animalmak
animalmak
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- animalmak
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@Deadman316 said:
Only if he can climb stuff.
Came into this topic to say the exact same thing.
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I want Derpface SO BAD. Imagine being jumpscared and then he's just like 😜
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It's a toss-up between Pig and Leatherface.
Pig because RNG gods are NEVER with me and I spend so much time trying to get the dang trap off my head that I can't do anything else, and you've still got people popping gens and risking my life in solo queue (so okay, part of this reasoning is also solo queue). I feel like I've only ever de-pipped or safety-pipped against a pig.
Leatherface because of the players, honestly. I really wouldn't mind facing them if they didn't all facecamp with their saws revved.
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I've DC'd once because of internet connection issues. By the time I got my WiFi back up, the 5 minutes was over and I didn't even notice it happened. When I continued to have laggy games that day, I stopped playing. Stopping is always an option if connectivity (for any reason) is bungled and you don't want to eat the penalties.
Also I'm pretty sure yesterday BHVR mentioned they were having issues on their end and were working toward fixing them but they wouldn't all be rolled out at the same time. So if this was yesterday, maybe it was from that.
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I genuinely feel bad killing Steves. He's my fave, and very rarely do I face a Steve player in a match who's an absolute jerk to me. They're usually just trying to do their survivor things and go.
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As a survivor, Iron Will. I think I have it equipped on all my survivors that have it available at level 3. If I don't, I'm constantly going "oh shut up, you're fine" at my injured survivor.
As killer, I don't have any teachables unlocked except maybe one of Ghostface's, but I know I'll definitely be using Discordance more once I unlock it from Legion!
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Self Care, only because it usually means they'll spend time (more time than necessary) healing and not helping, and I've run into a number of survivors that like... don't let me heal them because they're self-caring.
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I don't know if I agree with the healing part, unless you mean the person with a trap shouldn't be able to heal others. But I know when I have a trap on my head, regardless of whether my timer is going down or not, I try to get it off. Sometimes I want to be healed first, however, so that if Pig inevitably goes after me, I at least get another shot at running away. But I don't think I've seen many people wasting time in waiting to take the traps off. If I have one, that's the FIRST thing I do, not other objectives.
If anything, I'd say make the timer start as soon as the person's unhooked. The survivor can't do anything but go around to Jigsaw boxes, and Pig knows she has one less survivor to worry about because they'll be running around trying to get the thing off, or they'll die because they didn't before the timer stopped. Though my friends and I have also said that we wish there was a specific number of Jigsaw boxes required (maybe two or three) that each do a portion of the trap, so you HAVE to do those two-to-three boxes to get it off. As great as it feels to get the trap off on the first box, that really undoes Pig's power, and having to go to every single box on a large map is just so much.
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I have said out loud to my friends while playing "I will die for this gen." I know it's not a good strategy, but that's MY gen. I will finish it. ]<
But I also have the game sense to know that what I'm doing is the stupid choice. It would be smarter to find another gen, and if I /really/ can't get my stubborn ass back on the one I want to, I'll go do another. I've gotten a full gen done that way before. But mostly I'm just stubborn and want the satisfaction of popping that one gen the killer clearly doesn't want me finishing.
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I haven't heard all of them, but I love the edgelord Legion theme tbh.
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I would recommend Monitor & Abuse. This can be especially effective on killers with small terror radiuses, but I enjoy using it to get myself into chases faster because the survivors have less of a notification you're coming (unless they're running like Spine Chill or something).
Also seconding Iron Grasp. I run it on every killer I have it on because it just makes it easier to get to hooks without as much wiggle motion.
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Ghostface is my favorite killer to play! He's sneaky, he tbags, and he can get instadowns through his sneakiness. Also easily has the most fantastic mori animation. He took a little bit to get used to playing, but once you get the hang of stalking and such, he can be really fun!
As for being really good, I think that's definitely up to whoever's playing him, but I will say that when I've gone up against red rank killers while playing SWF, the Ghostfaces are always the MOST terrifying to go against.
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For me, it depends on the indoor map. I HATE The Game. So much. I can never find a stupid gen in that place. I actually really like Lery's - moreso as a survivor than a killer. And I'm so-so on Hawkins. I've had some of my best killer games on that map, and some great survivor games too, but I also tend to get lost and forget where I am.
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Yeah, when I'm playing killer, I'll chase that sort of person for a little bit just to gauge if they're actually a good looper or if they're just obnoxious, but if I find within 30 seconds (if that) I'm being outplayed? I go find someone else. I'm fine at the end of the game if that person ends up escaping but I get their teammates; it's better than spending the whole game chasing one person and getting nothing.
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Thank you for all the helpful answers! I'll definitely keep these perks in mind as I level him up (may have to do more Clown leveling than I've done to get Pop, or hope it comes up in the Shrine).
I didn't mention in the first post, but I mostly play killer for BP and a different play experience, so I'm not looking to like super rank up and be some 4K-all-day player, so this is mostly me looking for the tips just to get good enough to get 1-2K a game! So I appreciate the answers that made suggestions for that! <3
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As a survivor, I agree. Also because if I'm looking in a chest, it's USUALLY to find a med kit so I can stop bleeding everywhere. Keys don't help me with that lmao. I know even things like medkits and flashlights and toolboxes can switch up game momentum, but not in the same way a key can. It would be like if a killer could suddenly switch on a mori with no counter (Devour Hope obviously allows for moris but it has requirements and can be eliminated by cleansing). So yeah, definitely not an item I think should spawn in chests.
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Ghostface because tbagging.
But I've actually been playing them both recently, and I've really come to love Ghostface! He can just be a little sneakier than Myers because he can crouch, so he may be harder to spot across the map than Myers. I also like that his power is very "mark this guy, kill him" over and over, so unless I fail at the chase of a marked person, I don't feel like I'm wasting the instadown, whereas as Myers I've gotten to T3 off one person, gotten that person, but then not been able to get others during the T3 duration. And I definitely feel like I get into the game faster as Ghostface because Myers' power is based off multiple survivors, so I actually have to find multiple people to make good use of it.
Also how can you say no to the selfie mori??
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I look up instead of down, and that usually works for me. I find that if I avoid the first one or two, survivors stop trying.
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Basically echoing Peanits. You had a smart play because everyone was so close and available for that save, but definitely should have gone back and picked up the David first.
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Toward other comments, I think "you failed to do gens" is a really harsh statement. In solo queue, I could be the only person doing gens, but it just doesn't stand to reason that I'll be able to get all the gens done by myself. And "failed to get the hatch"? If I'm doing gens, I'm not looking for the hatch. So now I've failed twice because I couldn't complete an objective that's nearly impossible to do alone and because I couldn't complete something else because I was attempting the first objective?
The hatch only spawns at a certain point, and due to RNG, it's always very likely that the killer comes across it before the last survivor, so they know exactly where to go back to. It's a smart play to do that, of course. But if the last survivor hasn't even seen the hatch because of doing other objectives and just not running past it (or if it doesn't spawn until last minute based on the team's collective gen progress), then they're kinda SOL if the killer finds it first.
But I also don't necessarily agree with making it easier for survivors to escape through the exit gates during the EGC. It's not over until it's over, and if the killer outplays you in those chases, then accept defeat. I've also had a game in The Game against Deathslinger where I /almost/ managed to escape because I kept breaking free from his chain (he should have just come up and hit me tbh bc there were too many obstacles to break it), and if he did get me, I wiggled free before getting to the hook bc it was too far. I finally died right at the exit gate because I just didn't have enough time to unlock it. Did I wish for a faster opening speed? Of course. But it was also so exciting to constantly be fighting for my life during that collapse.
Also depending on exit gate spawns, it can be hard to figure out which door survivors are at. I'm not the best killer, but I've definitely lost survivors through an exit gate because despite looking and patrolling, they were spawned too far apart for me to get there in time to get them.
TL;DR - I don't think changes to the door speed/etc need to be changed, but I also don't view the killer closing the hatch first as a "failure".
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I definitely see the point of Self-Care, and I think players that know how to use it well can make great use of it. But in solo queues, I often see people using it really stupidly? Self-Caring against T3 Myers, or during EGC with NOED, etc, etc. During times where a player is a one-hit-down regardless, it makes more sense to do something else (gens, bones, hook rescues) than to spend that long healing.
Also I've played with players that won't let me heal them because they're Self-Caring and just... I want some Altruism points, okay??
I haven't used Inner Strength, but that's because I haven't played as Nancy. I definitely can see that being a more viable perk option, esp with Resilience. Get a totem quick while injured if you don't have one already, work on a gen some, pop into a locker. My friends I play with will run this one while we SWF sometimes instead of Self-Care (but they use Self-Care too).
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Definitely a killer that can blend as a survivor. In solo queue, that's just straight up terrifying. And I think even with SWF it has its upsides. Imagine you've found your 'friend' and go up to them and say "Friend, heal me please" only for them to answer "okay, but where are you?" Like... I would probably ######### myself lmfao. It would just need the ability to look exactly like any of the existing survivor cosmetics in the trial, rather than a survivor in general.
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I like having loads of options, so I don't think I'll ever be like "no okay, too many." Also because not every character is interesting to me, so I won't necessarily try to get/level them all. I just wish it wasn't so grindy to level up the ones I do like.
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But then when my friends and I spawn next to each other and have a tbag greeting party we'll be exhausted... u_u
Seriously, though, tbags are for more than just being toxic. It's half of how survivors can communicate, and game mechanics probably wouldn't be able to differentiate. When I play killer, I either smack the person or go find someone else so I don't have to deal with it - either way, I'm not actually stuck on a screen waiting to die.
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I wish it would work that way. I had my first game the other day where I was the last survivor hooked, and the other guy on hook died a split second before I got hooked, so even though it was my first, I didn't get that extra second to attempt escaping (no Deliverance on this, but point stands). Even if I'll ultimately die, having that little bit of hope is always nice. Next hook would immediately kill me anyway, so I don't see the downside to either end for one more chase.
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@Lexilogo said:
Demo is 115 so yes, he is a fast Killer. Also, "he needs longer reach" when he already has a massive lunge via Shred? (note: yes, Shred is fairly easy to avoid at long range but not with good prediction)
Portals are fairly easily taken care of by Survivors but smart Portal placement combined with the fact that they're only cleanseable after you've used them once can help mitigate that.
Demmy is a fairly mid-tier Killer so I definitely wouldn't be against buffs but I don't think you're identifying much in the way of what's wrong with Demo. I think a reasonable avenue for buffs would be via the Addons, as while some are decent it's a little strange how Demo has no addons that reward successful Shred hits or things of that nature, and most of the addons involve extremely gimmicky shenanigans related to Portals. (Rat Liver being arguably Demo's single best addon is also pretty weird)
Aside from that, it's kinda difficult to tell where to buff Demo as it's a fairly balanced Killer. Honestly, it might be more of a "change the game around it, not this individual Killer" situation (as one example, Demo is incredible at using Hex perks, but ATM Hex perks could be a lot better), but maybe Demo could get the Killer Instinct revealing from Of The Abyss whenever it roars, instead of purely when charging a Shred? That, or they could lower the sound of Demo's reees/give addons that help make Demo quieter, or maybe grant a TR of 28 meters considering Demo already broadcasts its location naturally a lot through other means.
Literally quoting because I saw "massive lunge" in your post and I never truly realized how long it was until I was doing the gen on the gallows today and Demo lunged from the saloon balcony and ALMOST MADE IT. Like... straight impressive tbh.
But also seconding that Demo could use some buffs in the form of noise nerfs. The fact that it's so easy to tell WHERE Demo is or is going or just was makes it easier to destroy portals or hide, so I agree that there should be some adjustments to sounds. I like that there is a noise for it like how there's noise for Spirit phasewalking, but at least with Spirit's, it's not easy to tell where she is until she's right there, and she can also be anywhere. Demo just goes from portal to portal, so if a survivor knows there's no nearby portal, the sound cues are less of a threat.
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@Traslogan said:
https://forum.deadbydaylight.com/en/discussion/comment/1192011#Comment_1192011
That makes you an exception, trust me. I main killer and all I see is 99% SWF teams all running DS so you're banned from touching anyone during EGC. There's no penalty for moving whilst DS is on, there's no penalty for DS survivors freeing DS survivors, what there is is a penalty for killers losing anyone on their shoulder. We take a loss to our rank every time someone uses DS and entire teams run it because it's such awfully strong meta and it'll never get touched because that would hurt the precious SWF
How can you tell they're SWF? Like I'm just genuinely curious. I never know when people are SWF, but Idk if that's because I'm on console or what. I think I can count on one hand the number of times I've gone against people or played with people and been like "okay, they're defo working together."
But I don't think some nerfs to DS are necessarily bad for SWF. It's meant to be anti-tunneling, so it should deactivate when the person's not being tunneled (fully healed, performing an unhook, doing an objective). If the survivor is actually being tunneled, they wouldn't stop to do any of those things because they would be getting chased. There are other perks to use if people are so keen on performing unsafe unhooks.
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Unless I'm in a chase with a survivor (or interacting with them in any way), I'll go back to the hook. Like you said - it's the most logical place to go, at least 2/4 survivors are there.
If I go back to the hook and the only person I find is the recently-unhooked, I usually down them so I don't totally lose them and then try to find whoever stealthed after unhooking. Honestly it's just because I feel bad because I hate when that happens to me, especially if I ask for some heals and the person just runs off. Like... thanks. But if I can't find the other person, I'll go back to the downed unhooked person and hope I don't get stabbed while trying to rehook them. And I audibly apologize to my TV lmao.
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@Traslogan said:
https://forum.deadbydaylight.com/en/discussion/comment/1192002#Comment_1192002
The problem isn't DS on a lone survivor, it's that 99% of the game is now SWF and they all run it, because knowing you all have DS is what makes it broken. Survivors unhook survivors, knowing they both have DS. If you hook player 2, player 1 returns to unhook knowing it no longer matters who you down, you get DS'd. EGC kills are literally impossible now because everyone can crawl to the escape gates inside 60 seconds, and we've got no means to punish anything anymore.
I can only speak from my personal experience, but when I play with my friends, only two of us run it, and that's also dependent on what characters we're using. And maybe we just play different from everyone else, but not once have any of us said "I'll get the unhook, my DS is still up." The only time we ever coordinate saves in that way is in the EGC, but that's entirely dependent on who's fully healed and who has Borrowed Time.
Maybe another amendment would be that if a person unhooks someone, their DS also deactivates. Shows they're willingly going back and aren't necessarily being tunneled. That seems to be the most logical nerf, rather than to completely ######### over solos with ######### teammates.
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If it's such an unsafe unhook that you're re-downing and picking up the unhooked survivor within the time, that means you're like... right there, so why not just grab the unhooking survivor or hit the unhooking survivor and then chase them? You get points for hooking all the survivors, too. If you're immediately going after the unhooked person (who literally cannot do anything about who unhooks them and when unless they're on comms, but even then it's never a given), then you're the reason DS exists in the first place.
I can agree it needs a nerf. Echoing an earlier post (and others I've seen), if the killer downs someone else first, then DS should deactivate, no matter how much time is left. Or if the survivor fully heals before the DS timer is up, it should deactivate. Things like this show the person isn't being tunneled and therefore doesn't need the anti-tunneling perk at that time.
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I vote Oni! I personally love going against him because it's honestly terrifying as a survivor once he gets his power and goes BWEAROROEROROER 🔥🔥🔥🔥🔥 When I first played on my sister's account, we tried him out (he had just been released), and he was fun even though I had never played the game before.
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Had a player offer me advice after a match I was very outplayed in. They sent me a gg (I think it was obvious I was doing my best as Ghostface; I'm only Rank 19 and haven't played him much), and they gave me a bit of advice about working on stalks. I just appreciated the nice message because all I ever hear are about people being toxic, and I genuinely worried that the message from the player wouldn't be polite.
Also not sure if it was meant to be toxic or not, but I got a "souvenir" photo of my David being mori'd by Clown. Loved it, got a great laugh out of it tbh. It was also the first time I'd faced Clown and been mori'd by him, so now I have it forever!
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I enjoy playing as Plague, but she's not very quick, so I find that I actually waste a lot of time trying to get Corrupt Purge if survivors cleanse, especially on maps like Backwater Swamp where all the fountains are at the very outskirts. But I think her power's really neat, and I like the sound of her voice.
But yeah, I don't tend to see a lot of her! Makes me sad because I like playing against her too. Then I can yell at my survivor for being gross as they puke on themselves lmao.
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I like playing him. He's sneaky and whooshy and I can join the survivors buttdancing at the exit gates! Also I love tbagging as him because he CAN, but I don't do it unless the survivor does it first. I mean, I can't just LOSE the dance off smh. (Though I've dealt with a tbagging Ghostface but that very same Ghostface gave me the hatch, so I forgave him.)
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I just hate it when survivors [clenches fist] ...survive.
But actually I get most annoyed when I'm actually doing a decent job of running the killer and no gens pop. What... what were they all doing??
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My friends and I do this to each other all the time, but it's always by accident. We'll be having casual convo on the chat and then suddenly "omg sorry, didn't mean to bring him to you!!"
It depends on the killer as well. Get a killer with super-serious tunnel vision and they will run right by as you pop a gen in their face because they only want that ONE person.
My main tip would be to always be looking around and keep an eye on the killer. Unless the other survivor is hugging the gen as they run, there's a good chance you'll be able to see the killer change their mind and be able to get off the gen.
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Oh gosh, that was LITERALLY my first question when I played Jake for some dailies. I was like "why is he so loud holy #########?????" That wail of his lmao
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I disagree that killing yourself on the first hook has the same effect as ragequitting because the killer found you first and smacked you once. Unless that player specifically sought out the killer to get downed immediately, they are more than likely still giving some time to the other players to get objectives done. It takes away potential for altruism, which sucks, but on the overall gameplay I've only seen it really affect the outcome of the game if they suicide on hook later on because that usually contributes to the snowball. If they're first, the game still goes relatively well from my experience.
And for legitimate reasons to DC, I've seen it said before: the penalties are minor enough at the beginning that they're over before the legitimate reason is finished/fixed. I've accidentally DC'd because my internet cut out due to wind. By the time it was up again, I had no penalty. I never would have even KNOWN I got a DC penalty if I didn't know about the system. And if internet is cutting out often enough in one day that the penalities are stacking up, it's time to make the adult decision and shut the game off for the day. You're just going to get frustrated because it keeps kicking you, and you're leaving everyone else high and dry. Again from experience, I had three really laggy games in a row where I could even run through a door without lag pulling me back out of the building and having me hit a wall (and get downed), so I shut the game off and did something else for a while. When I came back later, there was less lag, and I had more fun.
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No, Demo is the goodest boy.
But in all seriousness, I think it's just about finding the right build that works for him. He is very loud as a killer (you can hear him teleporting through the upside down) and he also stomps, so I don't know if that's something that may make him less played. I personally love going against Demogorgons because I just love him! He can take a little figuring out to get his mechanics timed right (like the difference hold times between a regular swing, a lunge, and the shred attack) and finagling his portals, but I've seen games where combined with the right perks, he can be VERY scary to go against. Feels like just with any other killer, finding that build that you like best on him is best!
If possible, see if you can get a couple friends to do a custom game with you while you work on understanding his powers and such before you take him into a game. It could help!
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I'll still play through in an attempt to get BP, but I definitely stop caring about the win if I get genrushed. I've started playing Ghostface at little, so I'll go meet the survivors at the exit gate to tbag back before they leave. Or I'll start hunting for the hatch to hope I can close it before the last guy is out.
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I run NOED because I'm still getting used to playing killer and I know that survivors ignore totems. The number of times I've come across NOED in solo queue bc I could only get to a couple totems and no one else touched them is more often than not, so I figured when I play killer, I'll exploit that. I still obviously do my best to down and hook people throughout the trial, but it's nice to have the one-hit-downs at the end if survivors only focus on blowing through gens, and if they do end up focusing on totems, that just means the game is slowed down a little.
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If other people were in my situation, they've just had more time to play the game and have ranked up from yellow to green. Not sure if there may be more players on at once too because of social distancing, but the players that do play regularly may now have the few extra hours to devote to getting better and leveling up sooner, so that could increase the number of people in higher ranks!
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I've had a couple of games against AFK Wraiths recently.
One of them, he was actually doing it on purpose and relying on NOED and Blood Warden to just finish the game at the end. We cleansed all the totems, luckily, and then as soon as some of us realized he was taking an awful long time to hook someone in the endgame (because we were trying to all escape), we figured he might have Blood Warden and left. Ended up being a 2K/2E. (Though it might have worked as a 4K if we weren't playing SWF.)
At least if you're a killer and you've got an AFK survivor, you can still hook/kill them, and then other survivors can still farm them for altruism points. The first time I went against an AFK Wraith, he was truly AFK, so we got minimal boldness (literally had a basement party for some points) and couldn't get any altruism points at all. At least with an non-stealth killer, you can chill in the terror radius and walk in and out of the stain for some BP but can't get any altruism points.
But I didn't realize you could report them for it. Is that a thing?
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@andyollolloll said:
https://forum.deadbydaylight.com/en/discussion/comment/1170434#Comment_1170434
It isn't SWF know what they are doing it is more how communication removes the isolation that the gamers thrived off, however now you could instead talk with your friends.
The SWF advantages are so numerous I don't know where to start, simply mentioning that the game is time managed so you will only ever get one person running a map to unhook rather than two, totem locations once known are known by all and are cleaned if needed, who the killer is, where the killer is, where the traps are, who is healing who, auro perks not needed, single perks can be used by all.
Everyone knows the game isn't balanced and BHVR are only buffing solo... or all survivors... sometime... WTH!
I completely understand the advantages that come along with playing SWF because I'd say 60% of the time that's how I play. I won't argue that communications - whether they're used to be some tactical squad or just for meming - don't aid SWF. There are occasions that the game can move quick enough from A to B that the comms don't necessarily help, but knowing someone else is going for the save is useful if you want to commit to a gen.
But none of that is what I really talked about. I was responding to your suggested speed changes. I'm just saying that in a game where the main objective is literally holding down a button and hoping for a pop up so you can press another button, speed nerfs will only make that less interesting.
In general, the way to go about it is buff solo survivors a little, buff killers a little, and then offer killers extra BP for going against a 3-or-4 man SWF. Whether or not SWF goes against the whole premise of the game, a lot of people like playing it, so the game needs to be made more fun for those not playing SWF instead of making it less fun for people playing SWF.
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Play against plague and you can wash your hands all the time!
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Demogorgon, but like Will Smith in that Sunflower Costume.
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If actions were tweaked to be a little more interesting than holding R1 on a gen and hoping for a skill check, I could understand slight speed nerfs to SWF - but ONLY if it's a 3-or-4 man. And I would argue that if it's a 3-man, the solo survivor should get a slight speed buff to balance their part. I don't think 2-man SWF unbalances the game enough to warrant a speed nerf.
Also if killers are running any gen slowdown/regression perks, those speed nerfs are just going to make gens take FOREVER. And gens are honestly the worst part of gameplay. I prefer chases and unhooks.
I don't think a slight speed buff to SWF is necessarily a /bad/ idea, but it runs the risk of making the main survivor objective really boring, and that may end up driving away players.
I think a better option would be to award bonus bloodpoints (win or lose) for any solo survivors and killers paired with SWF. It's a nice little surprise bonus at the end, and then if the killer didn't get a bonus, they can't complain about being stomped on by SWF when they just happened to face a team that understands how you're supposed to play with other people. (Sorry that last statement came off survivor-sided, but I've only ever seen complaints from killer mains, and I genuinely don't know if there's a way to tell you're going against SWF because at least on console I can never tell. I just accept my loss and move on.)
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I'm confused by the order you've put your yeses and nos because the way the question is phrased, I would say yes I do my dailies in SWF, so hopefully I voted right.
But I'll just tell my friends "hey, I have to do XYZ task for my rift/daily" and that usually helps! Especially if it's like unhooking or protection hits, telling my friends means they'll let me have it if we're equally close, whereas in solo someone might take the opportunity from me.
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Honestly, if you're gonna facecamp me because I used DS, please do. I'll make sure to struggle as long as possible so that my teammates have a better chance of escaping. I've happily died in plenty of matches for the sake of the team.
I do agree the timer can be a little too long on DS. Doesn't make sense for it to still be viable if the killer isn't after me. I've seen suggestions tossed around that if a survivor starts healing, repairing, or cleansing, it should deactivate the perk because that means the killer is not actually tunneling. I think these make sense! It's very similar to how a lot of killer powers end once they pick someone up/hit someone.
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I end up playing killer for bloodpoints, mostly, but it is also nice to have shorter queue times and rely on no one but myself. I'm trying to balance my time between both a bit more evenly.
Also, if you play Ghostface or Pig, when t o x i c survivors tbag at you, you can tbag back. I did that earlier today lmao.