burt0r
burt0r
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@HDivineShadow said:
The only tunneling I would have an issue with is a killer that deliberately ignores the other survivors. Others if the killer keeps running across the same survivor, it happens.
I feel the same about killers that stare at the survivor on the hook the entire time. Not the most efficient strategy and not what I like to do as killer. But I see it as a legit strategy and when I am the one on the hook I wish I could tell the others to let me hang and just do gens as I drag out my death as long as possible.
A general accepted sign for "I get camped, do gens" is spamming the action button resulting in your character doing gymnastic exercise on hook visible for all other survivors.
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@The_Krapper said:
I'm on pc and Everytime someone plays a Mori a random will DC in the loading screen and I'll have to wait for it to finally load in to leave because I don't want a DC penalty, it's gotten pretty ridiculous lately to be honest
As far as I know penalties are off for the third time since they can't get the hacked penalties under control.
But this gives shroud offerings a purpose ;P
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@xI_Fabi_Ix said:
"It is NOT tunneling if I hit you off hook and your rescuer is healthy."
Okay but that's the definition of tunneling. If you rather chase the person who just got off the hook than the guy who just unhooked, that's tunneling.
THAT'S THE DEFINITION.
(But sometimes that's the right thing to do, I know.)
"It IS tunneling if I waste to much time chasing you." - No, it's not. That's just throwing the game / playing bad.
"It is NOT tunneling if you get to use DS in the match." - And by this statement, I think that you are either (A) trolling or (B) don't know anything about this game. A or B.
Ofc DS doesn't mean tunneling, but this statement is just wrong. DS gets activated when getting tunneled and also when not tunneled. Better saying of this statement would be "If DS gets activated, it doesn't necessarily mean I tunneled you."
I would object about the definition of tunneling. It originally stems from the term tunnel vision and was meant for killer to focus on one survivor from healthy to death hook not paying any attention to any other survivor.
This also is meant in his point about chasing to long. Having tunnel vision for one survivor disregarding the state of the round and ignoring any chance to win just to kill this specific survivor is the original meaning of tunneling.
Nowadays the term is used for any play involving a recently hooked survivor. Even if one survivor would unhook the other three and they get instantly smacked back down all three would accuse the killer of tunneling.
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A survivor lying and crawling on the floor in dying state is similar to a slug hence the term became standard.
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@Shenanigan said:
https://forum.deadbydaylight.com/en/discussion/comment/1593353#Comment_1593353
Killer: Ah see ya kid I'm outta here ✌️
Survivor: Wh-
Pls with saminations killer voices
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1590650#Comment_1590650
Yeah, Behaviour needs more personnel to properly keep up with all the everyday tasks. Eventually, they’ll have a bigger team, jus takes a bigger budget.
It’s easier if they eliminate 2&3 man SWFs all together and jus keep SWFing to a 4 team only. So if ppl wanna SWF they must have 4 players readied up in their que in order to be able to get to the lobby with the killer. If they don’t have a 4 person team then they can’t SWF and can only random que individually.
The problem is if you take out the 2 & 3 men's, people will once again start lobby dodging in hopes of playing with their mates.
This was the case before swf was unlocked at release of the game. People dodged lobbies until they found their friends leading to immens waiting times.
A probably fruitless behaviour since the player pool increased thanks to crossplay.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1590809#Comment_1590809
No need to post the same comment lmao, so we could make being obsession a little scarier?
On mobile comments sometimes get not immediately posted and it seems that it got deleted. So some people accidently double post to the same comment.
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1588254#Comment_1588254
No.
What I’m proposing is:
If players want to play SWF then they load up like they do now, only with 4 players minimum to be able to SWF.
Then they are all 4 loaded into a lobby as usual.
Randoms ready up in their solo que and will be loaded into their own lobbys, together with other Randoms.
Killers are loaded in, jus the same, oblivious to wether or not it’s a SWF, jus like they are now.
Randoms will be with randoms.
SWFs with SWFs.
Killers don’t choose anything. They ready up in their character select and are loaded into a lobby with either a SWF team or a random team... they won’t know which.
Devs adjust the perks and items and such, accordingly (as I mentioned in my other post) for EACH SIDE (Random side/SWF side and stop touching Killers and their stuff!) to balance the matches so killers aren’t getting destroyed by SWFs and Randoms aren’t getting annihilated by killers.
Until this happens, the game could carry on the same way it is currently, with devs nerfing “this” and “that” on both sides and never progressing into any form of balance.
Ah okay I misunderstood then, my bad.
But another thing, what about 3 men swf? They would need 1 random.
And two 2 men swf would also need their own balancing.
Seems like too much work for the devs for them to actually do it.
Or rather they would take ages to accomplish that judging from their speed for stuff like mmr, crossplay, getting the matchmaking fixed or rework stuff like it huntress/keys/Moris.
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@Xyvielia said:
Yeah, I like your idea
Most ppl who play or enjoy killer side more will probs disagree, but I feel it was nerfed too much, also even believe tool boxes were nerfed just a bit too much for a team of solo survivors who aren’t on coms.
SWFs we’re abusing those privileges too much and they were taken away from everyone.
Don’t understand why devs won’t just make SWF & solo separate, where players MUST have 4 ppl to SWF or else play solo. Then adjust the items/ add ons/ perks accordingly for both sides in both ques, like two versions of all for each que. Better balance.
They can't make seperate 4 men swf queue since those would get close to zero killer.
Most people don't want to play against a coordinated team with option to out-of-game comms that substitute for roughly 10 information perks.
And part of those that would not mind to do and maybe even constantly win, could be jerks that enjoy stomping solos more.
The random factor of swf size and distribution makes it more fair for all survivors to be able to play (not talking about killer vs survivor balance here.
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It's a hex perk that announces it's presence half way into the effect.
Most often it gets cleansed at 3 to 4 stacks by competent survivors against non setup killer.
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Well tbh the shard is what you see from the killers POV most of the time so a 50/50 would be good.
But I am also a guy that is not really interested in killer cosmetics (while being a killer only player) because outside of Moris I get close to nothing out of them for myself except maybe swag towards the survivor?
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1575289#Comment_1575289
Uh... Why the confrontation? Should I put my hands up?
Did you even read what I wrote, or did you skim it?
He didn't grasp the concept that people can post simultaneously and/or without reading the other comments.
Edit: Or without refreshing the tab, resulting in new comments not being shown.
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Well he is a bit right in certain scenarios.
First the aforementioned unsafe unhook. An example from my experience.
I personally make it my playstyle to actively avoid to camp or tunnel. Meaning I hook everybody 2 times before I start killing and I immediately leave the hook EVEN when I don't see anybody with BBQ. Which is the only meta perk I regularly use for the extra bp. But as soon as I hear the unhook, everyone is free game for me. So if I see both survivor at the same distance/still at the hook I actively go for the unhooker aka the not injured one.
I think going for the unhooked survivor would not be tunneling if you have the same or better chance to hit them. If the injured survivor is far away and the unhooker is an easier target, then I would call it "dirty" tunneling to just pass them and go for the injured survivor even with the possibility of a longer chase.
But again when the unhooked is an easier or same chance target, it is just logical to go for them. This results in one survivor (the unhooked) being on the floor, a second (unhooker) being in a chase and maybe a third coming to pick the first up.
So 3 survivor not doing gens vs 3 actively doing gens (experienced survivor don't heal to repair gens) results in way more map pressure.
Also camping during egc is a matter for itself, where I think Camping is valid and survivor perk combinations of DS/ub/bt and bodyblocking for each other get unhealthy amounts of value.
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@BaroneMaximus said:
whats a necro :O
The original post and the following discussion stopped in February.
Now it's August and you brought this thread back into the "recent discussions" (back to life, making you the necromancer).
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/1575169#Comment_1575169
10 seconds on the forums and I already see a thread where someone got a penalty for the killer DCing but go off sis.
Ehm that sounds more like a hacker problem than about the penalty per se.
And the possibility that hacker can make other people DC is also not a problem of said penalties but behaviors faulty code being hacked into. Which I have never heard from any other online multiplayer PvP game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1575120#Comment_1575120
Ego? Entitlement ? "Boring" Killers? Bad Teammates? Very good killers / Got outplayed a loop or pallet ? Match not going in their favor?
And many more....
Pick your poison
No, I know these dumb reasons but I don't get/share the mentality behind those since I feel a sense of responsibility towards other people I play with.
Just like when you play with people that you know personally and don't want to be a jerk to them.
I have a friend in league of legends and sorry but she belongs in bronze or wood elo and is advice resistant. But I still play with them even if their gameplay makes me want to quit.
So simply treat most randoms like you know them and endure their stupidity, except they troll or exploit something.
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Broken grab animations that don't follow through are a thing for several months now since the implementation of dedicated servers.
So no, you are not alone.
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@[Deleted User] said:
Great, let's disable DC Penalties again instead of making a whitelist of effected people or actually fixing the problem. Let's give the hackers again more power and prove they can manipulate us and the game however they see fit.... Fantastic....
What's gonna happen when the hackers are angry about something else instead of DC Penalties? What's gonna happen then? Remove the content / thing they are angry about... What an absolute joke.
Recently, 80% or a very big majority of my matches as killer, someone either DC's or kills themselves on hook.... Bro I play Demo / Trapper / Clown / Wraith... WHY DO YOU DC ??
Maybe they expected noed on said killers and didn't want the drag of searching for totems. /S
Honestly no idea what brings people to DC except real life problems and exploitable or game breaking bugs/glitches.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1574553#Comment_1574553
Thats fair, I personally disagree though. As for not getting tunneled. Iknow all that. But if one of my dummy team mates unhooks me 10 feet away from the killer and they don’t have borrowed time I kinda want DS. It’s pretty hard to loop someone when they’re right next to you.
I would have another more on the troll side idea. Make a perk or a baseline passive called "not like this" (Don't know if this name already exists).
When a survivor tries to farm a hooked survivor inside the killers VICINITY (not tr!) without bt, you can resist the unhook (farm) and siphon a health state from the unhooker (deep wound in case they were injured).
This would make the unhooker the target after an unsafe play and discourage tunneling the hooked survivor. Also this would give the choice to the survivor on hook and not the one with/without bt.
I know this is probably not usable or whatever, I just thought this up from the top of my head right now.
Edit: To clarify, you would still be unhooked. The "resist" part is more flavour text. I just read in another thread about kicking the survivor that tries to unhook unsafely.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1575033#Comment_1575033
I only started playing a year ago, so I don't know how matchmaking was before. For me it was like that from day one. How much better exactly was it? You;d think that with crossplay there is a larger pool to chose from, so matchmaking should be better, ehh? In my experience it's even worse with crossplay enabled.
If I remember correctly lobbies where matching in color most of the time. Meaning rank differences of 5 or less. But I can be mistaken about that, since I never really only played dbd over a long time.
Also I don't know player number in the first 2 years, so maybe the pool was even bigger at the beginning.
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@InnCognito said:
ECG is the fallout from bad changes. I dont like it either, but nobody can agree on anything.
Ideas for changes:
1 ) ECG timer starts right away. (45 to 60 minutes).
2 ) Hatch can no longer be closed. If killers want their secured killers. NOED
3 ) Borrowed time is applied to ANY survivor unhooked within the killer's terror radius. and is no longer just a perk.
4 ) unbreakable is available now to any and all survivors playing and is no longer just a perk.
5 ) Brutal strength buffed by 15%
6 ) All killer's can MORI a survivor that has been hooked at least twice. and without the perk.
7 ) Distortion no longer has tokens required to work (Same as calm spirit).
This is just my opinion. Nothing too crazy.
Most of them seems crazy strong.
1. I think from my experience and comments on this forum, the average game time is something between 5 and 20 minutes. So making your suggestion of egc longer than 30 minutes seems over the top (without the early game slowdown they are planning).
2. NOED is already a red flag for the community (make it baseline if you want 3. and 4. ;P /s). Also welcome back to hatch standoff were themewise no survivor should be able to escape a killer in arms reach.
3. Would be way to abusable and make unsafe unhook a common occurrence and any kind of hook trade nearly impossible due to blocking by the unhooked
4. All 4 survivor bringing in normally is already hard enough to counter with pressure, giving more possibilities with the free perks lot seems broken
5. Only 15% or make it also baseline like 3. And 4., If not, seems like pretty unbalanced
6. Yeah, this would be good, take away the offering and make the animation baseline available, DS should already make no difference after the first unhook
7. Wouldn't this break the game in combination with object of obsession. It's only downside being that only the obsession being able to use it. Also completly countering several perks like nurses calling, BBQ, bitter murmur and so on?
Overall these suggestions seems pretty one-sided towards survivor and more importantly would break the game balance wise with swf.
I am all for making several information perks baseline (kindred, bond, buckle up and so on) and buff killer accordingly to take the edge off of swf over solo queue.
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@LeaderoftheSaints said:
Open the damn thing yourself if you want it open.
The thing is all people posting something like this don't want the gate open but the progress diminish like a generator with ruin. They don't want the survivor being able to tap it open when in chase.
While 99ing a gen, that takes 80 seconds to repair and with the killer being able to regress it by kicking, is okay from their perspective, it is frustrating that opening a gate takes only 20 and the killer can't undo this progress in any way.
The only influence the killer can have at this point is either forfeiting by opening it themselves or use remember me which was nerfed along the line.
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I would really like to what exactly busted their matchmaking system. I am no IT-guy but have a basic understanding of coding and some update a year ago must have borked their algorithm or something.
And even more how they are unable to revert whatever damage was done.
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@AhoyWolf said:
I think that Cross-Play should improve the queue times, not the ranks.
That depends on region, daytime and role. I think not many killer opted in from console. Also I think most platforms had a surplus in survivor, atleast I read on this forum that wait times for survivor on PS4 were horrendous.
I can only speak for pc in eu on Killerside:
Before:
Long in the afternoon, fast in the evening/at night
After:
Better overall
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@n000b51 said:
https://forum.deadbydaylight.com/en/discussion/comment/1572649#Comment_1572649
IT IS the devs fault if his game has so much lags, rollbacks (many others different bugs ingame). Dedicated servers solve ANY extended hit lunges. So if you are down because of one of these bugs, it penalizes all your team as well. As killer, you always noticed bugs during chases and as a majority of them, killers take advantage of them. Who's care about team, trial or respect of the game when it sucks & game is dead as well ?
Penality is legit but unfair because exaggeratedly exponential. Worst, it doesn't reduced the DC's rate. Why BEhaviour don't showed us stats about DC's before & after the Penalty's feature ?
Behaviour has politics about money but they stopped to resolve problems ingame (cancer/troll attitude prohibited ?). If they could solved latency problems, they probably reduces some DC rates btw.
First of all I never talked about hit recognition but disconnecting from the game because of internet connection loss.
What you are talking about are lags and those can originate from the server structure as well as from a bad internet connection. And of course I would hit a rubber banding survivor or would a survivor that gets teleported forward come back to the original distance?
DC penalties double/increase exponentially in most online multiplayer games, as an example my staple game league of legends. Dodging champ select or leaving a match gets penalized by 5, 15, 30 minutes and an additional 30 for every game afterwards in 16 hours after the first penalty.
Oh please, the DC rate drops immensely once penalties are enabled. Way less people DC first hook/hit or wrong map/killer. You maybe don't notice since those people tend to suicide first hook.
"Who's care about team, trial or respect of the game when it sucks & game is dead as well ?"
If the game sucks why play at all? Dead with constant 50k players (on steam, in eu, I can't speak for anywhere else) for weeks?
And please if you can't muster the spine to respect the other people in the game, then your not much better than bodyblocking trolls.
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Don't you dare take away my free brutality blood points XD
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1572592#Comment_1572592
Yeah I do hope that they manage to fix the MMR because while it wasn't perfect, it was better than this. But probably its biggest advantage was the fact that each killer was ranked differently based on how much you played with them, which made tackling a new killer a lot easier.
But with matches being put together based on your rank, you would think that now that the game has a much larger pool of players to pull from thanks to cross-play, that you would see matches a little bit more even. Sadly though, it's worse then ever.
Again I think the whole population of earth could play right now and it would not work since the algorithm/programpart that matches people together seems to be broken.
And about the individual killer MMR. They have to implement some sort of rubber band effect for never played killer per player.
I play this game randomly killer only but even if I pick a new killer, I still know the maps, perks, strategies and so on and when MMR sets me up with new players because my MMR on this new killer is low then I am going to slaughter them and noone will have fun, me included.
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The thing is that every last online game has the disclaimer that to play said game you have to have a stable internet connection.
It is not the devs problem to solve but for everyone themselves and if you aren't able to provide that for yourself, you can't play online games.
Remember, Everytime you have a DC because of bad connection your team in any game is put at a disadvantage because you started to play despite knowing better.
That is the big difference between single and multiplayer games, you are not alone. And yes I know there are millions of people that behave like jerks and trolls because online anonymity protects them. But they also get penalized and banned.
And it is humanely impossible to differentiate between your internet having a hiccup or you simply turning of your router/pulling the Ethernet cable. Both are simply loss of connection without any special response from you end.
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I don't believe that was the goal of crossplay. Maybe they hoped that with increasing numbers at all individual ranks, the system would be able to put them together but I think the algorithm itself is broken because of qol patch or something.
That's what the MMR was supposed to fix but that algorithm had its own problems, working for only a few to half of the community. (Saw posts praising and damning the MMR alike)
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@slimjim75492 said:
Slug them sounds like your saying you would like to punch them you must be a gen z
Since you don't seem to be familiar with the term "slugging" and associates it to this generation whatever slang thing, I think you are rather new to the game.
A survivor has 3 potential options to go for when the killer slugs the other last survivor. Fixing another generator up to 99, the hatch or getting the other survivor back up.
Until the last survivor dies they have to play stealthy to either do a gen, find hatch or heal the other one.
Once the other survivor is dead they have the hatch and if the killer closes it they gates get powered and they can try to open one.
A complete other option I just thought of is going for chests and try to get a key.
There are multiple options and strategies against roaming and camping killers.
Edit: Additionally if you get to this point, either the killer also had to work hard to get there or he was just better then your team and he would've killed you either way.
And when you think that your team is just a bunch of potatoes and you managed to be the last alive because you are better than them, then you have maybe already got enough blood points to pip or safety if that's what you aim for.
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@Godot said:
Lol I eat Decisive Strike. It's tasty.
It comes with free salt in the after game chat.
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@Volfawott said:
They probably just going to continue their list before they arbitrarily switch to deathslinger.
Huntress still needs to get in line with the the add-on formula specifically needing another ultra rare and a change to iridescent head
Myers also doesn't fit the formula
Amanda and Legion are both in desperate need of add-on reworks
Not to mention Clown
The only time I've seen them rearrange their priorities to get a killer ironed out real quick was with legion and that was simply because initially Legion was very abusable
Ahhh XD I still see the uproar of billY Everytime I see the point add-on rework and start to think about the most hilarious was to present a cooldown for each of the mentioned killers. And I don't care about the change to bill in the end it was reduced to nothing after the uproar.
Take all the following suggestions with the style of the samnation videos in mind:
Huntress - gets a tennis arm and has to shake the stress of
Legion - gets asthma/heavy breathing like clown after running too much
Clown - throws out his back after throwing too much too fast, or nearly chokes (more)
Pig - just like in her introduction video from samnation, her mask is turned backwards after too many dashes
Myers - I have to admit ,no idea
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Don't forget the free cooldown mechanic coming with every add-on rework XD
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@skarsguts said:
I'm more intrigued by the people in this thread that don't know what premade means.
I think many people here on the forum may be those players playing one game exclusively and having several thousand hours of playtime in it. I think the only game where I managed to get hours this high is league of legends (over 10/11 years!). Followed by a few 300hour games from my school and University times.
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First of all I don't want to start the discussion about the following perks again just the behavior of the devs in this regard.
The only perk interaction which changes are stuck in my memories are how enduring and DS interacted/were changed.
To counter the strong effect of enduring on DS, when they changed enduring to affect the stun timer instead of recovery after the stun, they increase the stun time from 3 to 5 seconds.
Then in 3.0 they removed the interaction of enduring on DS but never reverted the increased stun time which was implemented as a counter to enduring. But without the root of the problem the buff on DS stayed.
In the whole picture they reduced DS from 4 to 3 seconds because of the rework were all 4 survivor could use the perk equally while also removing the ability to juggle. This made enduring too strong so they made DS stronger, then removed enduring from the equation but never tuned DS back down.
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@ Antares2332 said:
The survivor must be hooked 2 times to be sacrificed. In the first stage you can try to escape 5 times with a 10% chance. If the hook is in the killer's terror radius, the entity will not progress. If the survivor is saved in front of the killer, it is a guaranteed BT.
And how do you want to try stopping survivors from not abusing this if there is no deactivation condition for when survivor ARE in the vicinity or in a chase like old implemented ideas?
This idea is either sarcasm or bait, atleast I hope.
Either the sacrifice does not progress with the killer in the vicinity, gives the survivor a statistical chance of something around 50% to Kobe AND when a survivor leads the killer back to the hook gets free bt? Damn.
Edit: Making the TR of the killer a condition is a terrible idea given the multitude of stealth killers.
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@Exor said:
https://forum.deadbydaylight.com/en/discussion/comment/1566197#Comment_1566197
Yep I am playing on low to get consistent FPS
Do you by chance have a screenshot of a PTB totem on higher settings? Really curious if that actually affects the totem appearence on the PTB, since it looks fine on live.
No sry, while I play on high for the looks and atmosphere (pc btw), I don't play on the ptb.
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@Exor said:
They already kind of did that.
In the PTB (assuming this isn't a bug) lit totems are way more subtle and not as bright anymore, you need to be really close to see if its lit or not.
https://us.v-cdn.net/6030815/uploads/C0DB1O7W6LZT/20200818220458-1.jpg
https://us.v-cdn.net/6030815/uploads/PC3EW2ZAP9ZT/20200818221118-1.jpg
These two are hex totems.
Of course it could also just be a bug with the light sources, since the PTB had many bugs in general.
Are you playing on high or low settings?
I recently rewatched a YouTube video about a drinking game stream and saw 3 of the streamers with normal dark and detailed graphics and the 4th guy with ultra bright and low detail settings.
From what I sometimes read in this forum, there are many people intentionally lowering the graphics for either better framerates and I think more often better vision in-game.
Like old quake player use basic graphics to see better.
The stretched res thing is a topic for itself and already discussed in other threads multiple times.
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Find your own style of playing like I did. I play dbd occasionally and therefore stay in middle ranks, going against potatoes and hard players evenly.
I play for bp and not kills by just playing normal aka no tunneling, camping or the like. I use only BBQ from the meta perks and the rest is mostly what I got on each killer, sometimes meta, sometimes garbage.
I go for 12 hooks but if they still didn't manage more than 1 gen when I get my 4th stack I ease up and start just drive-by hitting them so they may learn something without hard stress.
If they managed more than half of the gens, I go for my 4 stacks and as much bp as possible by hitting, grabbing, hooking, sometimes slugging and so on but I still try to not kill them without spreading the hooks evenly.
It much less stressful. I still get lobbies with 12 or more meta perks and enough ds, unbreakable and DH and more than enough GG ez. But I most of the time know I let them go and they can have their salt.
For endgame aka doors open and survivor butt dancing I recommended to search for hatch, break left over pallets or simply go get a drink. Either they butt dance out and think they made a sick dodge or want to show pity by giving one last hit.
Either way they want to satisfy their ego if they don't just leave and I don't care if they want to waste their time while I get points or do something rl.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1565249#Comment_1565249
The one trouble with all this is Monitor. A 16m TR and an 18m chain means that you're going to be starting chases when he's very close to you. If you're not repairing a gen right next to a strong pallet you're very likely to take a quick hit. You just can't really effectively mindgame against a killer that can zone. If he raises his gun and the survivor dodges, he keeps walking forward and M1s. If he raises his gun and the survivor doesn't dodge, he shoots. If you had more of a warning that he was nearby, sure, you could try to stealth him, or try to scratch mark juke or something. None of that is possible if he's already very close to you.
Speaking of Huntress, BHVR should take some serious cues from her for Deathslinger. Huntress has a 40m lullaby to alert survivors she's in the area. She has to walk at 77% speed for about three seconds in order to fully charge a hatchet. She makes a very clear noise notification when raising a hatchet, throwing a hatchet, and when the hatchet is fully charged. She cannot instantly raise and put away a hatchet, and she cannot instantly attack after putting away a hatchet - there's a short cooldown. She cannot reload on the fly and must instead find a locker. So, Huntress cannot zone, she can't sneak up on survivors unless they're not paying attention, she has to slow down and telegraph her intentions when she's preparing to use her power, etc. All of this means that survivors have a wealth of counterplay options against her. Deathslinger can zone, he can sneak up on survivors even when they are paying attention, he can quickscope a survivor and fire a projectile at the same speed as a max-charge hatchet in .65 seconds. And, to boot, he deep wounds you when he hits you with his power, meaning that you now need to chase through Deep Wound VFX if you take a hit.
Huntress is substantially stronger strictly because she can deal damage very quickly, and from longer range if the killer's good. Deathslinger has to reel a survivor in and reload before his power is ready again. Huntress can just wing hatchets right and left at a few different survivors. That's enough to make her a much better killer than him. Still, he's stronger in the 1v1 than she is and is way more annoying due to limited counterplay.
I would be thrilled to see him get a 115%/32m TR change, at the expense of a Huntress-style charge up time for his projectile and slower ADS times. That'd make him less unique, but way less annoying to play against.
First of all I read the whole thread but wanted to answer to this specific post.
So you would to suggest to give DS 5% more movement for 33% more tr, ads slowdown/CD AND Huntress-like windup?
Additional to having to reload after each shot plus the small projectile and the already existing slowdown being more impactful by increasing ads time.
Sounds like a hefty nerf with no real profits and a 32 TR would make monitor not beneficial but mandatory on him.
I am not good on him and survivor can easily dodge behind tires and whatnot. The hitbox for his projectile is really small, I already scratched some butts with it without a confirmed hit.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1563424#Comment_1563424
You're on a public forum, you're talking to everyone so lose the attitude. You're changing the topic of this post and that's why I said what I did.
And did you really just say the devs don't know everything..? Seriously..? Their own game, you think they're dense morons just hitting paper with a hammer? They monitor the games, they read the forums, how incredibly ignorant of you to assume the devs don't keep up with information about their own game. You're just looking for any excuse to be right when you're not. EGC is not to pressure survivors. That was not the purpose and thats not why it's there. The devs shouldn't make changes to it to make it as such. It's perfect the way it is.
Well to your point about the devs, I am on this forum for about 6 months and read more than enough posts about performance optimization for consoles, the everlasting problem of swf (coupled with solo queue and killer pleas for either buff to themselves or nerfs against swf, the solution being buff solo until swf does not give an distinctive advantage and balance killer around that) and several perk nerf cries from both sides but not any change done to some of these topic being there for several months to years.
Also they use statistics drawn by averaging across all ranks without any distinction of experience/playtime of players and the correlating results. Kill rates and whatnot independent of killer and survivor player experience is a void statistic.
In low ranks a basic killer is at an advantage against survivor of the same experience level since they don't know how to act as a team (without comms).
On high ranks it goes the other way around and a coordinated team is impossible to 4k against without them making any mistakes.
But the devs average over both ends of the spectrum and expect to get informative results, that is on a trump-like level of insight.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1562271#Comment_1562271
Then they’re playing the wrong game, or the wrong role.
If only the chase is fun, play killer.
This is meant to be an asymmetrical horror game. The killer is meant to be a threat. The killer can only be perceived as a threat if the chances of winning a chase are low.
If the player doesn’t find anything else in a trial fun while playing survivor, play something else, or play killer.
It’s not a valid argument for evening the odds 1v1.
I think this game was intended to be a horror movie being playable. The survivor should hide to not be found and killed, with early perks like iron will, calm spirit or urban invasion. Also spring burst being a chance to get away after being found.
But the survivor side found ways to play aggressive with fast reloading spring burst and some windows being indefinitely loopable and so on.
It was first intended to be hide and seek with a dash of playing catch but later turn this ratio around since the survivor found directly versing the other player instead of having to hide from them more fun. And so the actual meta was slowly implemented to appeal to the survivor community.
Atleast that's what the overall change in style and the direction of changes since release feel. Of course they had to amend to killers to by getting rid of infinites, ridiculous amounts of pallets and nerfing brokenly strong oerks. Otherwise they would've lost all killer until now.
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@shelobster said:
Huh. Didn't think of that, thanks. I just assumed in high ranks everyone knew their way around all killers. Then again I only play Plague so yeah.
Just as a tip: I think there are now 22 killer, each taking several dozens of hours to learn or master their powers and the way to use them.
From what I gathered on this forum it is possible to hit rank 1 in one or two months if you are good.
If you don't play the game for years it should be impossible to know all killers.
I play league of legends with roughly 150 champs by now and still can't play all with 10 years of playing this game.
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As long as it takes for me to cap my bp in most categories. After that point free escape for everybody.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1554843#Comment_1554843
Literally my tactic. I run Thanatophobia to start a slow down early, Dying Light to keep the game slowed throughout the middle stage with about 3-5 tokens and a grinding halt with 6+ tokens in the late stage, Pop Goes the Weasel because each hit takes off 20 seconds from the victory timer but with Thanatophobia and DL it's actually closer to 30 seconds due to the percent increase relative to time, and Overcharge as an alarm.
Overcharge is easily beaten by people who run DS because they're used to hitting hard checks but by the end of the game they're usually so burned out they just whiff them all. The problem is that if I don't run this build specifically then games are done in like six minutes and I maybe get one or two hooks after eating a dozen pallets and probably a DS or four.
Hard to eat 4 DS with only one or two hooks 😜
This is not meant toxic but rather ironic XD
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Yeah and someone calculated it half a year ago and he is 1,5 billion bp strong.
That is the amount of bp it takes (if I remember correctly) to get all characters to P3, level 50 with all perks.
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@Customapple0 said:
What’s the issue with the last survivor escaping? Does it hurt your ego or something?
3k is as good as a 4K in terms of winning, you miss out on what, 1.5k points?
To escape as last survivor with exit gates you either need Hawkins or good RNG on your side, otherwise it’s pretty much in the killers favour.
Why is this always an argument?
This can also be turned the other way around.
Why don't the 3 survivor at the open or 99ed exit not walk out but do everything they can to rescue the last guy. Are 3 escapes not enough with each getting 5 k bp?
When the killer or the group work hard they want to achieve complete victory or (since behavior defines the previous as a 2k) complete domination aka 4k/ all escaped.
And pls, I don't personally care for either side. I don't play for the 4k but to farm bp by playing normal without sweating/camping or tunneling.
But this one-sided arguments that can be flipped on their head get old.
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Well they don't turn in the loading screen if I remember correctly?
If yes then they make survivor DC during loading screen in fear of a Mori.
Job well done. /S
That's the only "use" for them right now, I think, but don't really know since I never really use offerings outside of bp increase.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1558613#Comment_1558613
Stretched res benefits killers as well.
Really? I have no idea, except maybe a bigger field of view to the sides?
I only ever saw really a difference for survivor to see over loops.
Never tried it myself, again even if I would do it I would get sick/annoyed from the stretched perspective.
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It is the same problem like using ultra low settings against normal or high graphic.
I recently rewatched old YouTube videos of monto, puppets and 2 others I am not sure of. 3 times normal dark graphics and the 4 view ultra bright and lowest graphics without much gras or anything.
Reminds me of the old pubg problem with hiding in gras and other people reducing the rendering distance for objects.
But yes if you have to fiddle with the config files outside of the in-game options it is borderline cheating, even if it is the devs fault to make those files accessible in the first place.
Lastly I personally don't like cheating but even so I would not use stretched res because I would get sick of the fish lense view I've seen on comparison pictures. And since I only play killer it wouldn't even help to begin with.