animalmak
animalmak
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- animalmak
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I had never thought of this until I saw Otz mention in a video how he prefers T1 Discordance because you get the notifications more often. Makes it easier to tell if they've stayed on the gen or not. Definitely agree this should be reversed from how it is now.
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There's no way to separate people who DC on purpose to ones who DC because of faulty internet. HOWEVER, I wish there was a way for them to differentiate between external DCs and internal DCs due to the servers kicking people. I haven't actually faced any of those myself, usually that disconnection happens when loading back into the lobby after a game, so I'm not sure how it works, but I definitely agree if the issue lies on BHVR's servers, it shouldn't add to the penalty timer.
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If I bring a mori (I don't often because Murphy's law means I'm always paired with good survivors when I do and then I wicked lose and don't get the chance to use it), I try to remember who's on death hook before using it. Or I'll try to get everyone hooked once before I mori the first person.
In terms of dailies, it's anytime the daily says you need to "kill x survivors by your own hand" - so moris, rancor, or tombstone Myers (but sometimes it specifies which killer).
I definitely agree that tunneling and mori-ing off first hook is just annoying gameplay though. Even if it makes sense to turn the match into a 3v1 as soon as possible, it's just frustrating to go against.
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YES! I don't send messages on PS4 bc it sucks with the controller and I can't be bothered to open the app on my phone. But I love giving thumbs up to players at the end of the match. Killer gave me the hatch? 👍️ Solo teammate was great? 👍️ Survivors were enjoyable to play against and memed around with me a little but also just played normally? 👍️
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1373310#Comment_1373310
Yuuuuuuuup, all of Yui's perks need buffing in some way, none of them are that good. (But hey at least they're not as terrible as Zarina's or Steve's perks).
LMAO as a Steve main I agree. I don't even use his perks.
I feel like Yui's best perk is Breakout because it can really make a difference, but it's so situational to location. I don't think it could necessarily use a buff, or at least not sure how it could be buffed.
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For the most part, their names, but some are slightly different.
Trapper = Trappy Boi
Myers = some variation of a yelp or “oh #########!” When first seeing him
Deathslinger = Crusty Caleb
Leatherface = Boba
Doctor = DAHCTAH (yes, loudly), Shocky Boi
Wraith = Bing Bong Boi
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Yes. All of this, just yes. 🙌
You can definitely tell when someone's truly a beginner in the role, and honestly I always feel SO BAD for them once I realize. I don't understand how people feel okay being jerks to low-rank and new players.
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The only indoor map I genuinely always enjoy getting in Lery's. It might actually be my favorite map in the game. Obviously love the visuals, but I also just love running on it. There's a good amount of pallets with good (but not broken) placement; I like how the doors and windows line up, and I just like the circular nature of it.
I like Hawkins as well, but it's definitely not good for looping. The Game is straight up trash, and I would not be sad if it was removed from DBD entirely. Midwich is gorgeous, and maybe I'll get used to it the more I'm on it, but atm I'm getting lost and stuck in dead end rooms. Some of the breakable walls make sense, but there are too many parts of the map that are dead ends for both sides if the wall isn't broken. I know they're meant to help ease infinites, but you can't infinite a dead end. /: And at least in Yeehaw Town you can still get in and out of places without the killer breaking the wall.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1373275#Comment_1373275
Ye, that's fine if it's SWF I can get that. But when you die cause of someone doing it in solo's... Really sucks.
Oh yeah totally! I've noticed it's usually lower ranks that cleanse super quickly, as higher ranks tend to be more confident in their abilities to adapt to different killers. I've had some decent matchmaking recently where it's all greens and purples on the end screen, but last month's rank reset had me back in high yellows, and that's where I ran into people cleansing because they barely touched an infected thing. Love getting downed with that Corrupt because I focused on objectives over a health state /s
Downside to not cleansing in higher ranks is the likelihood of Black Incense. I haven't used it on my Plague yet because I want to have more than one in my inventory before I do, but I can't wait.
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Agreed! I like the idea of the perk, but I always felt that it disappeared when needed most - toward the end of the game when most killers might start snowballing.
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If I’m playing solo, I won’t cleanse unless my team does. I’m fine playing with one health state, and I run Resilience a lot anyway.
However, if I’m playing with my friends as a 4man, at some point during the game one of us will say “shall we make this game interesting?” And then we start constantly cleansing and it becomes absolute chaos and so much fun.
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I figured it was his ranged attack, even if it sounds different from when you hear it up close. But I figured it was like how you can hear the chainsaw revs of Bubba and Billy and or the gunshot of Deathslinger.
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My boy Steve. <3 Tapp is a close second.
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I enjoy her because my aim isn't great, but you don't really need good aim with her Vile and Corrupt Purges. You can just sort of wave back and forth at the right upward angle and probably hit someone. Her voice? I love it. Aesthetic? Amazing. Sounds from hits and ingesting corruption? Incredible.
She definitely takes some getting used to, but I find that I regularly 2-3K with her (though I'm in lower ranks, so not sure how it is in uppers). Her power is fairly dependent on survivors cleansing, so if they don't, you might only have the one default pool. Like other people have mentioned, she's very hard to get points and pip up with, so I wouldn't use her as a ranking-up means.
Corrupt and Infectious are great perks, though, so I'd definitely go for those. Overall, I think she's enjoyable to play, so long as you're not actually worried about BP and rank!
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As a survivor with the WORST luck, I agree with the Rancor thing. I don't bring obsession perks, yet somehow it's always me when Rancor is in play. Had an incredible game one time - some won chases, some unhooks, some totems, some gens. Not once hooked. Rancor'd at the exit gate just before it was opened. Feels bad man. And unless someone's got like DS or FTP that switches the obsession to them, there's really no counter to it. /:
I like the idea of your rework for it! Would the stackable mean that it's 5% when first gen is done, then 10% when second gen, etc? And in that case, I think the time is really good too. 25% movement speed increase is CRAZY, so it's good that it maxes at 20s.
I don't have too much experience with the other perks, so not much discussion from me on those.
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Unfortunately, this isn't considered keeping the game hostage because your teammates could be doing gens and escape. It sucks to go against someone who plays like this, but because you were still able to leave the game without having to DC, it wasn't keeping it hostage.
Keeping the game hostage would be if you were the only survivor left and the EGC hadn't started and he bodyblocked you to where you couldn't move but then refused to down you. In this scenario, there's no EGC timer, and you can't even bleed out because you're not downed. The only way for the game to end would be for you or the killer to DC.
So basically as long as there's a way for the game to end and all players to be able to reach the end screen, the game isn't being held hostage. If the ONLY option to end the game is to DC because someone is refusing to actually play the game to finish it, then it would be being held hostage.
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Do you mean if you're in the middle of the third hook sacrifice sequence, like actively being sacrificed? Why not just wait the extra few seconds for it to finish?
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This is SO CUTE I'M CRYING. <3 I hope they see it too. We all have those matches, and sometimes hiding in the corner is just the best way to let it end so we can move on to the next one!
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Decisive Strike. I stopped running it because it ended up being a wasted slot for me. If a team is playing well and a killer isn't camping, usually I don't get found and downed before the timer runs out.
Overcharge. I ran it when I first started Doctor, but there are better perks to run for gen regression. (Though not sure if this is overrated, and usually I just see it on Doctors.)
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I play normal (on either side), but after I'll check to see if I can rewatch if they were streaming to see what their perspective of the match was.
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My tennis coach in high school called me Animal Mak one time, and I thought it would be a fun username. It became my PSN tag, and then I just brought it here as well.
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Yeah, I'm gonna disagree on this too. The fact there are rift challenges and daily challenges that are for specific survivors too would make this a nightmare in logistics. If everyone needs the "hide as Dwight" achievement, they shouldn't have to queue up twenty times just bc someone got to be Dwight first.
Also sometimes my friends and I just like to meme. It's just plain fun if we all get to be shirtless No Mither David or Scoops Ahoy Steve.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1345953#Comment_1345953
Then It would be worthless
How? You still get the cool animation, you avoid being DS'd for that last kill, you don't have to spend the time carrying a survivor to a hook (plus you don't lose a hook from breaking after sacrifice), and it would actually prevent the use of keys earlier in the game. It would still allow you to skip 1/3 of the killer objective (12 hooks/hook stages), and if someone goes into struggle on first hook, then technically it would let you mori them on second hook because that'd be death hook.
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The sound killers make on pallet stuns.
The sound of the entity taking a survivor in the final sacrifice.
Popping a gen right in front of a killer's face.
Quickly downing a survivor who's been tbagging at pallet loops.
Hearing the weapon whiff on a missed attack.
Successfully evading/looping the killer during instadown time (T3 Myers, powered-up Oni, any exposed thing, etc).
A lot of the sound effects in general are just really pleasing and cool effects. Like how footsteps are squelchier on the swamp and have that empty echo sound in the Game.
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I like the idea of 2 hooks per survivor for Ebony, but moreso because I think the survivor should be on death hook in order to be mori'd. Sometimes they go into struggle on first hook. I know some killers will actually play that way and only mori on death hook, but adjusting the mori so that it's not even an option until death hook could solve some of the issues people have with tunneling off hook for a mori.
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Oh I get so angry when I've cleansed 2-3 totems and no one else on my team has. My SWF and I are p good at keeping track, but when I solo, that doesn't happen. If I've died already in the match and I'm spectating and the remaining survivors get hit with NOED, I feel a little joy in watching them go down for not doing their share of totems. If I go down for the same reason because I'm still alive at the end, I go "why me??" and get annoyed at them lmao.
But in the endgame, I'll definitely go on a little NOED hunt before trying to leave to see if we can make that late save, but sometimes the smart decision is to just go.
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I use it a lot! I'm not very good with loops, so it really helps balance them out for me. It's also great on GF if it procs and I have my power available because I can go stealth and easily get the hit/down. But really on any killer it helps me plan how to approach the survivor in a loop to shorten the chase.
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No Mither/Deliverance/For The People + Resilience (and Iron Will for silence of course)
If you're gonna be broken for any amount of time, might as well get some speed out of it!
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So like Brutal Strength, but give it a speed buff?
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I'm not sure how Steam profiles necessarily work, so I could be way off, but my first thought was that 'Recent Activity' counted for all games in the past 2 weeks and then the 'on record' time is just how much time they've played DBD specifically.
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Survivor: Iron Will. I think it's the only perk I run on most of my builds, and it's probably the only perk that I /always/ get a chance to use. Never feels wasted, helps in hiding.
Killer: I'm All Ears. It's one of my favorite perks to run, and it really helps with looping. I don't know if I'd say it's the best perk, but it's super helpful to me when I play, and again it's one of the perks that I always get good use out of.
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I don't care about escaping and 4Ks. Is it cool if I get it? Sure. But I'm not bothered if I don't. There's always next game.
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I'm really good at dying, but I think my lowest success rate is against Myers. I've escaped maybe 2-3 times against him in the like... 6+ months I've been playing.
I usually have an issue with Fengs wearing any purchased cosmetics. They seem to be the best loopers and tend to try spamming my attention but in a way that actually works for them.
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Technically I played Killer first. I first played a few rounds on my sister's account when visiting her, and because she's R1 Survivor and I had never played, she was like "you can go do stuff on my R15 Killer" so that I wouldn't depip her forever aha. I tried out Demo, Ghostface, Nurse, and Billy.
When I bought the game for myself and started playing, I played as Survivor for most of it and then slowly started playing some Killer again.
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If it's not your internet, I'd suggest submitting some sort of support ticket explaining the situation. I wish I had a link off the top of my head, but I know there's a system for like submitting reports and bugs and stuff, so you might be able to do the same with the accidental DCs. Just make sure you save video so that it shows how it just happens randomly!
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I play PS4, and I started not long after the ST chapter, so Idk how it was before.
- DCing has definitely gone down due to the penalty system. I rarely see it happen now and usually assume it was internet.
- Matchmaking I think depends on time of day. I'll have a few matches in a row where it's mostly green/purples (I'm Rank 9 on survivor), but then later on it's a whole mishmash. When I play killer, I'll have some matches of all yellow/grays (I'm Rank 16 on killer), but then later in the evening, my queues are still short but the greens and purples come out to play. I just try to play as usual and not get bothered by things tbh.
- You can always set your messaging to friends only to avoid chats (that's what I have mine too because I just didn't want to deal with messages at all - good or bad).
- The emblem system in general is wonky. I've faced yellows that play like they should be in red and then greens that play like they should be in greys. Solo Q is always a toss-up, but that's just what you get for PVP.
In general I don't think it's terrible. The great moments and fun games weight out the bad moments.
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Just echoing above posts, but for the most part all of these suggested changes already exist in the game. Counter-clockwise is specific to Doctor, and Tinkerer is one of Hillbilly's teachables. I'm actually surprised I don't see Tinkerer more often because it can be really useful when used right. It's actually stronger than just giving Oblivious status because killer is given Undetectable, so the survivor doesn't get the notification.
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@Flatskull said:
For Killers:
Hex Lullalby is no longer a hex. The hook build up is enough or simply have it at max and remain a hex with no hook build up.
Hex Third seal simply applies blindness to whatever number of survivors as long as it stays up.
Thrill of thr hunt is no longer a hex. A minor bloodpoint gain and a sound notificationi s not OP enough to justify its hex status.
Hex Haunted Grounds shows its active totems as a different color to the killer so we know which ones to protect.
Dying Light: Fixed from a win harder perk to a slow down perk. It starts off max strength and gets weaker with every hook so it actually does something but dosen't seal the survivors fate if things start going down hill for them.
Unnerving Presence has its chance to increase skill check by 10% since it's the only passive perk that induces skill checks that don't require gens to be kicked.
Monstrous Shrines gets a much faster sacrefice rate and a blood points bonus for all basements sacrefices. It would still be a meme perk but it would have some application at last.
Fire Up: Grants a small haste effect each time a gen is finished for a short while-like 10 seconds- this haste effect increases from 3% to 5% to 7% and so on each time a new gen is finished. It's powerful but it gives fire up an actual use besides a minor increase in specific actions and grants the ability to punish gens completitions done too close to the killer.
Surge activates on special hit downs.
Remember me also benefits from hits besides from basic. Remember Me grants you a noise ping when someone starts opening the gate-but dosen't indicate which one is being activated-
Blood Warden just...activates. It solves the issue of trapping survivors when the EGC starts because it last for only a minute or so and solves it basically being metaed out by 99%.
For Survivors:
DS is turned into an item and is consumed when used. It reverts back to old DS. The better the quality the longer the stun and easier the skill check is. The skill check is always somewhat hard. DS skill checks are effected by unnerving,lullaby and madness skill check effects.
We're Gonna Make It: Buffs the unhooked person ability to self heal also by 100% for its second charges.
Small Game: indicates if there are totems still on the map. You get bonus points for cleansing all totems.
Slippery Meat has a bigger increase to chance to self unhook.
No One Left behind grants way more points for late unhooks and grants the unhooked person a free hit in exchange for a health state from the unhooker.
I like a lot of these but I have two questions/arguments to consider:
Why would the killer want to protect Haunted Ground? It grants them instadown abilities and are essentially decoy totems to punish survivors for trying to cleanse a stronger hex. If HG never gets cleansed, it's a wasted perk slot. I do like the idea if applied to Devour Hope, however! I find that's usually the other hex HG is being used with.
For We'll Make It, giving a healing buff to the unhooked will practically nullify the perk in solo play. I love this perk and run it a lot, but people sometimes won't let me heal them; if I've now given them speedy heal power too, I'm cheating myself out of Altruism points. Maybe the alternative could be that there's like a 50% speed buff to self-healing for the person running the perk (not the person taken off the hook), or both healer and healed would leave no scratch marks for 3 seconds, or even that there's temporary Iron Will just during the healing process.
To main topic:
I would add something else to We're Gonna Live Forever. I use it for the stacks if I can get them, but if I go a game where I don't really get the chance, it becomes a useless perk because it offers nothing other than BP. Some sort of aura-reading could be useful (it's basically opposite BBQ so...), but I'm not sure how to implement it without it becoming like broken Kindred.
I would also buff This Is Not Happening. Resilience is the better injured perk to use, and I don't think I've EVER seen someone use TINH. Maybe granting BP bonuses or changing it such that the entire zone is a great skill check (so instead of 10/20/30% bigger, it becomes like 50/75/100% of the zone).
For Iron Maiden, I've always wanted the Exposed status to last a little longer. I love the random screaming in the match, but it's useless if the person's on the other side and I can't benefit from the perk. Not too much longer, maybe having it go 10/20/30 seconds instead of staying at 15. Would still require planning and such, but at least the stronger part of the perk gets a little buff.
Lastly - Unnerving Presence. Against good survivors that consistently hit skill checks, this helps more than hinders. I would add in that it also nullifies the great skill check progression bonus. If someone's hitting a lot of greats while this is active, they're going to finish whatever it is MUCH faster, so taking away that bonus is a good way to bring more worth to the perk.
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You could always farm for it. My friends and I had a Huntress ask if she could hit us from that far away, so we just had a goofy match of lining up far away from each other and getting hit by her hatchets.
I'm also not super good at Huntress, but I'd say let the survivor get as much distance as possible during chase rather than staying on top, or even burn a corn map offering so there's more open space.
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Then bring a map offering. But asking for a forfeit option is basically asking for a loophole to DCing and the DC penalty system. It would end up getting abused as a new DC mechanic (much like how people will just suicide on first hook, which is also frustrating).
If you don't interact with the survivors, however, gens will go fairly quickly, and then you can just open the exit gate to start the EGC as well. Shouldn't be too long of a match in that case.
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Just DC if you're that bored.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1332875#Comment_1332875
You Mean only killers should stoo caring about losing even though you are defending your easy made that makes you win maybe you should play without comms and stop caring about winning
Lmao I play both sides and escape maybe 10% of the time as survivor, even when playing with friends. I hardly say I "win" very often. I play to have fun...
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Do you realize how much of a debuff on speed 15% is?? Tack on the fact that Sloppy is a super common perk and lots of people run Thana, and basically killers will get 4Ks not for being good but because it takes literally 8 minutes to do a single gen and an hour to heal someone. (Exaggeration on actual numbers, of course, but if Thana stacked on a 15% debuff like.... damn.)
I generally don't understand the mentality of wanting to make the boring parts of being survivor even more boring, thus ruining fun for the players. And as mentioned earlier, the debuff on 2/3-man teams affects the solo survivor(s) too, not just the SWF.
A good team of red rank survivors is going to do better in a match than my rainbow 4-man SWF team (we're a mix of red, purple, and green ranks). Someone with good game awareness that likes playing with flashlights will be able to make flashlight saves, even if not on comms bc they're solo. These are just part of the game. What needs to be looked at more is the emblem/pipping system imo, or people need to just stop caring about rank or "losing" so much (which seems to be the driving factor of "DESTROY SWF" arguments...). It's a game. Just have fun and move onto the next one. Especially if you're playing killer, the wait's not that long.
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@Vale3100 said:
https://forum.deadbydaylight.com/en/discussion/comment/1331055#Comment_1331055
It’s not a “legit” tactic because that’s not the reason it’s done that way. People do it cus they’re salty or purely just to be a troll. A tactic would suggest there’s some logic behind it. There isn’t. Survivors if they’re smart would gen rush and that killer is gonna get one petty kill and very little BP. Don’t give me that bs, sorry not having it 😂
Not necessarily. They'll do it to secure a kill or get someone out of the game to skew balance in their favor. They'll do it because they're relying on the altruism of teammates to get more hits/kills. I'm not arguing that it isn't done for petty reasons (I've been facecamped because I managed to land a Head On stun and the Spirit was NOT happy about it) or to troll (hello Insidious Bubba memeing), but it's done for more than just that.
But even if it were for just petty reasons, those are not bannable offenses, which is the main point of this discussion. And because they're not bannable offenses, people will continue to do them for whatever reason floats their boat, so the least BHVR could do it offer some consolation to the survivors that get ######### over because of it.
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I wouldn't say bannable because that's extreme for something that's a legit tactic (even if not a good one). And killers already lose points in the Chaser category for doing it.
However, if I'm the survivor on hook, I would love Distraction or Assist BP events if I'm being facecamped. At least give me something if I'm not going to be able to get off the hook.
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If your internet went out, that was probably the reason for it. I've had it happen to me before as well. What I did is eat the penalty (it took longer for my internet to reboot than the penalty lasted), and then get into another match. If you're still having issues, I would call it a day and maybe contact your internet provider to see if they have any known outages in the area that could be affecting you!
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Maybe if you're trying to bring up a conversation about SWF, don't call them bad people? They're just people who want to play a game with their friends...
But agreeing with Desh - you can always adjust builds to what you see in the lobby. SWF or not, if you see a lot of flashlights, bring something to counter it. Players that are good at the game can still come together to perform like SWAT SWF or wtv it is people complain about, and it's because they're good at the game. They have situational awareness and know how to make use of perks and items. I know when I see a bunch of Medkits, I switch to Plague.
In regards to VC, I think it's been mentioned in a thread before that it's illegal (or something to that effect) for the game to interfere with third-party software. But also people dont' all use VC, and sometimes it's not even for SWFing. My friend and I VC while each playing our own killer matches sometimes.
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@TheRockstarKnight said:
I fear no map!
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But BPS...
Bloody Party Streamers are freaking CURSED!
I've almost never had a game go well with them - regardless of who uses them.
I'm so glad I'm not the only one. I can usually manage at least safety pip with a decent amount of BP in games, but I stg every time there's BPS I depip with like 3k BP. Feels bad man.
For on-topic posting: The Game. Can't do it as either side, I just can't navigate it for the life of me.
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I'm going to disagree. Sometimes I keep my camera angled a specific way so I can see the skill check zones against the background. I've been looking around and had one pop up about a fire bucket and missed it because I couldn't see it, and even sometimes on the gen I have a hard time. It's nice to be able to move my camera so the skill check is above a spot of background I can fully discern it from.
Also, I don't want to have to suddenly run Spine Chill just so I don't get gen grabbed all the time, fulling removing the fun chasing aspect of the game. I'd rather run other perks.
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I like the idea! Though I think the "fresh blood" should just be that the next person hooked is different from the previous person hooked, rather than having levels up for hooking all four once before second-hooking. Sometimes that simply isn't possible or even the smart move to do. It's great to have everyone on death hook, but that's a lot of time, and they could still all escape.
I really like the idea of the BP rewards for being outside 16 meters, too. There are similar punishments already in the Chaser emblem category:
- -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
- -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)
However these don't specify if the killer is in a chase, and I think that's a good caveat to have! It's not tunneling/camping if I'm chasing a survivor and they decide to run around the hook person. Or if I've just hooked someone and immediately see/hear someone right there. My attention is on the chase, not on camping. Because 'survivor found' and 'chased' are BP events, hopefully there'd be a way to include that so killers don't get punished for doing their objective but just in an unfortunate location.
But overall, I definitely agree that adding more rewards for NOT camping than adding punishments for camping is a great idea.