amazing_grace
amazing_grace
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I wouldn't mind them changing the perk so that it has it's current effects, but if the obsession is hooked last, you see all other survivors. Then you don't get the awkward situation of only getting part of the perk's benefits. I don't find it an extremely strong perk, it can come in clutch, but overall, it promotes a good playstyle I think so I wouldn't mind it getting a buff.
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3151140#Comment_3151140
Overcharge miss skillcheck regresses by 10% just like any other missed skillcheck
Ummm... I'm actually not 100% sure, but it definitely instantly regresses the gen by 5% if that skill check is missed. I'm not sure if it's an additional 5% on that 10% (I don't think this is the case), but overcharge itself has the feature that if you miss that skillcheck, it regresses by 5%.
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Hmmm, I actually dig this change. I like that fire up gets stronger as more gens get complete because it fits the feel of the perk and you still keep that element here. The only thing I would change is that 4 tokens would be an additional 2.5% not 4.5% because 7% is quite a lot for a kick. I can do 5% total regression because in my head, that's equivalent to if you missed an overcharge skill check. Having 5% regression kicks on demand are quite powerful.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3150667#Comment_3150667
Then where's the power in the combo if you also need Deadlock, weak links, tunneling, and Undetectable to win with it? The way I've heard it be described is that Overcharge/Call Of Brine/Eruption wins games on its own, and that you actually can't lose with it.
I agree with you that this combo is annoying, but it's not overpowered on most killers and as long as survivors do a good job splitting up on gens, it's kind of a meh combo on most killers.
I will say though that on blight, it's pretty good because of his mobility. There was a game yesterday that basically handed the blight a 3k instead of a possible 1k/2k because eruption hit the gen when it was at like 95%.
This combo can be deadly for soloq players, and that's probably about it. Eruption hurts solos a lot and does nothing to swf, probably why people have so many mixed opinions on how strong this combo is. A good swf or efficient solo team can power through these perks.
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Welcome to the forums. I agree with Halloulle comment above. The balance you are talking about is very egregious because this game has a giant gap between new players and veteran players. This game is much more killer sided for beginners, but gets more balanced out when you become more experienced. Average to above average survivors can usually get some people to escape without comms, and with comms, it's usually the killer having to be on their toes.
30 hours is still a very small amount of time to determine the whole balance state of the game, but the information you gave is super valid when it comes to assessing balance from the ends of the spectrum. What you have shown is that new players will gravitate towards killer because they can get "wins," which is good until they reach a skill wall where they'll have to either climb it or just quit the game. Between grind and weird power balance, it would explain why DbD doesn't have the best retention rate.
Anyway, thanks for sharing your data and results, it's always nice to hear all opinions and it seems like you approached it from a mature manner. Survivor "noobs" will always get stomped by killer "noobs" just because of base mechanics.
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Pretty sure that for Better than New they complete dropped the gen speed increase, so it no longer will affect gen speeds, just totems, chests, and healing.
The other things that you missed are the small QoL changes where you can have an active survivor and killer challenge at once (this is a big one I'm looking forward to). Also, if I interpreted this correctly, you can queue up but still access the shop and maybe the old archive tomes as well. I don't remember the details of this one, but I definitely know they mentioned that you can browse and do more things when you are waiting for a lobby.
The big question I have for having a survivor and killer challenge active at once is how the universal challenges will function. Does that mean that I can knock out two challenges at the same time? I have a bunch of the, collect x amount of emblems or collect x amount of glyphs that I would love to knock out two at the same time...
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It sometimes depends on the approach. People are so used to others blaming them or "coming" after them that they don't realize that others may just be curious or genuinely wanting to give advice. However, in your situation, it just seems like they were frustrated and immature, so don't take it personally. Some people let the game get to their heads and they don't understand when to take responsibility for a mistake.
Generally, I only give advice when I know it's a new player and they did something that really made me frustrated throughout the game because they didn't know better. I usually just approach it by either asking why they chose to do something or I ask if they would like some advice for future games. I've had some great interactions with fellow teammates teaching them a few tricks before hitting next.
I also give the killer advice sometimes when they are ranting in end game chat about how frustrating the killer is, especially when it's a killer I play often. I've given many people advice on how to play Artist in end game chat and they appreciated it because I validated their feelings and gave them something that they can work on.
Generally I try not to be accusatory unless the teammate did something that was borderline trolling to me or did something so stupid that it boggles me. I also generally don't talk to survivors about how they can improve if I was playing killer. Doesn't usually create for a great situation because they probably already feel bad about losing, so unless someone asks what can I do better. I just hit next.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3149569#Comment_3149569
I got disconnected but it was after my match was over and I was in the character screen, so maybe they fixed being kicked out of an actual match? 🤷♂️
Oh yeah... same. It disconnects once I finish the game and head back to my lobby. I get to see the end game results and all of that information. I just can't queue up for another match once I return to lobby so I close the game, watch a 15 min youtube video, then load it back up.
I'm just glad that it doesn't boot me out of the game anymore, because I'm a tad stupid and always forget it's Tuesday and I shouldn't be hopping into a game at 7 PM.
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It has been fixed for me since they said it. Last night my game finished and I didn't get disconnected, although I feel like one time it did happen. Usually it has worked for me where it doesn't disconnect me.
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Some of those are extremely problematic and would affect balancing really badly. I could maybe seem them changing some addons for certain killers who have bad add ons to give the deep wound effect under certain conditions met, but ultimately, they should not add basekit deep wound to the killers.
This would also make the game insufferable in the long run. One of the reasons why everyone hates playing against legion is because you have to mend after he uses his power. It's just a lot of time holding m1. Although the point of your deep wound mechanic to all killers is to counter endurance, it would also just give a mechanic for killers to get free pressure and make the game more boring for everyone else.
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@ByeByeQ said:
I think Dredge is in the right place.
If he doesn't successfully get a hit after teleporting to his remnant in chase his power goes on cooldown and that can be really punishing. I don't think his map mobility and stealth makes up for his lack of lethality, which everyone else in Otz's B tier beat him in.
If only he had some addons that made him faster when teleporting not in Nightfall. Are we ####### there yet?!?
Boat Key?
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I get maybe 1 in every 10 games, if that. I honestly don't see them too often from either side. Though when I play survivor, I don't bring them because they're too expensive (so that's one less person who has a chance to bring them). Usually I only see them when it's a full loadout survivor team or it's the rando bnp on the only toolbox brought.
I don't see them enough for them to be a nuisance, so I think you're just unlucky if you're getting them that often.
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Survivor: 7 (maybe 8 on a good day)
Killer: 6 (maybe 5 if you average my ability between all killers)
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@Dead_Harder said:
Is it a revert or is it a buff? Aka do you need 3 hits or 2? : D
It's a complete revert, so that means 3 protection hits to activate. The only thing that was changed they said was that it no longer gives you endurance effect... so that means it has potential to stack. (I find fair because you have to chew threw a few health states to achieve it)
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I would say the "bad" and "unnecessary" tunneling would be defined as the killer going after one survivor from the start of the game without having a good reason to do so. Being so tunneled visioned that even if the whole team tries to protect that one survivor the killer won't switch targets or being so tunneled visioned that the killer ends up throwing the game because they only went for one survivor instead of spreading pressure.
What might seem like tunneling but really isn't intentional tunneling is if the killer keeps finding the same survivor who got unhooked recently. Sometimes it just happens and the rest of the team is just being too stealthy. I usually try to let them go, but I can't keep giving second chances when I can't find anyone else.
Then comes necessary tunneling if the killer wants to win. Sometimes you need to tunnel when it's down to like 2 gens left. It's easier to just kill a survivor to make it a 3v1, so you can't really blame the killer at that point because it is necessary for their win condition.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3145661#Comment_3145661
I try to use them when i know they need to use a window to drop down or something, or prep it upwards stairs when im in a house etc.
Trapping loops is a good way to get direct hits but its also the most basic way to play her imo. Thats the floor.
Yeah, I think one of my favorite hits is when I place a bird at a bottom of a drop and then down them with it. Definitely takes them by surprise when they think they were sneaky (I do this with trapper too, plus silent trap add on). Another really devious bird direct hit is placing two birds at the top of the basement stairs as survivors are running up. Usually I'm not close enough to the basement to do this, but when I am, it almost guarantees another survivor in the basement.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3145565#Comment_3145565
Thanks. Solid tips.
I should probably play mainly m2s till i get good.
Im also trying to get better at direct hits but man is it hard. Oh btw do you remember if the birds still damage if they pass through you?
To my knowledge, they still damage if they pass through you. I haven't noticed otherwise recently, but I haven't run into that situation often. Usually that only comes up when people are trying to take hits towards the exit gate and I'll try to eat through health states then.
Direct hits are definitely difficult to do with her without her add on (Matthias' baby shoes), but I usually try to memorize which survivors just run in front of the bird right away when you place it and which bait it out. That's basically the two things they can do with your antiloop. Sometimes it's a 50/50 like any other killer, just watch out for dead hard.
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I'm honestly not too invested in this type of argument since I also believe that survivor soloq isn't horrendous, maybe a little more miserable or a little less fun than before, but it's definitely playable still.
There are a couple of perks that got buffed that hurt soloq more than swf. In particular, this is eruption, surge, and sort of pain res. Eruption directly effects soloq because you can't really predict when a survivor will go down, you can maybe guess with empathy, but even then it's pretty tricky. Eruption both regresses the gen and prevents you from working on it for 25 seconds (almost the entire cooldown of the perk). Surge isn't the biggest deal, but it definitely has cost me games because my soloq teammates decided to run the killer near my almost complete gen and they go down and then I get chased off my gen and it never gets finished. With certain killers, surge having no cooldown can be catastrophic when soloq teammates decides to run over to the potential three gen. Pain res didn't get directly buffed, but it did get an indirect buff by increased gen times, which is harder in soloq to coordinate whether you want to pair up on a pertinent gen to try and complete it or just split up and keep having gens take hits with pain res. Soloq struggles with lack of communication that gets hit more by these perks being changed.
Endurance being changed also takes away or at least changes the toolkits of survivors. Survivors can adjust and overcome and learn new strategies, but it does require some thinking out of the box. You can still run an anti tunnel build of OTR, DS, and Deadhard, which would allow you to take a hit with OTR, go down and hit DS, and then get another hit with a successful deadhard, but this plan definitely is harder to pull off without just getting yourself killed again if your team isn't slamming gens. Even when you do this off your first hook, the killer can just do it again and eat through the OTR. Depending how you are in chase, maybe this would have been fine if your team was all split up on gens, but in soloq, this isn't guaranteed and known so they might waste time taking hits when the killer still has tunnel vision on you. Again, you can say this is no different than before the patch, but I feel like the killer usually would wait out DS leaving you slugged which allowed you to either pair it with unbreakable or for someone to pick you up. Killers seem more willing to eat the DS and just brute force it than before. Before it seemed like the killer would just completely drop chase when a DS stun happened or lose you anyway because they would never pick you up. Now as soloq, it's harder to bluff the DS and use unbreakable or at least have a contingency plan that would get the killer away from you for awhile.
Another thing with endurance that hurts soloq is the basekit BT and risky unhooks. I've had situations where the survivor goes for a risky unhook where the killer is returning back to hook, but instead of taking a hit for me, they just run away. The 5 seconds was just enough time for the killer to reach my hook in the dead zone and then I go down almost right away because I didn't have the protection hit. Basekit BT has definitely been good, but it sometimes prompts your soloq teammates to think they can just dessert you without protecting you slightly, so this can be annoying now in soloq. It's like the mentality that you have BT, you should be fine, when the 5 second is definitely not enough for certain unhooks. The other problem is that if the killer just hits you through your basekit bt, both deadhard and OTR can't save you. If the killer really wants to tunnel you out, there's only one perk that you can bring that isn't disregarded by base mechanics, and that perk was nerfed in last patch.
All of these things are very minor, but they are the reasons that I could see why someone would say soloq is unbearable or worse than before. Last night, I had 3 games in a row where I was hard tunnelled for no real good reason. It sucked, and felt bad, but that's just how it goes sometimes. I had plenty of games where I escaped as well or was the reason why my two teammates could escape. I had a nurse drop chase with me because I was wasting her time, so like, I play for that, not for the win. Hence why I still have fun in soloq.
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@Dead_Harder said:
I started replaying her.
Its a strange feeling. I suck with her, i can see how much i suck with her but survivors suck too so im getting 4ks.
I think i should ignore hooks and just practice. Maybe get into habit of sacrifice 2, let 2 go for a while.
When I started to learn her, I prioritized using her M2 in chase and trying to only use M2 unless the survivor just ran into me. Practice getting the swarm bird hit and then being able to follow up with a second bird. I've learned that this is the best way to play her.
Hide her second bird which is the downing bird behind a LOS blocker and just remember the trajectory and chase the survivor so they path in that trajectory. Time it well so the bird reaches the survivor at the correct time (requires knowing distances and flight speeds/survivor running speeds) and then you got your down.
I enjoy her because its so satisfying downing people with birds and getting fun snipes, but it's also because I just like her style of play. I personally enjoy that she requires a lot of map knowledge and survivor pathing knowledge because I have way more hours in survivor than killer, so I feel like her style fits me.
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It was kind of your mistake to go down near basement. I know... it's hard to realize where basement is mid chase and sometimes too late once you know that you won't make it far away enough from basement, but if you ran the trapper for that long, you should have been able to take note on where basement was.
Also, if you ran the trapper for that long, you kind of have to expect him to use the only thing he's got to guarantee one kill and maybe get another if the survivors are greedy. Most games in soloq will have survivor just complete the gens and leave you in basement because that is the most logical play to do generally. There's only been on game in soloq where we almost recovered from a basement situation because the trap was just far enough in the doorway where i could hold the trap as someone ran out (still didn't make it because someone else assisting got stuck in a trap nearby and got sent to basement).
Going down near basement is a death sentence with some killers, so it's just best to avoid basement even though it may cause your chase to end quicker.
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They could change good skill check to great skill check, punishes the survivors who are good at the game and makes the perk still have that effect against more experienced players while weaker players aren't hurt as much by it. I can see your argument being that call of brine is just a better version of surveillance. Surveillance definitely has it's niche use, but now since ruin is big nerfed, I could see surveillance getting a little stronger to help its pick rate over call of brine.
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Hmmm... well, I'll choose artist since she is my main, (I've played most of the killers you listed). Usually in this scenario I would just be gone from the hook. Unless they insta hook or I see nothing on BBQ, I'm going to just leave the hook and apply pressure somewhere else.
Artist is oppressive enough that I don't need to worry about tunnelling someone out unless I'm down real bad because the survivors played well. Usually I won't tunnel someone out unless theres only 1-2 gens left and I know I need to.
I have to full on disagree with you when you said that 8 hooks and 0 kills is the most unsatisfying thing. To me, 0 hooks is literally the worst thing in this game, especially when you get really close but they just play too well. It doesn't happen often, but every blue moon you'll get a really good team that you just can't catch. I personally would rather get 8 hooks than get only 2-3 hooks on one survivor to get the kill. I care more about the blood points than getting a kill and "winning."
Tunneling isn't fun from the survivor side, but it definitely is an understandable tactic at some point in the game in certain scenarios. The only time I get annoyed with it is when the killer decided to do it at the start of the game where they're debatably throwing the game by doing so. The problem is they aren't always punished because the team tries to take hits when they should just sit on gens. There have been times where I "pretend" to tunnel someone just so I can get some easy hits from their teammates and I just immediately switch targets because usually that survivor is not in a good position by taking that hit.
Sometimes you must tunnel to get a kill and that's fair because it is a pvp game. As long as you aren't a bad sport about it, I don't see a problem.
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If you look under the title of the challenge, it will say either Killer Only, Survivor Only, and (I forgot what it says when you can do either, might be blank).
Killer only: Purple, Orange
Survivor Only: White, Yellow, Blue (I think)
Easier on killer but can do on both: Green
Both: Red
There might be more, but this was what I remembered off the top of my head
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They actually changed it within the last year I think. Nurse used to be bugged where she would get the double stun on the pallet where you would go into fatigue if someone pallet stunned you. It would also make this very annoying sound affect when that happened.
Overall, I think it's fair because it matches other game mechanics, it just sucks sometimes because you might not get enough distance if you decide to wait to use a pallet stun or if you waste a pallet on her fatigue.
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Ummm... this is a business and there are many people who are part of the team that need to get paid. While I agree that $15 for a skin is very pricey, I would think $10 for a skin would be fair for some of them. They have to make money in some way, and cosmetics is the most common way games make money.
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@Biscuits said:
I feel like the issue with pharmacy is that usually the chests are already opened by the time you get injured. It should definitely function through rummaging, having 1-2 tokens, possibly even giving you tokens based on healing others or unhooking safely.
I still have pharmacy in my treasure hunting build, which I've found that usually the chests aren't open by the time I go opening them. I will say though, once I'm injured, I'll usually try to open them open and take advantage of that. Can be a waste some may say, but getting that emergency medkit with a gel dressing is nice.
The one gripe I have with the perk is that I wish the open speed applied when you were injured and healthy. That's the main reason why I would run that perk before it got changed. That's honestly the nerf to the part of the perk that I'm annoyed with the most.
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It's definitely a nice option and great for completionist souls like mine. I'm actually almost out of survivor challenges, I probably only have less than 15 (survivor only/either role). It's partially the reason why I started playing killer as well. I had so many tomes only half done and I thought, let me try killer.
So far I have 5-11 completely done, 3-4 about 90% done, and 1-2 about 75% done. I'm very close to having that completely gold glow of completion. It's definitely a nice feature that inspires me to keep playing and gives a great second objective. I'm glad other people enjoy and appreciate them as well.
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Borrowed Time
No Way Out
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I did the Jonah one on my first try, you could say part luck, but also, it's not impossible to escape in soloq. I'd rather that challenge than hiding or having to repair 8 generators.
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It sometimes has helped me when I'm trying to heal my teammate but they run away with sprint burst into a corner or behind a rock, and since i went to the tile since it's safer to heal there, I lose them and have to find them.
Other than that, I guess it has given me info when the killer might either slug or pick up, but the aura read is so short that you only see the killer hit cooldown and maybe a second or two of them hovering over the body to pick up. They could maybe buff the aura read by 1 or 2 seconds so you can maybe get an idea of where the killer is actually heading, but not a big deal. It could synergize with Sabo builds if the aura read was a tad longer.
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Dredge
Perks: No Way Out, Remember Me, Blood Warden, NOED
Add ons: Field Recorder and Lavalier Microphone
Find where people are using Lavalier Microphone, get the downs. Depending on the situation, find the rest using Lavalier again. If they are far from the gates, open one of the gates, hook your slugs, find the rest with lavalier and kill them all. You can also try to kill the obsession before end game so they don't have a chance to open the doors.
or
Dredge
Perks: No way out, remember me, nemesis, rancor
Add ons: The same
Find the obsession and kill the obsession. Rancor funny perk.
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I agree that Artist can be played in a very unfun way, and that her most optimal strategies require boring tactics at times.
Although, (as an Artist main), I also know she can be played in a very fun way. It just takes a lot of practice. Generally, I will fake putting a bird down at a loop to see if the survivor will run, then I'll use the bird to snipe them mid chase using a follow up bird. I play her more like how you would play huntress/pyramid head where I use my m2 for most of the chase (unless I zone and have to take the M1).
I honestly hope they don't touch her because I really enjoy her and thinks she's fun. That's just my opinion though because I knew I wanted to main her once I tried her power. I always found it very satisfying to play her and she's also a strong killer that isn't busted (because her add ons are meh), but you can also play her without add ons and do well (I'm cheap with BP).
I respect your opinion though because I have definitely faced not so good artists and boring artists. It really just depends on the killer skill level whether you have to put up a fight or not against her.
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Yeah... I didn't know this and they got me in a hallway in RPD. Literally rounded the corner and got hit for infection and I tried to get around them (needed to unhook someone) and then it downed me.
I swear you could go through them after they hit you like how the killer loses collision after a hit, but I guess not?
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Honestly, if they adjusted the bp gains a little bit, it probably would be better for the game overall. They definitely helped me (played the game for 2 years now) with the grind. Now I can run so many fun builds on all my killers, which wouldn't have been a thing for awhile (I was prestiging all my survivors first in old system).
Honestly, the best way they could achieve higher bp gains without completely getting rid of the grind would be adjusting the scoring events and making them worth more. Raising the category cap again (maybe to 12k) and providing more ways to get bp in certain categories for both survivors and killers. Instead of getting 20k points on average, getting closer to 25k-30k points a match.
They could even add a bp multiplier to how many unique hooks you get or how many survivors escape the match. Not a lot, but maybe 12.5% multiplier for each survivor hooked/escaped. Not much, but it's still an incentive to go for unique hooks and stick around to increase the chance of team survival.
As someone else suggested, they could also increase the bp you gain from doing dailies and make more dailies available for people to do. Incentivizes people to play the game and rewards them a bloodwebs worth of bp.
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It's not terrible. I was actually running the perk yesterday to try and finish the old tome challenge that requires it. The situations where it helped was when someone was looping the killer close to me, but was still out of LOS. I could keep an eye on the radar and see how it would raise and lower when the killer went around a loop, but if the pattern changed, I knew the killer was heading to my gen and dropping chase.
I don't know how much it would help with autodidact skill checks. It doesn't seem like it would be worth it in my opinion. Of course you could test to see if it's still good, but it just seems like the effect doesn't proct a lot where the increased skill checks would actually happen.
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I split my time between survivor and killer (whatever queue is faster). Usually takes me about 3 weeks to hit iri if I'm playing regularly. If I'm not able to play as much or if I don't feel like playing one side to hit iri 1, then usually I'll at least hit gold or iri 4 by the time reset comes around.
Last month I had time and wanted the bp rewards, so I think I finished getting to iri 1 on both sides only a few days before reset.
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If she cursed killed all 4 of you, it seems like the survivors misplayed as well and it wasn't just because the map was strong for her. It definitely is her best map to try and get curse kills on, especially if you run a build for it, but I don't think it's much of a problem.
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I feel like I'm getting the normal amount of nurses, although I'm getting a lot more spirits in my games. Probably on par with the number of nurses I'm getting. Kind of miss my variety that I used to get, I must die more to fix this issue...
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@HugTheHag said:
I said rank as a manner of speech. And I know grades don't affect mmr, but what I mean is that if I can pip enough to get there in two days playing, then I'm supposedly out of the beginner pool, and should be facing people who actually play the game. I've been led to believe such behaviour is mostly common with new killers.
Unless the problem lies with mmr not taking into account whether you actually did well carrying the team and died, or did nothing but escaped. In which case, yeah, I can't say my escape rate is stellar since the update.
It's been well documented that survivor MMR is based on whether you escape or not. You could probably look up a youtube video that goes more in depth or look for past forum posts that explain it, but essentially if you escape your mmr goes up and if you die your mmr goes down (even if you played well). The system isn't the best, but they have said they would look into improving it sometime... maybe.
Getting to iri grade and pipping up isn't incredibly difficult because you can usually die in your matches and still get 1 pip from it. Once you are in iri grade, then yeah, it gets much harder to pip if you die in the match. From what you said, it seems like your mmr might still be on the lower end if you die most of your matches.
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Your grade has nothing to do with what your mmr is and thus, you being iri grade does not affect your matchmaking whatsoever. If anything, it's more dependent on what your queue times are like for your time zone/time of day, if your mmr seems to be failing you.
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Yeah, I get your point, but at the same time sometimes just trust the other survivor. Maybe they need it for a daily or tome challenge, or maybe they have a build dedicated to it.
I've been facing the problem so many times where a survivor will refuse to let me heal them and insists to heal me first, which would be great if I wasn't running one of these (Desperate Measures/Botany/Autodidact) with solidarity. I've literally gone back and forth 3-4 times because a survivor keeps cancelling the heal. I go into end game screen and they had no reason to not let me heal them first.
I do get your sentiment though. I've done this to other survivors where I know I can heal myself safely with a medkit and let them start doing gens. Usually they get the message from me pointing and running away with my medkit.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3136939#Comment_3136939
Which tome is docs tome? Just curious because I'd like to complete those challenges with my favorite killer
I believe it was Tome 2 where he had some challenges.
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I play him when I want to pip up or get a decent amount of BP. There's also a few tomes challenges I still need to complete with him. The main reason I don't play him more is because his chase music is a bit much for me if I play him too many times in one night. I still need the steam achievement though, so I'll have him in my rotation for a bit still.
Watch out though, I'm currently running Haunted Grounds, Devour, Undying, and Retribution on him. So beware if you see all them totems lit up 0_0
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Sounds like really bad internet. I had a game with a Huntress on Ormond where I literally got hit by an invisible hatchet. She must have pulled up on her screen and was behind me, but on my screen she was still behind the corner and I didn't hear the sound cue of her pulling her hatchets up.
She downs me and then my body doesn't move with her but instead I'm just free crawling off the building but not falling to the ground. Then I glitch into the hook animation and I'm floating 30 meters above the ground on ormond and moving at the speed of crawling on the ground. No idea where she actually hooked me, but I literally was stuck in the air.
Once I die, I spectate my teammate and they get sniped at a window where the huntress wasn't anywhere near on the screen. She gets picked up but instead of being picked up, her body is being dragged in the crawl animation.
This is probably the most extreme internet problems I've seen from a killer without the killer being DC. The first half of the match was fine (besides her camping our teammate right away), so I don't know what happened mid way through.
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@Murgleïs said:
I don’t see anything wrong. She is buying addons and offering with BP and you guys DC. She has to get her money back somehow.
You are so entitled you think you deserve a free win because survivors DC. Blame your teamates not the nurse.
While I agree that the nurse is allowed to play how she wants (bring whatever perks and add-ons she chooses). The added BM she did was unnecessary, assuming the OP didn't do anything to start the BMing. Having your teammates all DC in the beginning of the match and then the killer BMs you is kind of sucky.
I wouldn't expect the killer to let me escape from the match because they need points as well, but I would hope that the killer wouldn't BM me after already suffering from having bad teammates. A friendly BM is one thing, but a nurse hitting you on hook after you already lost from the start is meh.
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I also love running Desperate Measures mainly for the unhook speed bonus.
I've been in love with No One Left Behind as well. Gives me buffs during the time I need it most. Plus, the extra altruism BP usually tops off that category if I don't have it filled by end game.
My build has been BT, Desperate Measures, No One Left Behind, and Hope for end game unhooks and it definitely works well with my playstyle.
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I played a game of Dredge with an end game build (NOED, No way Out, Remember Me, Bloodwarden) because I needed to get hooks during EGC for a tome challenge. The DBD gods blessed me and gave me Midwich as the map. I downed someone who was looping in the room next to the gate. There were 2 survivors hiding in there so I downed both of them. I then open the gate where I downed them and hooked the one survivor, Bloodwarden has activated and I kill both the survivors. Poor little Jake didn't realize hiding in the gate is not what you should do with bloodwarden.
That was a 12 hook game because they made some mistakes, but I needed EGC hooks so I made sure to go out of my way 1 hooking everyone, then two hooking everyone, and I killed my obsession just in case they somehow made it to the gate. It was so satisfying getting the Bloodwarden hooks at the end. I'm very wary of Bloodwarden as survivor and have successfully evaded death by it, but it definitely is a slight moment of panic when the killer is on your tail.
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I generally only point or use gestures when I want to show the killer something. Never out of malice, sometimes I might fat finger the gesture and do the wrong one, but usually I want to either show the killer someone who is trolling or show them something.
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I play both killer and survivor as well and I don't think that these nerfs would benefit either side really. The survivors got a massive nerf/killer buff last patch that still needs to iron itself out. A lot of morale was lost on the survivor side, and putting additional nerfs to that side would not provide good data and probably ruin queue times even more.
Since we don't know much information on who you play or what build you use, it is rather hard for us all to access your actual skill level. Some killers are super weak in DbD so getting good consistent results is sometimes impossible if you don't play 100% ruthless and efficient. By the sounds of it though, it seems like you have many places for you to learn (going off that you suggested that body blocking under a hook would be reportable). Killer needs a lot of macro and micro game control, so don't feel too bad if you feel like you are getting outplayed.
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Yeah... survivors did this to me when I was on second stage so it was kind of sickening watching the camera snap a bunch of times because of the entity animation. Literally couldn't do anything about it until the killer finally came back to the hook and downed them and hooked them.