alaenyia
alaenyia
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For survivors: Just everyone concentrating on gens (this is the #1 reason for a loss), good chase with a couple good loops before a down (Devs have really worked hard to end this). Not following your friend(s) everywhere on the map, spread out and work the objectives.
For killers: Not running back to every hook (This is weak and not working your objectives). If you can not find a survivor unless you run back to an offhook that is a skill issue and you need some practice. Working all the objectives ("Killers gotta kill" is literally only 1 of 4 objectives)
As a survivor, I do not care if I escape or not as long as the match is fair. And I try to support the randos but sometimes they make it hard. (Looking at you folks who teabag for heals while the killer is running at us)
When I play killer I take it as I am the host of the party. I try to keep track of who I have hooked and how many times, I gen patrol and kick everything (gens, pallets, doors). I hook a person and immediately leave to patrol or find someone else. Because the only way to earn points for everyone is to let everyone interact with their objectives. If at the end of a match we do not all have over 20k, I should have done better.
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I like this mode. It is fun, fast and fair. This one beats that "lights out" business hands down.
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@BlightAbuser said:
Sure, as soon as we add a punishment to survivors for doing gens too efficiently.
Do you mean like making the amount of time to do a gen take longer, wait they did that. Do you mean nerf toolboxes and "brand new part", wait they did that too. Maybe you mean they should add more gen slow down perks for killers, wait that has happened a lot. So I guess they should probably double the regression from a killer kick and or pop of some kind, wait that was enacted in the last patch. So it looks to me like survivors have been sufficiently "punished" for working on their objective. So back to the issue here, when is tunneling going to be addressed.
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I do 100% think tunneling is out of hand in this game and should set back the killer more to make this a less favorable option. It would be hard to do something with the interaction from the killer side to prevent tunneling. A longer BT time, longer speed boosts for offhooked survivors kind of changes could help so that reacquiring a survivor, especially with 3 other survs on the map, would waste enough time to have a negative effect on the killers ability to accomplish his goal before all the gens are done.
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Considering the massive variant of people I get in my queues I assume MMR no longer exists. I think they just give you whoever is next in line to get matches going quickly. I solo Q and get amazing teams who all seem to know where to be and what to be doing and then the next match it feels like a whole troop of people who may have purchased the game yesterday.
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The game has been balanced for SWF game play. Solo Q has just been abandoned and forced to play with console who have no communication. Players will only take so much loss before they just leave.
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I have played DbD for 6 years and was really looking forward to the lights-out mode. I miss original DbD all the time and thought this would be a way to revisit that kind of play again. Unfortunately, it has not been that at all, it has just been players bringing new killers with built-in advantageous perks the OG killers did not have, then running back to every hook like a job. I really think they missed the mark by letting killers see gen auras and survivors see other survivor auras. No input would have leveled the playing field more and made tunneling more difficult. I also would have been fine with limited survivors and killers (maybe just the original 4 etc). I only saw 3 maps so limits could have been implemented. As you can see the game mode I really want is "DbD 2018".
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Thanks, this is awesome.
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@woundcowboy said:
I’ve been playing this game since 2018 and have close to 5000 hours total. I recently returned after break, and man has the fun been sucked out.
It doesn’t matter if your chases are short. Unless you pick a section of the map to defend right at the beginning, you are going to lose if they decide to do the gens. Then there’s the killers. I tried xeno for the first time and it was an awful experience. A large chunk of its power is controlled by survivors and the tail requires pinpoint precision, meanwhile survivors get to plop down a turret whenever they feel like it. On top of that, a huge amount of loops don’t even let you use the power because they are too high.
This game’s problem is the same that it has always been: survivors have too many resources and second chances, on top of chained tiles and safe pallets. I legitimately don’t understand how anyone says that killer is easy. It was significantly easier when I started playing because even though survivors had major dirt, killer stuff could at least come close to matching it. Now every killer has been neutered to oblivion in the name of survivor fun.
This game needs to be balanced as a 1v4. Individual survivors hold far too much power for most killers to handle. It feels damn near impossible to win with certain killers and rng spawns.
Is this a joke? I really can't tell. The devs of this game have spent years making this game as killer-centric as possible. To the point I am starting to think it is a social experiment to see how much a survivor will take before they leave. Killer's kill ratios have never been higher. All the maps have been reduced to the size of a postage stamp, most pallets are unsafe, most vaults have an open gaping door right next to them so the killer might have to wait for you to land to hit you on the other side, every survivor benefit has been nerfed (Toolboxes, med kits, keys, perks, etc.), gen completion times are longer, and crossplay can not be turned off so you are forced to play with people you can not even communicate with.
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I like the idea but I think they should have gone harder. No gen/hook aura, no hook/slug auras. It is kinda easy as killer with the gens a blaze.
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I agree with this 100%. And to the guy who said survivors shouldn't see any other survivor auras, you are correct. If this is truly the bare-bones game of killer vs survivor these inputs should be eliminated on both sides. I just played lights out killer and had to go stand on the other side of the map for several minutes so the survivors could finish 2 gens and leave after hooking everyone twice and maxing out destruction, chase and hit. And the main reason was gen patrol was easy with that being my only concern. Had I not been able to see them it would have been much harder and spicier.
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Survivor is more exciting in my opinion because you have more at stake. I play killer to take a break because it is nice to just be able to go wherever you want with no fear of reprisal. I also have almost all killer dailies because DbD likes to only give you dailies for roles/characters you don't normally engage with.
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I mained Claudette for a long time. But people's bias toward that character made me move to maining Tapp. I can be doing gens, healing and offhooking for an entire match as Claudette and get accused of "just hiding the whole match". I will get this from people that I have more points than, and maybe helped during the match. This does not happen with Tapp although I run the same perk build and pretty much use the same play style. It is weird.
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The issue as I see it, is killers have been made easier to play with several changes over the years. So in the early days Nurse was a very strong killer but she was hard to play, hard to get real good at. But the trade-off was that mastering her was pretty much a guaranteed 4k. The biggest change to disturb that dynamic was giving killers the ability to turn within a dash-type action. You used to have to commit to a direction until the action was complete. This allowed survivors to dodge a blink. Currently as many have pointed out there is almost no way to avoid a hit.
I do not know if a nurse nerf is in order, but a rollback on some of the physic-defying turn abilities would be helpful.
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@KayTwoAyy said:
I feel like this question doesn't even warrant explanation.
Opening the exit gates while a survivor is on hook or in chase is just disrespectful.
If I am on a hook or in a chase and my team is not working on the gates while I distract the killer, that is disrespectful. I expect a gate to be open for my offhook. I also am fine with the 99% till I get hooked but then pop that guy open so we got a place to go.
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Physically attractive in a romantic sense: Jane and Jake. Cute in a Squishmellow kinda way: Bunny Feng and Dweet.
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I do not run either of these perks but have seen them used occasionally. Not even regularly. But the argument that this is too strong with a 4man SWF is pretty much automatically invalid considering it has been stated multiple times by DbD that the prevalence of 4man SWF is well under 10% of matches. So the majority of the people you play against are solo or maybe 2man.
This perk has immediate drawbacks for the survivors in that now you have 2 injured people and if they take a hit they have to mend, so this is not some walk-in-the-park "get outta slug" free card. This levels the field a bit considering things like Iron Will were nerfed into uselessness a long time ago.
Camp/Tunnel/Slug players are not employing a strategy, they are lazy and don't want to bother gaining game knowledge and actual strategies. My preferred killers are Trapper/Myers/Doctor, so nothing meta or top tier, but have absolutely no problem finding and hooking survivors w/o C/T/S because I just know where they are likely to be from years of gameplay.
Players who don't employ cheap tactics will be more successful overall against this perk combo.
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I am with ya, never seen a gen there.
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@AGM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600831#Comment_3600831
Yea because they actually do gens.
This game may have originally been envisioned as "hide and seek" style but they then realized it works far better as a tag/freeze tag game. If you want a hide and seek game then what would the point of generators and chases and killer powers even be? In hide and seek the game would be over when the killer sees the survivors. May as well just go play prop hunt on GMod if that's what you're looking for.
Topic: Nostromo needs more LOS blockers and few more (and slightly stronger) filler pallets. Just my 2 cents.
I am starting to think you have never played hide and seek. The seeker doesn't win when they "see" their opponent, they have to chase them down, just like in this game. Also, freeze tag has no other objectives besides chase so not a very good example. And there is clearly a hide component to this game, even if the devs have dumbed it down for killers so hard it is almost irrelevant. There are literally survivor challenges for "HIDE in the killers terror radius for x amount of seconds".
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Different game modes. Specifically an OG 1st year version or classic mode and/or a no perk.add-on mode. More stuff like the Halloween rift where they are fun diversions on the map not necessarily associated with the main objectives. The built-in unbreakable that was promised or some other action that prevents excessive slugging.
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The first 2-3 years I played I escaped probably 50-60% of the time. These days it is maybe 10% but probably closer to 7%. But killers used to have one special ability each to take down survivors. Now they are each coming out with 3 or 4 special abilities and every one of them has an aura/location perk/add-on. It has really sucked the fun and the skill out of the game.
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@Xernoton said:
The maze tiles are always strong and you still have a bunch of somewhat decent filler pallets, that needlessly connect into each other. So I wouldn't say it's that terrible. Nostromo is however very prone to have dead zones, once certain pallets are gone. This makes it more killer sided. But with the amount of survivor sided maps in this game, I don't see this as such a big deal.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599988#Comment_3599988
What game have you been playing? This has little to do with hide and seek. Hide and seek is probably the most boring thing for both sides because it takes away the interaction between survivor and killer and forces both into a position where they do pretty much nothing for the majority of the game.
I have been playing DbD, since 2018, when it was fun, had almost no aura perks and killers had to rely on actual skill. This game was "hide and seek", now it is something more like killers 4k every time no matter what. They even brought in bots so if survivors want to leave the match killers still get to 4k. It does not get more killer-sided than that. Because I don't see any bot killers running around when a killer dips.
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There pretty much is no such thing as "Play to win" for the solo survivor anymore. Since you will just be tunneled out of every match anyway, playing for fun is the only way to go.
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I think not likely but it is a great suggestion and I would think it was awesome.
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Chucky has very loud footfalls even if he has no terror radius, that could account for the change of direction with either a bot or an actual player. And if you are playing with a LOT of bots maybe you should back up and re-evaluate your play style. Maybe something about your gameplay is causing people to not want to bother playing with you.
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@tyantlmumagjiaonuha said:
Camping, tunneling, and 3gen strategies are all actions that are executed when the killer player, regardless of his or her skills, sees a benefit to the game development and the survivor's playing.
However, strategies for the killer to try to execute as many survivors as possible are dealt with because they cause frustration to the survivor.This appears to be a consistent adjustment so far.If we are going to go that far already, why not just make it PvE with bot killers instead of PvP?
I do think they should have bot killers. They implemented bot survivors so killers can 4k every match even if they play so horrendously that all the players leave. So why not afford survivors the same luxury? Also, camping, tunneling, and 3 gens are just lazy gameplay for killers who are new or do not desire to bother learning how to play and actually employ strategies.
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Although Nostromo is pretty bad for many reasons, all maps are becoming ridiculously small. I am not sure why every map is becoming a postage stamp where hooks are spitting distance apart and full gen patrol takes about 4 turns on one 8 meter tile but it is killing the whole point of this hide and seek kinda game.
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Yes, I work hard to play killer as fairly as I can. I kind of feel like as killer I am the host of a party and want everyone to have a good time. I also try to hook everyone once before anyone person twice (this gets tricky if people come in all the same character). I do not camp or tunnel but will slug people to slow progress or because they are death hook before someone else has their hooks. My matches are usually fairly long and everyone gets high BP. I almost never have a DC, even before DC penalty was a thing. So I hear ya completely and it is nice to see someone else who likes to play with some integrity and with forethought abut how everyone's game is going.
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I generally main survivor, and really am not that annoyed by Chucky. Any game I have given up on was not due to any mechanic of the new killer and everything to do with "anyone can play any killer like utter trash" kinda vibes. If they were ping-ponging the hooks and tunneling, I'm out. Slugging with 5 gens up, I'm out. The line when "they couldn't get saves" makes me think this may have been more about camp n' tunnel and less about Chucky. You were also playing on the worst map this game has to offer and I have seen several Chucky players request it because the small sq footage and straight hallways make those lunges real easy.
They were probably also eating pizza and waiting for you to suicide em out so they could avoid a DC penalty.
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We just need them to implement the basekit "unbreakable" we were already promised like 2 updates ago. I do not know about self-unhook, I mean there is already the Kobe chance. I am good with the 4%. But there should never be an opportunity for a 3-4 way slug, it is beyond cheap and should just not be an option. Or make the perk unbreakable more like distortion where it can be recharged and reused.
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@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445361#Comment_3445361
The killer's objective is to kill. There are no rules that pop up before the match starts that says, "Hey look buddy, you should kill survivors but don't focus all your hooks on one guy. Hook each survivor once and let at least two of them escape so they don't cry on the forums."
You should watch the tutorial again. You are missing some information on how to play this game, but it isn't very hard to understand the other objectives. I bet you could learn them with one pass through the instructions.
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@tuttoinunavolta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446150#Comment_3446150
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446675#Comment_3446675
Every medkit will give you at least one full-heal. Botany Knowledge is the problem here, look at its effects:
- Increases your Healing speed by 30/40/50 %.
- Reduces the Healing efficiency of Med-Kits by -20 %.
That second Botany effect has been there since 6.1.0. You could swap it with something like Resurgence or Renewal to get more self-heal value out of medkits in a match
Also, pre-update medkits absolutely granted more than one heal. I used to run yellow or green medkits with both increased charges add-ons almost every match and I could always get so many self-heals it was crazy. I think Botany Knowledge might have been sabotaging you for a while
You are probably right about the botany. I specifically noted medkits pulled out of chests. Those do not have add-ons and if you are the last survivor (or in with people who aren't altruistic) they are a 1 and done (Or a not even 1 and done in some cases). I am just appalled that killers are complaining about medkits when they have been nerfed into the ground compared to the beginning of this game. These people would lose their minds if they had to actually go against a team from 4 years ago. Every survivor item has had a nerf (and many have had several), medkits, toolboxes, keys, flashlights but I still come in here and see people complaining that survivors are somehow privileged by these barely useful items. I do not bother to bring any item in with me because the value is so low it is not worth the bother of dealing with getting tunneled and camped out of the game over a brown toolbox that got me nowhere after thano.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446150#Comment_3446150
U can get a full heal out of it tho? Are you using Botany or something?
I do run botany and get 3/4 of a heal from a medkit.
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You can tell the killer mains in this post haven't played for very long. Med kits got a massive nerf about 3 years ago to what they were just before this. The fact that a med kit will not give you one full heal is ridiculous and makes them useless. Especially ones you get out of a chest. This is a finite resource. People in here are talking as if you could previously use a medkit to heal for the entire match. Nah, fam it was a one and done. There should never be a med kit that has less than one full heal. I am not disturbed by them repeatedly slowing them down but not getting one full heal is ridiculous, especially since the majority of survivor players are solo queue with no guarantee a team mate will heal them.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445271#Comment_3445271
Genrushing is also an optional play style for survivors, as of late survivors are abusing that option massively.
They can entertain killers by triggering multiple chases, getting downed, rescue each other and so on. Instead, they just get glued to nearest generator and hope someone else does the distraction or killer doesn't find them and does waste more time.
Considering every chase can be extended to 1 minute or more, survivors can heal each other for endless amount of time and bleedout timer is very generous, there's no reason for survivors to try to end the match as quickly as possible.
Does it all sound right for you? Because that's how your statement does sound to me at least about how killers could play.
Unless you have a 4 man SWF, gen rushing is not a thing. A 4-man can have builds that exploit gen finish speed, but 4-man teams are well under 10% of matches in this game. So in like 95% of your matches gen rush is a myth. What killers like to call gen rushing is just survivors doing one of their objectives. While they also off-hook, hide and heal (other objectives). No chase need be extended to over 1 min, if you haven't downed them in half that time break off and patrol your gens. You want to compare doing gens with tunneling but there is no comparison. Tunneling is not an objective, repairing gens is. Repeated flashlight blinds is a better comparison to tunneling.
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I am a survivor main, play is split up probably 70/30. I think NoEd was fine before the nerf. It has a counter, just do the totems. And now that boon heals have been nerfed into uselessness this is even easier.
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@RaSavage42 said:
Tunneling can happen without perks... so changing perks is a bad move
And if BHVR actually had something to combat Tunneling it would've been released long ago
But then again if Tunneling was solved then Survivors would just have all the time in the world to get the Gens done
Try to not Tunnel in a match and see what happens
I never tunnel in matches and generally 4k. No one has to play like that. Hook someone, go find another someone, then hook them. It is a pretty simple recipe to win without garbage game play. If I get out played w/o tunneling then I guess they were better than me and deserved the win. It does not prompt me to play trashy, just get better.
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@Viktor1853 said:
The killer should not be punish for doing his objective
Tunneling people is not an objective. Sacrificing people is one of four objectives for killer. Find another one to work on after you hook someone. Maybe find another survivor, one of the other killer objectives.
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How about a set number of drones that run out like pig hats? So the killer needs to plan and be more strategic with where they are placed? Maybe save a couple for end game, etc. Might cut down on matches being so tedious and long.
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BNP and Syringe have been nerfed into the ground and people generally don't even bother. BNP and Syringe used to actually be insta. Those were the days. Even the old iteration would not be OP at a time when killers now have so many aura perks and built-ins they can practically see the survs the entire match.
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Yeah, trashy trappers trap up the basement pretty hard. They probably just assumed. Should run kindred and then they would know. Trapper is my main for killer and catching people in unique and unexpected ways is always fun. I do not however trap shack or basement because it is lazy and cliche. But if I get you at the door at the end I am pretty delighted, not gonna lie.
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I play Doctor because he is easy, so I hear ya. I have not purchased knight yet but do get the impression that he is pretty op, especially considering all the maps have been made smaller.
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I would like to point out to all the "I will tunnel the S out of anyone offhooked in front of me" crowd. It is not the hooked survivors fault they were offhooked near you, thus downing and hooking that offhooker, fine, hard tunnels, not fine. I also rarely see people whipped of the hook 1 second after you hooked them, but I see camping happening all the time. You can not tell people not to offhook in front of you then not leave the area.
To the offhooker, If I am getting the camp, do the gens and let me hang, till death if need be. I had a face-camping Nemisis and the people did 3 gens, including popping the last one. Instead of heading to a door and leaving giving him the 1k, they tried to get me at the last second, it snowballed and he got a 4k. Do not do that, the play is to leave.
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@ShinobuSK said:
Noed needs a dull totem so its if its taken by boon and no other dull totems are in play, Noed wont even procc
I just wondered because you can put a boon on a lit up hex totem. So thought maybe NoEd could share one as well.
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Some stuff is visually stunning but functionally a nightmare. I can not see on Autowreckers since the the rework, and have never been able to see on RPD because both maps were made so dark. As survivor I can not find totems and sometimes gens on RPD. or lockers on Auto. As a killer I can't see a survivor literally just crouching in a shadow on RPD. I want a mining hat perk with a light on it for my killer in that map.
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@dictep said:
trash campers and tunnelers
Unfortunately, that isn't programmable. But I do wish the devs would implement changes that would reduce the occurances.
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@Jaxton2000 said:
I don't know if a block system would work in dbd.
If you're facing these 3 certain killers a lot that would probably destroy your matchmaking times.
The name being shown I could see being a great addition, but terrible for streamers. Maybe they could add a streamer verification system with Twitch with a certain amount of subs/followers etc. (Basically just a verified streamer) to allow a setting in the game to turn the name off for survivors to not see it pre-game or something.
But that system would probably be too good and too much work for them to do.
You are right, but I think if you got a lobby w/o a name you would at least know they were a streamer. So Streamers would still get lobby dodged. But currently it is massively unfair to survivors which far outnumber all streamers.
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Although boons are loud, I can hear them easily while I am walking around the map, it gets drowned out if you are in a chase and that chase music is going. So as long as you are just wandering about it is not a problem but if you are engaging in repeated chases, they are hard to locate.
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I think you came up with an interesting work around. The DbD servers have always been kinda hinky. Have you contacted BHVR to adress the issue? I think it is fine if you play 5 min games, but it would not be for me. It takes 10 just to get in a game. But you gotta do what you gotta do.
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I don't know if you are asking about actual game play or just player interactions.
Survivors kind rude:
Teabag at pallets and windows
Flashlight clicking
Sandbagging teammates (trying to brush the killer off on them while they are doing an objective)
Killer kinda rude:
Hitting people on hook
Body blocking people before hitting them
Shaking head no at survivors after a down or hook
Survivors toxic:
Ambushing killers for multiple flashlight stuns
Waiting in the exit gate for the entire EGC for rigorous teabagging
Teaming with someone else to hide and keep killer on the map
Killer Toxic:
Face camping 1st hooks
Tunneling people out of the game early on
Not respecting a legit kobe (hitting someone back down when the survivor gets themselves off the hook)
**With all that being said I think several people have noted that no matter what you will get post-game hate mail. This is 100% true, people who play DbD can be real salty. I suppose the longer you play, you will see patterns in the feedback. And no matter which role you prefer, play the otherside some. This is a good way to understand why people are triggered by some stuff.