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avilmask

avilmask

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avilmask
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  • Hehe.

    When you get a game with two objects of obsession.

    And when both objects die, other two survivors just DC.

  • It's not only about how hard to play as killer, it's also about how much killers play. My assumption on current situation is most of those greens and lower are just people that mostly play a surv, but sometimes play a killer and usually stick at greens and never climb higher. Since there is a lot more people that mosly play survivor (at least just because ratio should be 1:4), MOST of the killer players are greens and lower, and it's explainable since if survivors rotate they don't grow in rank.

    So basically, killers should grow in rank 4x times faster or something? I think, that's one of the problems that MMR supposed to solve (if it's done right. Right, BHVR?): survivors play a lot, gain a lot of points from a lot of games, when they play a killer once against survs with a lot of points and win they gain % from loser points - means a lot at a time, so they can grow quickly if ranking points are inflating, or lose little because their points pool is small. That way people get spread between ranks a lot faster when matchmaking is unbalanced.

  • How much of undetectable can be considered strong enough? So, you know, it doesn't end as you get to the gen that's, as usual, on another side of the map.

    As is, I like the idea. I would make it like devour hope, after 5 seconds (or maybe 24m away from a hook), you gain undetectable for 30 seconds, to not make it immediately obvious, but also to have some control over when you want to activate it.

  • Dude, you play the game on 3 platforms, that's quite something!

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136968#Comment_1136968

    Anti-tunnel type perks like DS exist for the very reason of how you decided to play as killer. Take the stun and waste more of your time, or be much more productive and find someone else. Done deal.

    I have a proposition: for a durtion of ds killer can see aura of a survivor that saved someone with ds. Done, accidental tunneling issue solved.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137170#Comment_1137170

    What's the difference between leaving them on the ground and leaving them in the Locker?

    The same as leaving survivor on the ground with no mither and without. First one just gets up and keeps doing their business. Except no mither has a broken effect and ds in the locker doesnt.

  • Actually, it was a bad advice, so no logic was involved. If you see a surv hopping into a locker, you should take it, because otherwise it's a wasted time and even bigger lose of momentum. I would even advice to make that surv a priority target from now on because it's guaranteed no DS. Except when there is another surv in about 5 seconds of chase time from you, what usually never a case anyway.

    The higher ranks go the less it's killers choice to go for unhooked survivors. It's usually because there is nobody else to go after or because surv on purpose forces killers attention on them, so basically killer have to take that DS from them (if slug is not an option, what locker tech does) and try to capitalize on that (tunnel down the person DSed).

  • @kosmi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135506#Comment_1135506

    Well i believe it is complicated who knows but is there some news on that?

    All in all: no.

    No news at all.

  • I think crouching gesture should a little bit more expressive. It might be it's own emote. You know, like bowing, kneeling, slavic squat, etc.

  • @BigBrainMegMain said:

    I play on PC and the Survivors queue times are taking minutes.

    The killer queue times are taking minutes as well.

    At least 2 minutes on survivor and about 3-4 on killer.

    It's also Monday and everyone else is at work, so it's pretty understandable.

    My guess your killer is somewhere in browns-yellows. Pick up some ranks, up to greens, and your que will be almost instant. All survivors that can't bear the queue time are trying a killer, but they're not ranking up and basically 80% of player base is in browns and yellows as killers.

  • It's also not quite true that usage of DS affects only two people. Any obsession perk forces a killer to play around DS, when ruin was visible right away (in 80% of red rank games). Its somewhat like noed, except noed works ONLY at endgame. Killer should know if survivor has a DS as soon as he gets hooked to be comparable, I guess?

  • @Seanzu said:

    So glad as a killer I've never ran ruin, this change affected a lot of players by 0 because they never ran it, they all say the same thing, it isn't needed.

    Killers are yet to realise they don't all belong in red ranks, so if you keep losing games without ruin you were never meant to be in red anyway, go back to purple/green and hopefully when MMR comes in, you'll be placed correctly and will have good matches.

    Then plank should be lowered. Let more killers feel like they actually belong in red ranks (when they actually don't) so they can somehow feel justified to be placed against red rank survivors. Because current state shows that killers that deservedly placed in low ranks get matched against ranks where they don't belong. No way I can tell that some survivors don't belong in red ranks, that's a blasphemy.

    Oh, right, that's what new MMR is about. Can't see the rank - can't complain about it. Like with SWFs - if you can't see that they're in a group, you can't use it as evidance that you're always placed against groups.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125684#Comment_1125684

    Pretty much this.

    I've been a red rank killer for years now (as Bubba btw) and even I realize what I did was not supposed to be normal. I 4k'd pretty much all the time before the Ruin nerf. Even now I 4k more often than not. And other killers really want survivors to get further nerfed even though the devs have made it clear a 4k is NOT the expected result of an average game. If anything they need to adjust the pipping/ranking system to let certain people understand you're doing good when getting 2 kills with many chases/multiple hooks (spread across all survivors)/good gen defense etc.

    Right now killers just want a 4k even if they 1-hook them one by one -which by the way- is the reason the devs CAN NOT TOUCH GEN TIMES.

    I've been playing lots of (solo) survivor games lately (rank 1 as well) and what I have noticed so far is most killers are REALLY bad at the game. Like seriously bad... So bad I am surprised they made it to red ranks. Yet all of them think they're great enough to deserve a 4k judging by certain salty post game messages. I think I'll post a sample of a rank 1 Huntress later on who couldn't hit ANY of the survivors with a hatchet including me and rage quit after a few minutes/after a few gens got fixed. That's not survivors being op. That's the killer being bad.

    Not to mention there's the other type of killer that straight up facecamps first hook considering it "fun" (there even is a thread named facecamping as Bubba is fun) expecting everyone else to stand around for two minutes doing nothing. Had one of those games yesterday. A noed-Bubba who facecamped right at the start of the game. Obviously I just fixed gens while he was facecamping allowing two of us to escape (2 minutes is not enough to fix 5 gens by the way. Only reason two of us escaped was the other solo Nea looped the facecamper successfully AND got downed by noed on the other side of the map otherwise it would have been a cheap 3k or 4k even though that Bubba couldn't use the chainsaw AT ALL)

    If the devs "fixed the early game" or "increased the gen times" these killers would 4k EVERY GAME.

    Long story short: People -especially killers- need to learn to play for fun and not sweat for the 4k and the ranking/pipping system needs to go along and reward killers for multi-hooking (different) survivors, defending generators, chasing a lot etc. even if the result is a 2k at the end.

    A good 2k (with lots of chases and hooks) is better than a 4k with 1-hook-kills.

    Well, it appears that killer players stubbornly refuse to read between the lines. Probably devs should record some educational videos and add it to MANDATORY killer guide to playing killer, with a quiz in the end, that killers NOT SUPPOSED to seek out kills, and their actual purpose is to scare survivors enough to make them want to leave the map through the gate. BTW for this to be a case devotion emblem should be reworked to reward NOT ONLY KILLS (you get 10 if you've hooked everybody once, yay). That feeling when you depip for 2k when you've hooked everybody 2-3 times as a Plague. Woohoo.

    Shortly saying, rewarding system doesn't promote killers to be satisfied with "mediocre results". Make so that there is visible difference in effort between 2k and 4k, not leaving people feeling robbed. For now it's about the same, and games usually go to hell for a killer or for a survivor (i.e. 0k or 4k).

  • I didn't play since a patch after doctor change. Did they fix quick flashlights?

  • Take the spirit if you want a powerful killer, otherwise just pick what appeals more.

  • Huntress is 110 and has lullaby, but she has infinite range and can down people at range.

    Hooker is 110, without lullaby. Can lower his tr when aiming, but gets even slower (not less visible) and have to use addon for it. Limited range, cant down at range, hooked person can break out, can be helped, takes time to reach a hooked person. He have no reason to be 110, with this he needs a secondary ability.

  • I think places where doors/windows may spawn, but dont, will be potential places for breakable walls, and normal killer shack not gonna be changed.

  • @DexyIV said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093153#Comment_1093153

    That doesn't really make any sense. If there are no other teams waiting for a killer, then you would get a different killer that is waiting on a survivor team since they would be in the queue before the killer you played against. If there are no other killers in the queue (such as what happens late at night since fewer people in general are playing), you'll get matched against the same killer you just played against since they are the only opponent at your rank.

    How is getting the same killer repeatedly an indication that there are a higher number of killers?

    Sorry I'm late. Because when you join queue, there should not be anybody in it for you to get the same killer, otherwise the killer gonna join another lobby that was waiting before you.

  • @DexyIV said:

    Do we even have a reliable source to see how many killer players there are? I see people saying that there's like no killers and it's an issue, but the only thing we have to go off of is queue times.

    From my own personal experience, when I play around 3-8 PM CST, I always get different killers for every game. Even at red ranks. The only time I get the same killer is when I'm playing super late at night around 3 AM or so. So unless the killer count is so low that survivors are playing against the same killers over and over, what's the issue?

    If you have the same killer all the time it means that there is enough killers, actually. That means that there is no other teams waiting for a killer.

    Question isn't how to encourage more people to play killer, it's more like "how to make more people to play killer consistently". There is enough (if not an abundance) of killers in low "I don't really play that role" ranks.

  • Well, fixing killer related bugs would be a start. Nurse disabled ability, wraith infinite burn, hag teleporting back to old spot for 0.5 sec. You know, little things that didn't get attention for months.

  • It was mentioned in one of recent threads, where people broke down how a good nurse managed to 2k instead of 4k, that for a successful killer it's ESSENTIAL to use unfun strategies, by both survivor and killer players. "By not slugging you respect survivors too much".

  • With rank gain being so messy, I really prefer old reset.

  • Most effective combo for The Pig based around boxes is tampered timer with a crate of gears. While crate of gears is generally good (makes so survs are forced to sit on boxes a bit longer), it's still more of a meme build that have the highest potential for a game over. It would be expected for that pig to be disruptive when you try to remove your trap (being "tunnely"), because they want you to die from a trap, one of the most satisfying moments for the Pig player.

  • >How does the auto-aim work and will you give us an option to disable it? (from @Stitch7833)

    >As discussed earlier, “auto-aim”, also known as Aim Dressing, is really just a visual aid, not a mechanical adjustment, and does not give the killer hits they would not otherwise have landed. It is not an aim assist. Given that it is not a mechanical feature, there are no plans to make it a toggleable option, as it is part of the way they want to present the game.

    That's what I would call a /woosh. People want it disabled not because it helps with hits, all it does is exactly the opposite (what was mentioned later on). It only helps with seeing hits better? Well, I've seen that "help" in a coffin.

  • Wow, thats some strong necromancy. Look at OP posting date.

  • It should have built in surveillance. Without it it's a garbage perk. It even conveniently stop regressing gens when cleansed. Like, seriously, why give all those quality of life things to HEXes that convenient for SURVIVORS?

    With surveillance, this perk feels threatening enough for survs to start thinking that it actually need to be cleansed (with certain killers, of course). But that's about it. It's useful to some killers except top tier (it's really good on top tier killers), but pointless on those that NEEDED it before.

  • Yeah, to something like rubber duck noises.

    On serious note, every different action should have its own sound, especially perk ones. It's annoying when perk sounds are the same as a locker spam that's happening at the same time.

  • Yeah, in my mind it's one of possible changes to DS, but there should be one condition: it should deactivate UNLESS you're in a dying state.

  • Only thing I cant grasp that if its bannable (even after slug pause change), why is it still POSSIBLE? There were million cases where I wish I could cancel a pallet break or a pick up. But mori? Why mori is cancelable?

    Thompson's house "second basement" still can trap people on second floor, and there were hundreds of reports and requests to fix it, but its still a "bannable offense" for taking the game hostage and a drag for a support team as well.

    People getting banned for devs dismissive attitude in those cases. I wish it was different.

  • Noed IS for baby killers, so this change gonna make this perk worthless.

  • @Zeur said:

    https://forum.deadbydaylight.com/en/discussion/comment/1069236#Comment_1069236

    except that they tried to incentivize killers to not camp and they chose to not use the incentive to actually leave the hook or chase survivors down. We at this point have tried everything BUT penalizing killers. We have added perks we have added game mechanic changes nerfs buffs nothing is working its still a problem. I am not saying that survivors haven't gotten buffs and changes for the better but the majority are for the worse. With the one thing survivors have consistently brought up almost every dev stream since the beginning is camping.

    Yeah, that's a bummer.

    For serius, I can only assume that it would require too much of a chenge to solve camping issue. I mean, 3 v 1 will ALWAYS be easier than 4v1, and its an important part of current meta. So only way to deal with it is so surv count may not be reduced, but killer is strengthened accordingly. This change is too big and devs most likely dont want to go that far (it will be a different game at this point).

  • >Don't ever say again that killers are ignored and get treated unfairly because almost every patch is a killer quality of life patch.

    Where did I say that devs are unfair towards killers? All I did in that thread is state that playing a killer is uncomfortable. It's just too stressful to play for average player so more people prefer to play as less pressuring (in another words, passive) role of a survivor. Game needs something to change how killers are played to make them attractive, and slapping more penalties isn't the way to go ATM, it gonna make things worse. It's pointless to list, how much things got improved since times when killers were basically masochist unicorns. Yeah, things improved since then, player base is much larger and instead of 30 min que it's 10 min que to find a match as a survivor in purple ranks (to get a match missmatched by two colors or even more). Killer role is still unpopular, so changes was in a wrong direction or just not enough? Maybe right now the game goes into a spiral?

  • @Zeur said:

    If I was to go through all the changes to this game since the beginning of the games release to improve the quality of life for killers, you wouldn't be defending camping as a strategy. I'm sure the majority of the people that will defend this play style on this forum will be killer mains who have since the release of this game been vocal about their wants and needs. You go to forums and shutdown survivors with actual feedback instead of listening to the problem. Did you even read anything I said or did you read the title and come here to shut my opinion down? I gave valid reason after valid reason for a change even bringing up killer perks and changes in killers favor. Survivors pay for the game just like you do.

    Sorry, but only your title contains a solution that you assumingly suggest. The rest of the post is a large rant about camped surv not being able to play, while he buys all those cosmetics and dlcs. So without the title involved your topic doesnt even contain suggestions except for devs to "do something and fix the game" :/ i guess, naming the thread differently (properly?) would help, it could look more like general feedback and less as an actual suggestion.

  • @[Deleted User] said:

    If someone goes into a locker, I open it immediately.

    If I grab them and they D-strike me, well, I hope they sincerely enjoy the vision of me staring into their soul as they struggle on the hook.

    Thats me, jumping into a locker is like surv screams to me to tunnel them out of the game.

  • A lot of people use vpn due to nat errors and endless loading issues that dont happen in less distant to head office places.

  • Hey, welcome to the club, we here on PC got that for awhile now. But DS grabs count towards tomes, so that's one way to do it, I guess.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066890#Comment_1066890

    18 out of 35 games so far were 4k's

    6 3k's

    1 2k

    5 1k

    4 0k

    i started this when i was rank 11 surv

    Seeing the same numbers as rank 6 killer

    As much as i hate to say it considering that killer is a pita. They need more nerfs. I am sorry.. But they are toostrong at least when a solo is involved

    Hey, my numbers also confirm high kill rates, so nothing to be sorry about. With killer rank kill rates only go higher because you still get wide variety of ranks, but being red means other ranks can be only lower than you.

    So questions is what actually wrong with the killer? This role is hard and frustrating. Is it broken matchmaking that makes you feel like easy matches just dont count as played ones due to noobs being involved? Games go too fast applying too much stress? Maybe hooking isnt rewarding enough? Should emblem count hooks and focus on kills less? Maybe 2k isnt a golden middle to go for (since it feels like its just slipped away 4k because you apply the same amount of effort), or scoring should be changed?

  • @Fnatic47 said:

    You said your friend had issue with FPS spikes but it was with the Doctor ? @avilmask

    It was many things: when skillchecks appear, when he's getting zapped by Doc, I think it also was when he got struck with sloppy butcher or when EXPOSED triggers.

  • A friend of mine had an issue with FPS spikes and he said that setting quality to low helps (he didn't want to play with soapy graphics so he kinda just stopped).

  • Hehe, those perks would look even funnier on Nurse.

  • Hello.

    What's your suggestion on improving comfort of play as killer? Because right now there is too many "new killers" (people that practically don't play the killer role), not enough of experienced killers (that don't drop the killer role until purple ranks), also there is too many experienced survivors (people that prefer survivor role and are above green ranks) and not enough "new survivors" (well, people that can be matched against new killers).

    Nobody wants to stick to the killer role for too long and it creates huge gaps in ranking system that cause queue time issues. And your suggestion is another "penalty". Maybe you have any ideas that would help people to be more content with playing the killer, not actually want to quit it even more?

    On contrary, maybe devs should add even more infuriating but effective mechanics than camping so more survivors would be interested in playing killer more? My favorite suggestion so far is one of survivors should start the game already hooked, since the game for a killer starts only when he gets a first hook.

  • @[Deleted User] said:

    Ive said it before and I’ll say it again:

    Killers are supposed to induce fear and should be a force to be reckoned with.

    Survivors need to feel stressed, not relaxed, playing the game, NOT killers.

    The killer TR should do what it says: create terror, not just act as a warning.

    Survivors should suffer penalties being near the killer for more than 5 seconds.

    Survivors should also have some kind of visual or audio effects when being in the TR. Like the screen becomes blurry or distorted.

    Lastly, Survivors should have some kind of stamina effect. They should not be able to drop pallets, vault windows for more than 30 seconds without having to stop to “catch their breath” which would be a 3 second period, like the nurse blink stun.

    As it stands right now, this is a PG horror game for kids.

    For starters, devs could increase loudness of breathing when survivors get exhausted... A very old suggestion that never was implemented. Making survivors suffer from running too much would be unfair, better make a KILLER run faster, with a bunch of conditions to keep the buff. We don't want encourage survivors to hide from the killer to take a breather, do we?

  • "I'm a red rank and I 4k all the time". Well, 3/4 of the times actually, and at least 5/8 are just some low ranks. I have no problem beating majority of my games, but when I play against people of my own rank they give me a beating. I blame myself for being careless and underline my own mistakes, but then I remember that due to inconsistency of matchmaking I can't really have a balanced game, so it's hard for me to practice against strong people. I don't have any warm feelings towards SWFS, they break the game in two ways: strong teams render presence pressure impossible (they can tell when it's safe all the time due to coms), while weak teams pull baby players into the match. But now here's also that: I often see randoms that get matched way out of rank (they report it in post-game chat). So that's basically when those bloated kill rate numbers come from, my guess. Do you remember that even against SWFs there's 57% kill rate in high ranks? So "technically" killers need all those nerfs to balance out random matchmaking.

  • @brokedownpalace said:

    I don't find them fun as either role. They're pretty lazily designed too. I understand what they were going for because in horror movies corn fields have been portrayed as scary. And they can be. But they're not fun in a video game when you play the map 23457 times

    In scary movies survivors usually can't see above them rendering surprise effect nil. It supposed to be "you hear unidirectional heartbeat and rustling of the corn from a direction. Who's there?", not "oh, it's that guy and he's moving exactly in my direction / past me to the side", practically making so only killer is actually blinded by it.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066803#Comment_1066803

    Of course... and nothing the devs have ever said contradicts any of that. Explaining why something happened the way it did is not the same thing as saying "we couldn't help it because it's hard". I don't understand why you keep insisting that the devs are trying to "argue" something to the effect of "it's fine for the sound to be bugged because fixing it is too hard", when that's simply not true.

    Well, this bug gonna be half year old soon, so it's too hard or somebody doesn't care enough (aka low priority).

  • He's above average for sure, now he actually feels oppressive.

  • 2 kills to safity or 1 pip is practically "4k but not quite". 6 hooks isnt enough, hooks dont even count by emblem system, its 4 different survs (10 only once), a kill (20 each) and nobody escaped (another 10). So all your running around without killing anybody isnt a waste only if you hit people a lot and use abilities for that (legion piping), and two hooking is basically worst outcome (you must tunel somebody, man!).

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060889#Comment_1060889

    Why are we? Because you’re trying to sit here and tell me that Iron Will counters Spirit when it just makes injured Survivors the same as healthy Survivors that Spirit needs to hit in order to activate Iron Will.

    You do you, I gave you two videos from 2018 and from 2020 that both confirm the behavior.

    Didn't see yours so I call your point "untrustworthy".

  • @Peanits said:

    It's an interesting question, but I think there's a bit of a loophole in the OP: You don't need to do a generator to take the trap off. If anything, it's probably ideal for you if you don't. You can take your trap off before it's active, and it still slows the game down and takes you away from generators. (This is also why I'd strongly advocate against making Rule Set No. 2 base kit. It forces them to do a generator before searching for boxes.)

    On a personal note, I do think it's very fitting that something the survivor does is what activates their trap. It's very fitting to the Saw theme.

    What I would like to actually see is traps activating if survivor misses a skillcheck, since they AVOID an ACTUAL game, so trap add-ons, that do something only when they're active, aren't a complete waste of time (skillcheck difficulty, timers, skillcheck frequency, etc). Maybe change some high rarity add-ons so traps are activated when survs attempt to play the game preemptively.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060856#Comment_1060856

    I have done my homework, it’s called “I play Spirit and this doesn’t happen to me.”

    Seriously, this small sample of crappy bugs hardly makes a case. Iron Will does NOT make your running silent. You are seriously crazy if you think that’s a feature.

    Oh, so it was bugged. So I guess I should make a report that since first time I ever used it it never gave any sounds in injured state. Oh boy people gonna be happy when Iron Will will be fixed at least. Come on, man, why are doing this?

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