bobateo
bobateo
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- bobateo
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Nothing much more to add.
Can hit & down multiple survivors.
Can eat through Borrowed Time & Sprint Burst.
Got Decisive? He can just hook the other surv he downed and wait you out.
Got Unbreakable? Unless the rest of your team is about to make a Michael Jordan play, you're just going down again.
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Depends on if one of them out mind games the other. Otherwise, they spend the whole match phase walking/blinking through each other.
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Depends on the environment, I think. Put them in forest and Huntress will win. The terrain, the style of hunting all plays into her advantages. Town/city? probably Deathslinger.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1953862#Comment_1953862
I definetely understand your reasoning.
I just wanted to point it out for people that are not aware of that fact 👍
Gotcha! o7
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1953844#Comment_1953844
Thats something ill keep in mind, thanks!
Seconding Empathy or Bond to find injured teammates faster
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1953844#Comment_1953844
Perks that increase healing speed have terrible synergy with autodidact because you're overall less likely to get skill checks to built up those stacks
I understand your point, but my general experience with Auto is that even without other healing perks is feast or famine. You either get the skill checks or you watch that white progress bar climb, climb, climb and that's it, healing done, no stacks for you. But on the other hand, getting that regression can be soooo detrimental and end up putting your teammate in jeopardy on an unfinished heal. If Nurse's is in play, then you have even more issues with that regression. We'll Make It at least makes sure you get the heal done off the hook, which to me is the bigger focus.
But, I'd say something like that comes also partly to preference, and I didn't mean to imply that running additional healing perks was The Way To Do It.
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We'll make it is my fav with Autodidact, makes getting through those first 3 skill checks a little less painful. I've considered running it with botany too to be the Cleric of Clerics, but haven't tried it yet.
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@Tsulan said:
You think ######### as killer? Thats weird. Cause apparently its a desync, which makes the hits look normal on the killer side. Survivors will just land, where they are on the survivors side.
Anyway, do you really want a rushed out patch that might break even more stuff? Because thats what usually happens with rushed patches.
I've watched some streams from Otz, Monto, and a few other people who play Killer a lot and they've commented about hits they've gotten as Killer that shouldn't have landed. So, it might be more than desync going on.
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@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/227818/survivors-discovered-their-true-power
It' pretty funny because you are half true.
When I play killer, even something like Legion, you can be certain that every god damn surivor will heal all the time, but when I play survivor, even with a medic Claudette with We'll make it, Herbalism and a empathy, NOT A SINGLE survivor will let me heal them, prefering staying stuck on the gen.
I got titled pretty hard the other day when I lost a game with that Claudette set up to a Clown, just because NOBODY wanted to let me heal them. It was insane!
In my experience, most survivors will want to finish a gen their on before getting healed, especially if Ruin or Pop are in play. But once the gen is done, they're fine with getting healed. It's mostly a tactical choice to avoid gen regression, or even losing that gen entirely if the Killer decides to stick close and keep people from finishing it.
If they don't want to get healed after that, it may be partly who the Killer is, the team is really far behind on gens v. hooks, or something else. Not saying that decision is always correct, but especially with even M1 hits connecting through obstacles, healing does seem more like a waste of time right now.
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@Woot1234 said:
Take away the bp advantage of playing killer and let's see how much longer those survivor queues can get.
Why do Killer's need a BP advantage to play?
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Stealth is (somewhat) and should be a natural part of the game for survivors. The best defense against a Killer is not getting caught. However, stealth has to be balanced with the game the other people you're playing with. You still have to be active and beneficial. Do gens, get teammates off hooks and get them healed. If everyone else has been hooked once and you're close enough to take aggro, do it.
When it's only 2 survs left and there are still gens to complete, stealth is really the only way survs stand a chance of escaping.
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IMO, the biggest difference in BBQ and WGLF is the second drives survivors to go out of their way to get the stacks and puts them in 'competition' with other survivors, vs. BBQ being more or less a part of natural game play and no one is competing with the Killer for those scoring events.
- Safe Unhook - I've had games where it feels like all I'm doing is unhooking people, but those are rare. Usually, I'll get 1-2 unhooks in a match at most.
- Take a protection hit. Might happen once or twice in the normal flow of a game. But usually only once at best and that's in end game.
- Stun a killer carrying a surv
- Blind a killer carrying a surv
The problem with the last two is that the chances you'll be in position to do so are pretty rare. The issue with the last three is that getting stacks reliably requires you to stick close to the Killer. Chances are you aren't doing gens, you're trying to position yourself, which likely makes you a liability to the team. Sure you might a stun or blind save, but that's also valuable minutes you aren't doing the main objective.
Top this off with a very mediocre benefit of 100% healing to a dying teammate. Slugging does happen. But how many good Killers leave a dying teammate to the degree that you can really put that to any kind of use? Personally, I wish they'd stick the BP gain on We'll Make It, or both.
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Nah, I had a match where a Killer did that. So, I looked for the hatch and when I found it, I signaled the hatch to my slugged buddy and then took the Killer on a tour of the map. I 'gave up' only when I could see that slug buddy was at the hatch - barely any health left - and immediately suicided. Not the best outcome, but a satisfying one.
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Ignore it if you can and always remember:
1.) It truly isn't personal. They don't know you, don't want to know you. This is just a nasty attempt to make you feel bad.
2.) There's nothing they can do to you. The great thing about the internet is the ability to control your experience in cases like this a lot of times. You can just leave chat, block them if the way you access the game allows it.
3.) The best victory against idiots like that is forget and move on. You take away their power.
That said forgetting and letting it roll off your back can be hard. No doubt. Take a break if you need to and remember that not everyone in the game feels the need to crap on other players. The negative can often stand out more than neutral or the positive. Remember the times when people were positive.
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@DjangoTheGhostface said:
Yo....there wasnt a tapp involved was there? Im a console Ghostface who went AFK with to go smoke something with 2 players and like 4 or 5 gens left. I remember putting a tapp on a hook and then walking behind a wall and leaving. When i came back both survivors had escaped
I don't remember who the others were since they, well, weren't there very long. lol. The Ghostface stood at the end of the road. We were on Haddonfield and the other player with me was a Claudette.
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In my experience, it comes in waves. I might get a day or three of matches where there's no tunneling/camping (and I mean hardcore, "I'm going to get that guy that just got off the hook despite 2 of you standing right in front me" or "I might get just outside the terror radius to catch you and whoever comes to get you or you/I'm going to stand right in front you and stare at you"). Then the next day it's just game after game of those things. Both things are rarer than matches where it doesn't happen, but both happen enough to be noticeable and definitely not a surprise when it does.
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It's a cool thing to do, but I don't expect it. Some killers and survivors hate to farm no matter the circumstances and I can certainly understand a Killer just wanting to end the match as quickly as they can to get to one that's hopefully better. If we ever find each other in a game, and the same thing happens, you're welcome to sacrifice me too!
I even ran into a Leather face that as soon as they downed the first person pretty earlier on (maybe 40ish seconds into the match), they DC'ed. Bubba let us complete two gens uncontested and get the other injured person healed up before they started coming after us again. It ended with a 3K but it was a fun match even if I still can't figure out how best to avoid a chainsaw to the back.
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I had the problem on one of the swamp maps and Lery's. The new maps might have a higher rate, but I don't think it's just them.
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@TheClownIsKing said:
Stop being afraid of change!
Fine.
How about they revert ALL changes and updates! We’ll go back to just Trapper, Wraith, Billy, Dwight, Claudette, Jake, Meg, MacMillan, Coldwind, and Azarov.
Happy?!
Wut? People not liking some things about this update is not synonymous with 'being afraid of change'. People not liking the hitbox issues, disconnection issues, the fact that Unbroken Emblem is well - very broken in that it doesn't seem to reward any points at all in most cases, even when you escape. I went through seven matched tonight, escaped 3, 1 with the hatch and got no points for it. I guess I should be thankful for prolonging the grind and making some challenges almost impossible to get?
The HUD is now a mess, scattered all over the screen, the information is harder to read. I could probably get used to the new movement after a bit, but overall it feels worse and far less responsive.
I like the map updates and the perk updates seem okay to me.
However, this proclamation of 'stop being afraid of change' is just as histrionic as some of the complaints.
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Everything bad that happened to me in this game isn't fault it's {x's} fault.
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@Skullgrind said:
https://forum.deadbydaylight.com/en/discussion/comment/1908962#Comment_1908962
Hey Bobateo - I didn't "realize" anything. I play survivor too I know how it goes. And regarding Survivors who DC I already covered that earlier in the thread. Usually I play more for fun and farming if the Survivors want to. Sometimes they just want me to kill them so they can leave or finish a gen so we can open gates. I'm fine with either.
Just yesterday I had a game like this where I was playing Blight and someone DC'd on their first down. The other survivors ended up getting 27k+ from the game and I only got 20k or so because I didn't get any sacrifices and minimal hooks.
As for painting all Survivors with a big brush - hey I call it like I see it. People do the same to Killer all the time. I would love more evidence of people who don't play in toxic unfun ways but unfortunately mostly I see exactly the opposite. Plenty of people in this thread agree. ✌️💀✌️
You didn't address any of my point in any meaningful fashion. Instead, you took the route of choosing a very obviously self aggrandizing fashion.
And if you didn't 'realize anything' why did you make your original comment as you did? If already knew that all Killer DCs weren't the fault of a Surv, why did you say what you did?
But I get it. You're playing an entirely disengenous 'gatcha game' so, I'm going to ollie out of your weird pity party where you invalidate anyone who disagrees with you and play the tiny violin more.
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/1909127#Comment_1909127
Oh I know, I'm pretty much a solo que player with the rare exception if my 2 friends who aren't great at the game logon and play, but they haven't been on in months. I just find solo que more rewarding. The downside is its also more frustrating like everyone knows, lol. I can usually deal, but like I said, tonight has just been very evident.
I have no problem if you want to run Kindred, Bond, DHaunch, etc. But I also don't use those and don't think its that hard to read situations. If a teammate gets hooked, then another teammate unhooks and both of them go down immediately, my mind says 'proxy camper/camper', and priority should be on gens, at least for the 40-50 seconds they get put on hook. You have time to save them, but going for immediate unhooks, especially unsafe hooks just leads you to hurting your team and snowballing the game in the killer's favor even more.
But a lot of people just don't play smart, and it sucks in those games where you either are extremely behind in generator progress or ahead, and then 2 teammates throw the game in the killer's direction and the tide quickly turns or snowballs even harder.
I just had a match where I played against a r13 Twins killer. All 3 of my teammates went down together, pretty much one on top of another. I did the only 2 gens, got my altruism maxed by waiting for the killer to pick up another survivor so I could go and save the one thats hooked, safely. They still died early, and again I was left by myself. These matches just suck, no other way to cut it. :/
Only good thing that came from that match was that I didn't depip.
I think I'll consider turning off cross play for a bit since this is happening mainly when all 3 of my mates are console. Just going to be in que longer but oh well.
Nah, dude, I hear you. It does suck when you have those matches that seem like their over before they even begin. I find it's especially a kick to the head when you bring a decent item or a high BP offering. lol.
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@Casanova09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1909106#Comment_1909106
I actually do all of that (mainly the totem cleansing cause I run IS) but it still feels so iffy on getting points and it's annoying
Nah, I get it. Which is why I made the caveat.
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@Volcz said:
The last 4 matches I've had tonight, I've realized that way too many people are not prioritizing gens. I don't know what they're doing but it aint gens lol. It happens often but tonight's been real bad, at least for me.
Last 4 matches I did
3 gens (almost 4), 3 gens, 4 gens, and then just now I had a Meat Plant match with Bubba and I did 4 gens, with the 5th being almost done (80%) but killer showed up.
Stop dive bombing hooks, stop trying to be a hero, make the most use out of the time people have been on hook. Esp if you know the Bubba/killer is proxy camping. Everyone ended up dying on that last match except for me, luckily I found hatch 30 seconds before Bubba found me and I had to loop him once but I got to it.
You're playing right into the killer's game plan. I know solo que is rough but damn. This is like when you're the one who has gotten the only 2 gens done, you get hooked, and you see your mates just running around/crouch walking in stealth. You should always be doing something that benefits your team. Dive bombing hooks, running around hooked survivors while in a chase, getting downed near hooked survivors cause you failed a chase, etc is the opposite of that.
Please, its so frustrating to see players at red ranks, purple ranks playing like greys and just doing the stupidest things.
Thanks.
/rant
"Stop dive bombing hooks, stop trying to be a hero, make the most use out of the time people have been on hook" This is not an easy thing to know unless you're running a bunch of aura perks. Too many times have I tried to 'make use' of the time the surv is on the hook, only to have the one most logically suited to get the save end up in a chase and now I have to race to keep the second hook state from happening ( you know that thing a lot of survs complain about).
"Esp if you know the Bubba/killer is proxy camping" Yeah you can't always know that until it's sadly too late. Don't blame your teammates for having less experience with a particular killer than you may have.
"You're playing right into the killer's game plan. I know solo que is rough but damn." Not everyone is running the appropriate aura perks, etc.
I get your frustration, I really do. But SoloQ is a mess because survs don't have information to let them know things that might be going until they get close enough which can be disastrous.
The new UI will probably make it worse in the short term
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@Casanova09 said:
Seriously even if I get 4 stacks of WGLF it feels like I get no points as survivor. Is there a way of making it to where survivors can earn more bloodpoints?
I would say don't rely on WGLF. The conditions are dogey to say the least, unless you have a lot of experience in the game.
1.) Do objectives. Not just gens. If you see a totem cleanse it. If you see a chest open it. (caveat: do these thing as safely as you can.)
2.) Look for safe unhooks and run we'll make it, if you're in a healing mood. You can get the unhook, a safe save, and healing all in one and very quickly.
4.) Take chases if you can and try to either keep the killer going so long that they finally cut off, or see advantage to sneak away from a chase.
Number 4 can be very hard if you're not good at leading the chase. Vaulting points, stunning points, chase points, stunning the killer, etc. it's also extremely hard because you and other survs are somewhat competing for heal and any points that resolve around a chase. It's easiest, ime, to a run a good healing build centered around safe unhooks and co-op actions.
However, that said, how survs gain BP needs a looking.
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Nice Bait.
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@dspaceman20 said:
I sometimes feel bad when a player DC. I feel like it was my fault they DC as they were so frustrated with me that they left. I unintentionally destroyed their fun.
I remember when I was playing swf with my friends and we had a huntress on midwich. I was looping her at a dropped pallet and she kept missing her hatchets. I messed up at one point and vaulted the pallet and she tried to hit me. Luckily I 360ed her and vault the pallet and made a run for the door. The she DCed. My friends told me to message them but I didn't want to be toxic and make it worse.
Have you ever felt bad that a player DCed?
I'd ask what you mean by 'felt bad' and the extrapolation behind why. It's not easy answer and everyone has their own limits.
Generally speaking, no I don't, because I have no idea why they DC'ed. Were they just mad things didn't meet their exceptions? Did they just realize that today was not their day for playing? Did they have a pizza in the oven, mistime the baking and have to run (or other such circumstance)? Never had anyone explain why they DC, so I shrug and move on.
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@unluckycombo said:
I'm just gonna say this:
I don't play toxic. And if a Killer DC's, I don't really get joy out of it. I'll normally shrug it off, or be surprised if anything.
At the same time, I've had some people DC as both killer and survivor for, what seem like, really dumb reasons. Survivors who DC on first down. Killers who DC because I got a well-timed flashlight save on a rando. Survivors who DC'd as soon as they saw what killer I was playing. Killers who DC because I got a good sabo play.
I don't know the headspace of my opponents. I have no way to communicate with them. I don't know if something I do will be too much for them.
At the same time, as someone who has been in that state before on both sides, I do think that it's the responsibility of the player to know when to call it a day. You have to be the one, as a player to know when you're not in a good space to play, and call it a day, or take a break. Nothing can stop someone from DCing in this game for whatever reason if they're in a foul mood.
Agreed, and as I think you were saying, it is not on the other 'side' to intuit that state.
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@Skullgrind said:
I appreciate your addition to the thread Indieeden7. It's interesting to see it from your perspective.
The videos you posted I couldn't tell you why the Killer DC'd but it's likely the spins and FOV pissing them off. That's just my guess from watching you in chase with them. Also a lot of them were Legion? Kinda odd since Legion is typically a good killer to play with if you just want chill games and BP.
But what we can't see is what happened elsewhere in the matches vs other survivors. Could be someone just set them off. Or the game before started out like your videos and they just said "not again... to hell with this"
It's not fun for anyone when DC are involved that's for sure.
I'll applaud you for finally recognizing that there is more to this that you realized. But I have to ask that do you realize it took literal video proof for you to consider an alternative while you, yourself provided no proof for your accusation. You painted anyone who plays survivor with a huge brush, demanding more empathy and compassion from them (in game where most survs probably don't you, have every played against you, or if they have were just playing the game) than you seem to give.
In fact from what I gathered from your postings here, you pretty much ignored any counter argument until you had not other choice but to acknowledge it. Even then, you still made excuses. Let me ask you this, do you make similar excuses for survivors who DC? Do you, in those matches when you've had them, project empathy and compassion towards them or the teammates who just got screwed over? I don't expect you to answer me, but another commenter who asked to reconsider you initial words was very on point.
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@Skullgrind said:
...it's because of you. You are the problem. You are the reason the state of gameplay is what it is. It's all fun and games until there is nobody left to play Killer. Don't forget.
Ummm no. (These are my experience.)
1.) A survivor 'ran them for too long'. Look, I'm not a great looper by any stretch of the imagination. I have some games where I do well and most that.... well I don't. But the killer DCs early on because 2 gens popped while they were chasing 1 surv the entire time. Not to mention that how long a chase is engaged is entirely in the killer's control.
2.) They tried to play sly with slugging, maybe it was a challenge/daily, but ended up with all survivors back up and no hooks.
3.) 1 or 2 Gens popped before they got the first hook.
4.) End game came about and their NOED got cleansed with only one survivor down.
5.) Survivors got their Devour Hope totem.
6.) They tried to camp, but Deliverance, of all perks, came in clutch. Letting the surv on the hook escape and the other 2 use the other exit door because the killer was betting on them trying to rescue the other one.
It's not anyone's 'fault' but yours if you decide to yeet out of a game. The same goes for survivors who DC or die on first hook because their up against a killer/set up/teammates they don't want to deal with. it makes the game unfun for everyone at that point, but at least if 1 survivor DCs, everyone, including the Killer can still try to make the best of it.
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@Nossy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890085#Comment_1890085
Even if i cet the sarcasm on your post (and in a way the whats called "the survivor rules book"), have you ever seen killers complain in the end game chat about what you put in it, or on stream profile/consoles service message ? Except maybe genrushing (and i talk about real genrushing, when you let 1 or 2 people die on their 1rst hook to complete gens). Some killers may complain about things you said but they do it exclusively in forums, they will not invite you in a party or as friends to TT you, hell some survs even goes to your facebook profile xD
I've seen Killer's say the kinds of things I mentioned in chat plenty of times. "DS saves the game again" ... "You didn't play, you're perks did". A Doctor that was real mad someone ran Calm Spirit. A Huntress who felt the reason that I used Spirit Burst is the only reason I ran her for two gens, tunneled me hard out of the game as soon as she could, and had some very interesting things to say in post game chat. The other comments can often included a lot of the same tired toxic remarks.
I don't think it's a 'contest' on which side can be more scummy than the other either in or out of game. In a game this size, there's going to be those kinds of people on both 'sides'.
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Here is what I have learned of the Killer's Rule Book (please note, I neither agree nor disagree with any of these. This is just what I've seen reading the forums.)
1.) Don't run any exhaustion perk. They're all unfair to Killers.
2.) Don't do your objective. You should worry more about opening chests or cleansing totems than trying to get out of the exit gates.
3.) Don't use any perk at all that gives you even a slight edge in chases. They're all unfair.
4.) Don't run anything deemed a 'second chance' perk.
5.) in fact, you should only run perks that put you at a distinct disadvantage against Killers that are: faster than you, have more power than you, and can end any game for you very quickly.
6.) Don't worry about Killers who hit you on hook, tease you with the hatch, or who choose any other method to toy with you in a match. remember survs, you always have the advantage and should never do anything but make it easier for Killers to kill.
7.) You should predict any Killer that you may be facing so that you run the perk load out to best give you a chance. Nevermind that you can't see the Killer or have any indication of what you might be up against until it's too late.
Let's be clear, most of this is sarcasm. Play what you play and don't worry about the rest, but this entire "Survivors vs. Killers" nonsense, is just that. Outside of the game, it's complete nonsense.
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Favorite - Midwich for the atmosphere and it's over all design. It looks like what it's supposed to be - part of a school. Dead Dawg comes in a close second for the same reason. It looks like a town and there's not just random pieces of a buildings and an odd ball window sitting out in the middle of no where for no reason.
Least favorite - The Game. I get lost way too easy on that map and can never find the damn generators.
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Yep, I have. If a Killer played a good match but was just struggling, I'll offer myself up to die.
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@dspaceman20 said:
This is really awful. My team just cost me the match because someone wanted to get a flash save and everyone went down.
Its not just other teammates too. What people fail to mention is that the things that effect swf also effects solo. The last game I was running the spirt and I tried to vault but for some unknown reason she downed me when i vaulted to the other side of the pallet. The game literally stopped me at the pallet and she caught up and downed me its not fair.
How do you guys do it without getting so infuriated?
For soloq, I just don't go in expecting to make it out. There are four people who can't communicate with each other at all that do need some level of coordination to make things work. That you can all be at wildly different levels of experience with: the game, the map, the killer doesn't help.
Did that person trying to get a flashlight save just make a bad call? Or are they inexperienced with flashlights and are trying to learn to use them? Maybe they are just having the kind of day where they can't seem to make anything go right. It happens.
I do think Soloq needs a boost info wise. Nothing too huge, but there are days I do think bond and/or Kindred should be base kit.
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@MadLordJack said:
This is going to sound cheesy AF, but the answer is: Pretty much every non-meta perk.
But, and this is going to sound even worse and more BS, my favourite probably has to be No Mither. I wish, wish, wish is would get buffed so that killers didn't know it was coming, maybe make it so that it doesn't give you broken but you still can't be healed. Or make it deactivate if you are healed, I don't know. I just like No Mither. Nothing will ever beat No Mither/Tenacitying away from the killer in a straight line, popping up and going about your business like nothing ######### happened because you're not a little ######### that gets ######### by a goddamn machete in the spine.
Okay, I laughed (in a good way). This is how I view No Mither too. Unfortunately, running it seems to scream "pls tunnel me out". And I get it, it's going to usually be less effort for the killer to take out someone with No Mither. Hence why I avoid the perk.
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When you get the stacks needed to make it work at some point in midgame, Autodidact is my fave. It is a true joy to slap on autodidact and empathy, or We'll Make It and become the cleric you were always meant to be. Late slugging? You got this. Team perilously injured going into late/end game? Not a problem. Need to heal up to go for that last second save? Come to me fellow survs and let me make you a star again.
I once had a game where just 4 stacks of Autodidact had my teammates seeking me out for those sweet, sweet heals against a Thana using Legion. .....
......Of course, the problem is getting the three stacks you need at or before midgame to make it worth it. The first rank of the perk is near garbage, or might in fact be garbage. Sure you're healing faster, but to get those three stacks, you cost your team a lot of time and I never found the T1 pay off to be worth it.
While T2 & T3 can treat you so much better, it's well..... The frustration of fulling healing someone and getting exactly 0 skill checks is perhaps a frustration only those who love Autodidact can truly appreciate. And finally getting those skill checks late/end game? It hurts man, it hurts. Have you ever had to refuse to heal someone because you just KNOW that first skill check is going to pop now when a %25 regression is the last thing anyone needs? I've known that pain. Unfortunately, getting good use out of the perk seems to be the exception rather than even slightly 'more frequently than viewing a unicorn' and you will come to hiss at teammates like a mangy cat when they run over to help you heal. (Damnit, I need that chance for skill checks.)
Which brings me to my next fave - We'll Make It. You won't be team cleric, but you can wrap those terrible gaping holes left by hooks like no one's biz. Well, as long as no one beats you to the hook. Still you can get your teammates up and running faster and it is so good when you have two injured teammates and the ability to really speed heal them both.
Lastly - well no, there are a lot of perks that aren't meta that I like, but for brevity's sake - Deliverance. Yes, Deliverance price can be so very steep. Don't get hooked before you unhook someone else safely. NBD, right? Well, until you see a Lery's offering burnt (or Gideon, I hate that map), and you just know it's going to be Myers (which it it is) and you're the lucky soul who just .... turns a corner at the start and there he is. Right in your face. The wall hacks do you in, and there you are on the hook, staring at your dark Deliverance, knowing it will remain dark.
Even if you aren't as unlucky as I am, Deliverance is a a questionable perk in soloq though it may look otherwise at first glance. The ability to get yourself off the first hook for free sounds great! The broken status can even be partly negated if you don't pop too soon. The problem in solo is that no one knows you're running it and all too soon you have two survs (or sometimes all three, ouch) leaving gens to come get you off the hook, while you're just waiting for the killer to not be up in your grill before you hop off and find an out of the way gen to work on while you're waiting out broken. That said, I've had Deliverance come in clutch for me more than any other singular perk.
Have a killer trying to use you as bait? They're preparing for their teammates to come at u, but suddenly you're off the hook (and with an exhaustion perk) well away before they even figure out what happened. I had a Myers (hah! revenge for that time you hooked me at the beginning) trying to use me as bait. He hooked me (my first, swoon) right at an open exit gate. He turned his attention to looking for a save, I yeeted off the hook and ran out. (Barely made it, but close only counts in horseshoes and hand grenades.)
I'd like to love No Mither, but I'm pretty bad at looping so I don't dare run it.
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I see Leatherface camping more than any other. Ghostface a close second, but at least that's funny when they sit in a spot where I can keep revealing them as I hang on a hook. I've seen a number of killers camp, but if it's just raw numbers, it's probably going to Leatherface pitching a tent and brewing some people under the hook that I've seen.
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1) Had a nurse who gave me the hatch because I didn't immediately jet out of the gates or go for the hatch. Instead, I opened the gate and went back to get my hooked teammate. They got out and I was content with my death. The nurse carried me to the hatch and after game said they wouldn't let someone not escape who refused to let a teammate die.
2) Had a Pig who scared the CRAP out of me and then proceeded to follow me around, crouching. It took me a minute to guess that there was some 'boop the snoot' or other meme happening here. I approached cautiously. Booped the snoot and then we went around the match doing things. She would not let other survs near me though to heal me. I could heal them but they were not allowed to touch me. I'm still not sure what exactly was happening, but I gladly sacrificed myself to Lady Pig for one of the most interesting experiences I've had in soloq.
3) I am a terrible looper but finally for one game, I ran the killer for 2 gens when there were only 2 of us left. Still not entirely sure that they weren't taking it easy on me, but that one is a question for ages. The other person escaped. I ended up downed. The Wraith carried me to the gate. Pity escape? Quite probably, but still gave me the warm and fuzzies.
4.) My first ever slug race. I'd like to have more slug races because it was hilarious fun.
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Dude, I just had a match with Killer who slug/camped me out of a game. That's unfun.
My teammates tried to keep me from being tunneled out of the match. My teammates - all of them escaped - which I'm glad for.
The irony is the killer at the end of of the match that they clearly lost saying 'gg ez'. I rolled my eyes and went to the next match as, I believe, all folks hit with that kind of stupidity should. Some matches are just trash for you. Get over it.
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@chieften333 said:
I know this ones going to rub a lot of people the wrong way. But before you start furiously typing away in the comments, consider how much you rely on exhaustion perks to cover for your mistakes.
I even find myself getting dependent on these. But the matches I do play without them feel more rewarding because I rely on actual skill rather than 'press e to erase all mistakes'
I have to actually strategize the loops I'll link together when in a dangerous position rather than knowing I have a safety net with dead hard.
Killers feel more dangerous and chases more intense when I can no longer erase mistakes that would of had me downed for poor decisions.
I honestly wouldn't mind if the devs disabled exhaustion perks for a weekend to test survival rates without them. This is coming from someone who plays more survivor than killer right now.
Just please, for the love of god keep the comments civil.
I don't think exhaustion perks or how survivors overall use them are to cover mistakes. Killers are by in large faster than survivors and the majority of exhaustion perks give a very small window where the survivor (can be) on par or faster or than the killer. Most of these skills have limited strategic use.
Sprint Burst - usually only good at the beginning of a potential chase to get you from a dead zone gen to a safer tile. Can be worth 99ing, but only with a great deal of attention and care. The user always has to weigh when to use SB or when not to.
Balanced landing - so very map reliant as to whether or not you'll get use out of it.
Lithe - probably the most versatile of the exhaustion perks, but also heavily reliant on the map. A map with a lot of gens in dead zones? Lithe probably won't help you. High latency on the killer end? Yeah, probably still won't help.
Dead hard - you have to be injured which is something you want to avoid and it's benefit is not nearly as much as the others.
The point is that exhaustion perks are not a get out of jail free card. All of them have their advantages and disadvantages.
Is it a survivor 'capitalizing' on a mistake when they Lithe through a window? Or is it good judgement of where they and the killer are at that let's the make valuable distance? Probably depends on the survivor and their map knowledge.
Going back to the point that killers are generally faster than survivors in a 1v1 , I don't think that survs rely on exhaustion perks as a 'crutch' but often times it's what makes them competitive. Sure Awesome Survs can run certain Killers for multiple gens, but if you matching knowledge for knowledge, skill for skill, exhaustion perks are deffo a thing that allows survs to stay competitive IMO.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1850514#Comment_1850514
https://forum.deadbydaylight.com/en/discussion/comment/1850595#Comment_1850595
You guys are right about the switch ideas. It needs more tweaks.
Everything needs tweaking :). I do like the idea. - as long as it's not holding M1 for 80 seconds lol. It has the potential to make the game more dynamic. I'm just not sure (and I'm not a dbd expert by any means) what other places in the game would need to be looked at to make it a fun time for all.
Then again, I play in purple ranks (I should probably be green at best, but here we are) and it's exceedingly rare already that any survivor escapes a match. So, I have a hard time understanding the gen speed argument when killers that I face are routinely wiping the floor with my solo squads.
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@dspaceman20 said:
After making a post to get a idea whats wrong with the game from the killers perspective so I have decided to help out by making suggestions, starting with generators.
Suggestions 1: make Corrupt intervention a basekit for all killers.
Corrupt intervention is a really good perk for killers as it helps greatly with early game generators. Because of this I think this could be good. You can make the further generators on the outskirts on the map or the generators further from then killer blocked for 100 seconds. Correct intervention could still be a perk and it could increase the time on the base corrupt or it could block one more generators. Or have a completely different effect, which I have an idea if you want to hear.
Suggestions 2: Have generators have to be manually turned on or unblocked before they can be worked on
This is actually my favorite suggestion that I actually hopes makes it into the game. What if at the start of the game all of the generators are automatically blocked. There a 3 switches of different colors that are placed randomly around the maps. The killer can see where are 3 switches are. The survivors have to find the switches and which will automatically unblock the generators that correspond to the color of the switch. After turning on the switch the survivors can repair these generators. The killer has the option to tune off the switches and block the generator from being worked on. This could be fun for the killers as well as survivors. This could lead to new strategies as well.
How are these suggestions, are they good and can they make generators easier to go against?
Making corrupt basekit could work, but I would say that it'd need to be three random gens, not just the ones furthest from the killer.
With the switches, I agree with the guy who mentioned the totems. Undying/Ruin would have to get a complete rework and I don't think the killers should know where these switches are unless they are placed as far apart as possible on the maps. Otherwise you have the doors/hatch in close proximity situation and the game is over before it even begins. And if survivors manage to get a switch or two flipped, well, now they find out they have to go a five totem hunt. Killer flips off whatever switches they managed to open before that. Lastly if any of those three switches are close together, the killer can camp them. It'd be a fun thing to try, but I think it needs some definite tweaking.
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I get your rationale. I just see moris about every other game to every 1 in 3 games regardless of what survivors are carrying, or we're carrying nothing that now I just expect them and am pleasantly surprised when they're not being played lol.
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I'd say two out five games on averages if we're talking hardcore face camping through all hook states or hard tunneling (killer will literally run around other survivors without hitting them to get to whoever they're going after). I see some Killers who will hard camp through first hook phase and then leave, though they seem to be rarer. If there's a Mori in play, tunneling seems to always be on the menu.
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@Smeagolthevile said:
Is there anything more upsetting as pig, when you kill someone who was being weird and ask after game what was up, and they go 'I was trying to boop the snoot'
Oh no! Were they just not getting the alignment right, or couldn't figure out which key?
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@SMitchell8 said:
I keep seeing people saying about poking a pigs nose. I assume there is a purpose? Or is it Just a craze that seems rather childish?
To quote Jyn:
The whole purpose of this thread was to share levity and laughter within the community.
Replace thread with booping Pig's snoot. It's just a fun little thing that not everyone has to be into or care about.
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Remind myself that I make plenty of mistakes and there were/are probably a host of games where my teammates wonder what I'm on too. My looping skills are hit and mess (I hate you Lerys', but sometimes love you), but if it seems like I have a better chance overall of running the killer for a bit, I'll try to take aggro and buy time for the rest of my team to settle down. I think with a lot of newer survivors, getting pressured early by the killer throws them for a curve ball. If I can find one and give them my mediocre guiding hand, I will. If things are really going south, I'll take it as a chance to learn maps better and/or work on said mediocre looping skills.
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@Jyn_Mojito said:
I'm on PS4, and you know where this is going, fam- stuttering and lagging. So I switched to Killer and played Pig a few rounds. Not any better, but I've been letting survivors at the exit gate boop the snoot and I AM HAVING A BLAST!
So for those who still want to play but also have fun with the current console shenanigans, might I suggest meming with survivors? Pig, Ghost Face, and Shy Myers are great options. Spread some joy, stay positive, big hugs my DbD family! 🤗
When my friends and I have time to play together, one us will volunteer to be the 'tester' to see if Pig is interested in snoot booping or just murder. I've missed so many skill checks because I'm laughing so hard when the volunteer starts screaming "NOT A SNOOT BOOPER. DO NOT BOOP" and then they go down.
Hopefully, we will see you one day and give you all the boopin you want!
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@BillyMain77 said:
https://forum.deadbydaylight.com/en/discussion/comment/1620261#Comment_1620261
You have to fake the unhook, so you run up and grab me for a second then let go so that the killer hits you. He will have a cool down from when he attacks you and then you make the save.
If you have BT hopefully the guy you saved moves to take the second hit so you dont go down or you trade and do what is refered to as a 1 for 1 where your going to trade 1 hook state for one of your team mates hook states.
You can be hooked 3 times each game, so before your team mate hits struggle stage or what would be his second hook state you would save him and then be on your first hook.
Good survivors will just trade hook states vs a face camping killer while still doing gens and everybody can escape.
What's the point though? The best possible outcome (assuming the 2nd player has BT) is both get away from the hook, but both are likely injured at this point and the Killer is (I would assume) chasing one of you and probably not the one with BT. Unless the unhooker is a decent looper, the hook isn't in dead zone, or all the gens are already done, this is probably going to end up in a short chase, another down, and the Killer camping someone new. Compound all of this if the Killer can insta down.
So if the rescuer is on a gen, they've now taken time away from a gen, gotten someone off a hook/probably traded hook and the hooked person now has to spend time finding a gen and/or healing to try to get the new hooked person down.
In short, it seems like this strategy, while probably effective for getting the person off the hook, wastes more of the teams' time and resources than it contributes to getting objectives done and could lead to multiple downs/sacrifices before the gens are getting popped. I can understand it as a later game strategy when 1 or no gens remain and everyone is just trying to get out at that point.
And I mean this against hard campers, not killers who just patrol tightly, giving a greater chance for both players to escape.
However, there could be some other overall benefit that I'm missing here in general.