new killers gen perk
I didn't even think about those things. Of course I don't know if I've even played against an Oni or clown in the last month.
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@ZCerebrate said:
My last 107 Games as Rank 1-2 Survivor with over 1000 hours (I play about half the killer roster as well if I'm on the killer side) - it's very subjective by person for sure as I see a lot more variance if I duo queue with a buddy of mine who is also red ranks
Ghost Face: 13
Nightmare: 12
Cannibal: 10
Executioner: 10
Legion: 9
Oni: 8
Wraith: 6
Shape: 6
Spirit: 5
Deathslinger: 5
Plague: 4
Hillbilly: 4
Huntress: 3
Doctor: 4
Pig: 3
Clown: 2
Nurse: 1
Hag: 2
Trapper: 1
Demogorgon: 1
That's why I am so confused. Your percentage of seeing a doc is less than 4. Mine is over 50. That's a 1200% difference. It's hard to believe it's mere coincidence. I'll also note as expected there hasn't been a dev or even a mod comment despite specifically asking for such. I mean expect them basically to say it's strange and they don't know why it's happening, but the lack of response makes me wonder.
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@KingFrost said:
Roughly the last 48 Killers I faced
Wraith
Myers
Freddy
Ghostface
Huntress
Huntress
Doctor
Legion
Doctor
Ghostface
Deathslinger
Pyramid Head
Leatherface
Pyramid Head
Wraith
Pyramid Head
Freddy
Freddy
Billy
Pyramid Head
Trapper
Spirit
Doctor
Pig
Myers
Deathslinger
Ghostface
Wraith
Leatherface
Hag
Huntress
Leatherface
Trapper
Huntress
Oni
Pyramid Head
Doctor
Freddy
Oni
Pig
Leatherface
Hag
Plague
Deathslinger
Nurse
Freddy
Demogorgon
Billy
That's what I mean. You have seen doc 4 times in 48 games. In 48 games I see him about 25 times. My chances of getting doc are way way way higher than they should be.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1584572#Comment_1584572
well pc players can vope with his power use not console but if they turned mmr back on you might get more docs as your better at them jisr run calm for a while till it eases off
I hate running a perk that's only good against one killer because it's a waste of a perk slot if you aren't going against that killer,but recently it's helped more that it's hurt so I've been using it.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/187257/killer-pairings-serious-question-for-devs
if your console its because pc docs have been used way more then consol ones
I am console. I mentioned this a few days after crossplay started and several pc players told me doc isn't used all that often there either. If he's used way more on PC that makes a little more sense.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1584470#Comment_1584470
Mostly everyone who has a problem with getting stunned will tell you that there is a strong loop nearby, that they had Dead Hard, that they were getting gen-rushed etc etc. To try to justify the strength of the perk. Because without an actual situation like that, the perk isn't that strong at all.
From my experience I completely agree. I mess with different perks just to try them out. I recently equipped left behind for 10 straight matches. In 2 of those matches I was able to find hatches I likely wouldn't have found otherwise. In 10 matches it provided as much benefit to me as DS did using it a month. That's saying something when you consider left behind is a perk that is only useful if you are the last survivor left. If you aren't the last survivor left it's a waste of a perk slot.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1584449#Comment_1584449
Because contrary to popular belief it isn't even a good anti-tunnel perk. The perk doesn't render the killer immobilized or something, it merely stuns them, and they can still see the direction in which you are headed.
Exactly. That's what I'm trying to get at. I have never understood why it's so popular on one side and so hated on the other. From my personal experience it doesn't prevent tunneling. As a matter of fact the chance of being tunneled goes up by many orders of magnitude in my experience.
My survivor rank got worse using it because I got tunneled way way way more than I ever did before.
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I am a survivor main and can only speak to this from that perspective. I have tried using DS on multiple occasions. I forced myself to use it for a month straight at one point because I kept reading on this forum how it was so powerful. The only thing DS ever did for me was ensure I got tunneled after using it 90% of the time. The only time it ever gave me any real benefit is if I managed to use it while the gates were open and it bought me enough time to get out. I think that only happened twice.
The overwhelming majority of the time I utilized DS the killer would ignore everyone else completely until I was dead. I realize not everyone will have the same experience as me. But from my experience DS is simply the guaranteed to be tunneled perk.
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1582615#Comment_1582615
Yup, bottom right next to your perks. That's where all your debuffs and buff effects from things like prove thyself and we'll make it show up. Debuffs red, buffs blue. I believe it's to do with the status effect HuD
I knew those things appeared there. I guess I've always been in too big a hurry trying to get away from the hook to look at that time. Good to know. Would have been good to know a long time ago, but at least I learned it now. Thanks for the info
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1581261#Comment_1581261
We'll make it adds a buff symbol for you when you are pulled off the hook. That's the one you want to look out for, because it means they can heal you WAY faster than usual. That's the ONLY time i stay at the hook to be healed as long as the killer is otherwise occupied.
Wait a minute. Are you telling me there is some sort of symbol that indicates when the person pulling you from the hook has healing buffs? I've been playing this game a long time and didn't know that.