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darkcloudlink
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2283842#Comment_2283842
I see your a locker person. I once saw someone use a build similar to that and what they did was they would pretend to enter a locker with deception but then actually enter another locker right near it with quick and quiet
Yep, it's a really fun thing to do. I love memeing around in the game, but the build also has decent practical use as well. Getting head on saves, or using it in a loop where the pallet is gone so you can get to a safe area, it's a cool build, just not heavy on support for the team.
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Survivors gravitate towards the perks that give them the biggest chance of escaping. It's the same reason most killers run Hex: Ruin, Pop Goes the Weasel, BBQ and Chili, etc. Personally, I like ratty builds like Quick and Quiet, Head On, Spine Chill and Deception, but the meta will always be BT, Sprint Burst, Adrenaline, yada yada.
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This happened to me too on PC.
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I experienced this as a survivor vs Nemesis on Midwich as well
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We have over 80 perks per role in the game, over 20 characters per side. The grind is way too much. Especially during events where everyone is playing BP offerings, it’s easy to have 950,000 BP and then earn 80,000 BP in a match and have 30,000 to completely to waste because of an arbitrary cap. I think it’s time the BP cap is removed or raised to 2+ million
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@Jacoby2041 said:
It's already situational enough with screams and killer instinct ignoring it, requiring people to be dead to work, a lot of aura perks working at a distance so it doesn't even affect them, and it's not quite long enough to block Nurse's Calling at 1 token, but to top it all off the reason it was made in the first place (to work with Object) is now irrelevant. This perk is long overdue a change
Yeah, I definitely think the perk needs to be reworked too. Hopefully they change it soon.
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@Alice_pbg said:
https://twitter.com/DeadByBHVR/status/1379464033842126851
better late than never.
questions answered on twitter
- You'll lose a chunk of the bar each time you miss a skill check.
- Assuming you hit every skill check (which is fairly easy), the time is completely unchanged (60 seconds)
- It'll get slightly smaller each time, but they'll always be fairly large. The goal isn't to make struggling harder or make you get sacrificed faster, it's just to make it easier on your fingers (and buttons).
- At the moment, there's no plan to change the cage skill checks.
- Perks and powers that affect skill checks do not affect hook skill checks (much like Jigsaw Boxes).
extra. when asked about the trickter
There's some changes on the way. We're hoping to share more very soon.
I actually don’t like the hook struggle change, to be completely honest. For me, now it’s just another task to sit there doing skill checks for. I sit for 80 seconds a gen doing skill checks. I heal - skill check, if I were to run Decisive Strike - skill check. Pyramid Head cages? Skill check. I hope they give us the option to switch between mashing and doing skill checks because I’m tired of doing them all the time. They’re not any more engaging than mashing a button, but at least with mashing a button, it’s something that’s different from what I’ve been doing the whole match. But that’s just me, my opinion doesn’t mean a whole lot, or anything really, in the grand scheme of things.
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It doesn't even censor ggez, but it censors Facebook. Facebook of all things! Mind you, it also doesn't filter Onlyfans either!
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I never get slugged. I really wish I did, so I could have a teammate heal me or something. I always get picked up right away, especially after I'm farmed off a hook. It sucks
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2081056#Comment_2081056
I think more so that most survivors are bothered by NOED due to feeling cheated since they have no way of knowing how many totems are left. And because it seems like the killer is rewarded with a 1-shot perk for failing to protect the generators. Much like how most killer mains feel DS just rewards survivors for failing a chase.
Oh my god, you put it into words. This is exactly what I hate about NOED. Thank you
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@Patrick1088 said:
https://forum.deadbydaylight.com/en/discussion/comment/2080041#Comment_2080041
I played a lot of Myers over the past few months (love scratched mirror!) And tried vanity. Its really hard to use, even on good indoor maps.
That small of a TR would require them to be literally on top of you to activate at that point they will see you and run away, which isn't an issue with your decreased tier 2 speed. Also, If they have Kindred, then it doesn't even matter as they will see you camping and waiting.
Its a hard strategy on top of an already not great meme build for vanity. You may as well run Insidous Basement Bubba as that will catch more people off guard.
Starstruck can have a place on certain killers. High mobility is great and even Doctor has the niche of being able to find them quickly with Static Blast. I don't think its viable on mirorr builds Myers due to the issues with his TR. It could work for regular Myers, but then he has EW3 to insta-down without the need of a perk to do so.
Well, the point of the build is to meme on body blockers and really nothing else. It’s more of a “Oh, he’s going to a hook, let me body block him with breakout (or something)” and then they go to take a hit, and then get exposed instead, and go down before they can leave. So ideally, you want said body blocker close enough where if they do get exposed by what basically amounts to a 4m terror radius, it’s too late to run, and it’s an instadown for them. The whole point is the jump scare factor. I’m not going for viability per say. And also, there’s no camping involved. Star Struck has a cool down anyways, so camping actually makes it impossible to achieve the intended effect.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2079766#Comment_2079766
Was looking more for the haste bonus than aura reading tbh, but someone already explained it to me. Im also currently using for the people, so im mostly likely the obsession every game. It might be good paired with blood pact, but i dont even have cheryl, just wanted to see peoples thoughts. Thanks for your comment, have a nice day :P
Don’t use Blood Pact with For the People! If you use For the People (which makes you the obsession when activated) then Blood Pact turns off for the rest of the match unless you switch the obsession to someone else. It won’t do anything at all in that event,
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@Moundshroud said:
My personal view is that Star Struck and Borrowed Time BOTH should be tied to a range, not Terror Radius. Right now, as Myers using the Cracked Mirror (or in Tier-1) I screw over Borrowed Time. With no Terror Radius, it won't activate even if I'm standing right there staring at them unhook. By the same token, Star Struck won't work with no Terror Radius either. Thus, you would have to try your combination with the Vanity Mirror.
I have also played around with this idea, taking:
Star Struck, Agitation, Monitor & Abuse, and Corrupt Intervention
Add-on(s): Dead Rabbit and whatever else you like that doesn't need Tier-3 to function properly.
*Corrupt Intervention ensures you have time to find the Survivors and get to Tier-2 where you now have your full speed and short range wall hack. Proceed to normal search and destroy. Dead Rabbit +Monitor & Abuse ensures you have zero Terror Radius when not in a chase and can sneak up pretty easily. Down someone and if you already can see someone, pick them up and go after them for an Insta-Down. If you don't see someone right away, Stalk with your Wall Hack to find the one hiding nearby first, then pick up, and rush over to start that chase and get the Insta-Down. Agitation means that you will be moving fast as hell. While it is true that Mad Grit means less recovery time and slightly more security in holding on to that Survivor for longer, it only really pays off when you get a whole cluster of Survivors together. That does not happen enough to justify (with Myers) the downside of losing Generators at the start of the match while you try to find them.
Yeah, my build uses the Vanity Mirror and not the Scratched Mirror. I HAVE thought about using Agitation, but the unfortunate effect of Agitation is that your terror radius gets 12 meters bigger. And if you trigger chase while carrying, (which should happen if a survivor is trying to body block), it's extended by another 8 meters because of Monitor and Abuse. and well, I think that's too big of a radius to be a jump scare. Survivors will notice before it's too late, and they'll abandon the block. Now, I get that it also raises your speed, making escapes less likely, but I'm not sure that the extra speed will be enough for a down if the survivor is paying attention, because tier 2 Myers with Vanity Mirror is even slower than normal tier 2 Myers.
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I find it fairly useless. The thing with Blood Pact is that if you want to get use out of the speed, you have to puppy dog your friend and make sure you're always within the 16m range. If the killer finds one of you, you have to make sure you stay close, meaning the killer is chasing two people at once, which is a plus for them - that's two survivors not on a generator. The other effect, being the aura reading whenever the obsession is injured is....eh? I mean, you could run empathy for the same effect (though it's one sided, yeah) or aftercare (but that only works if you they unhook/heal you, or you unhook/heal them). But neither of those perks deactivates if you're the obsession, and also doesn't rely on the obsession to be useful.
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DS is one of those perks that can either be super OP or super useless. I feel like every perk needs to have an effect that justifies bringing it over other useful perks. That being said, I think the new nerf to DS is justifiable if it were to activate every time you're unhooked. Otherwise, it seems kind of underwhelming. And I mean, I say that, but my opinion means very little because I don't use DS, I know killers dislike it, and the whole 3 times I ran it, I missed the skill check every time. I can hit every overcharge and oppression skill check, but I guess the performance anxiety gets to me, and I completely fudge it.
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Minotaur Oni or Krampus Trapper. If I had to choose a default skin, I'd still go Oni. He's just terrifying.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2079655#Comment_2079655
I think you took my response as more argumentative and personal than it was. I was just responding to the points you made was all.
I never said you couldn't run it for meme's. It's totally fine for the meme's. All I was referencing was its actual power and viability in a playing to win sense.
No worries! I wasn't taking it personally, but I did think you were trying to be a bit argumentative. It's definitely hard to tell sometimes since I've seen so many people start arguments on here over the tiniest things, and it's harder to tell than in person, so I tried to shut down any argument before it started just in case. But yeah, I totally agree that the whole Doc thing isn't super viable, but that's why it's fun. Same as running Smolface xD
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2079596#Comment_2079596
"True, but at the same time, I would venture to say that expose survivors would probably want to play more stealthy for the duration of their exposure, lest they get instadowned, especially against a killer like the Doctor who can static blast and locate survivors more easily."
This is only happening against complete potato survivors. Against bad survivors everything is viable, even zero perks, zero addons.
"And with Iron Maiden as well, there'd be no safe place to hide."
Iron Maiden is complete trash and shouldn't be running it in the first place. Even if you are running it them not using lockers is irrelevant as good survivors couldn't care less about using a locker.
"He could find and force a chase with survivors, meaning 2 survivors at any given time aren't doing gens. I'm not saying it's a good set, but I can see the merit on a map like Hawkins or Midwich."
These scenarios you're creating are realistically never happening unless you are playing against literal grey ranks that just bought the game and have no idea what's going on.
I'm not really trying to start a debate here about Starstruck Doctor, y'know? This whole post is about Myers...with a small terror radius...it's a meme build, which you completely ignored...I'm not sure why you want to pick apart my opinion on a very niche and not super useable Doctor build that some people want to run for memes, but I mean, if that's how you feel about the Doctor with Starstruck and Iron Maiden, more power to ya!
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@Blueberry said:
Large TR with Starstruck is completely pointless if you can't cover the distance to get the hit anyway.
So TR increasing perks or Doctor builds are completely irrelevant bar a couple high mobility killers and even then, highly unlikely.
True, but at the same time, I would venture to say that expose survivors would probably want to play more stealthy for the duration of their exposure, lest they get instadowned, especially against a killer like the Doctor who can static blast and locate survivors more easily. And with Iron Maiden as well, there'd be no safe place to hide. He could find and force a chase with survivors, meaning 2 survivors at any given time aren't doing gens. I'm not saying it's a good set, but I can see the merit on a map like Hawkins or Midwich.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/240108/hear-me-out-for-the-memes-star-struck-myers
I'd love to try this but then I'd have to buy Trickster so I'll have to pass I'm afraid. Nice idea though, lol.
Well, I mean, you could always hope for Star Struck to appear in the shrine about....8 months from now...probably
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1931237#Comment_1931237
I'm sorry about your eye condition, as someone who's never experienced blindness it terrifies me
It's alright! I understand the feeling, but I've had to deal with it my whole life, so it's not usually a bother or hindrance!
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I'm blind in my left eye, have been since I was born, so I don't know if it's just me or not, but with this new HUD, it feels like my eye is darting around the screen like a pinball, it's super disorienting. As a survivor, I'm constantly flicking the camera around looking for the killer, other survivors, crows, gens, totems, ect., and now I have to look at every part of the screen for information at any given moment. I'm not really liking it at all.
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@GuyNamedPubert said:
The chances are increased because it's a map rework, so they increase the chances so people can play on the new map and get a good feel for it. They do the same with new maps. I like to call them "Featured maps" as you will basically play them every game. It will go away after a week or 2, best you can do it is deal with it or stop playing for a week.
But that's my point. I shouldn't have to stop playing for a week or just deal with it. There are more maps than just Gideon. Couldn't there just be a slightly increased chance at getting the map rather than playing every single game on it?
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Can also confirm it is bugged, I played a match where I died in the first 7 minutes of a match and got gold in unbroken for escaping the match broken, despite actually dying. Based on the emblems, I also should have pipped, but did not.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/1912828#Comment_1912828
3-genning is extremely easy to do even against efficient survivors if you know what you're doing & play your cards right.
You mentioned in another response that you're mainly trying to play Hag, Demo, & Myers. Hag and Demo should be your primary killers for 3-genning as you can set up traps/portals. I'd definitely recommended Demo more than Hag for this though.
As Demo you can set up your portals at gens and not only see whenever someone is near one, but you can also teleport back to said 3 gen if you feel like a chase you took is getting too far away/taking up too much time. The survivors can literally do nothing about this because pressure is time and time is your chance to down somebody near your 3 gen and proxy camp. It isn't all that hard, especially if you're running Pop. Hag is the same thing, just without the portals & WAY more likely to get stomped by good survivors.
I'll definitely take that advice with Demo. I just don't feel like I get too much value with pop at the moment. It takes a long time to down these guys. I keep getting matched with full red rank teams and they're way above my paygrade. If I don't commit to a chase and I leave an injured survivor just to protect a gen without pop, then they just heal and or do something else. If I over-commit to a chase, I lose a gen. If I don't get enough hooks, I don't get value out of pop. For matches where the skill level is about even, I don't have problems, but I'm having a hard time getting into the mind of the red rank killer because I'm nowhere near the skill required to get to red ranks. I just don't know how I can get better if I never get matches with survivors of my skill level.
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@edgyjmm said:
Try switching up your killer man. Idk what killer you main (if you main a killer at all) but try someone else. Each killer typically has a unique feel to them. If you have tried someone else, try switching up your perks and see what works for you (look up good builds to use). Other than that I would say just keep playing.
Yeah, I tend to rotate between Myers (Nemesis, Play With Your Food, Pop and Corrupt), Demo (Save the Best for Last, Thrilling Tremors, Pop, and Corrupt) and Hag (Ruin, Undying, Sloppy and Corrupt/Surge). I don't play with add-ons because I don't want to learn to rely on them until I have a VERY solid understanding on how to play each killer.
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@Karao_Ke said:
You need to learn different killer tactics & playstyles in order to adapt to how certain survivors play. Camping & tunneling is one of them, although I wouldn't prefer it unless you're in an extremely tight spot because you won't get better if that's all you do. A few tactics I can think of are:
- Hit & Run: This tactic is simply to get everybody injured as fast as possible & you don't have to be Legion for it. Is there 3 survivors around a gen? Hit one, hit the other, and then chase the third. Keeping them all injured is a good way to either have them all be 1 hit or waste their time healing (extra points if you bring Sloppy Butcher/Thanatophobia/or even Nurses).
- 3 Gen: This one will almost always work if you don't tunnel vision. If the survivors are looping you at tiles endlessly and gens are popping left and right, see out 3 gens and DO NOT chase a survivor too far outside of that area. If you have Pop & think you can risk 1 chase so you can come back and regress their progress, you can take that risk but just be aware.
- Slugging: If the match is going by quick & the survivors are being cocky all right next to eachother, once you down one survivor, try and go for another. This may last several minutes & might even fail on you if you don't have perks like Infectious Fright, but you can always try this strat as well to slow the game down a lil bit.
I didn't mention camping/tunneling because you already know about that. I want to also say:
- This game will never be fun if you take it seriously serious. Survivors can be really frustrating but just try to have fun rather than be on-edge all game.
I'd advise you try out atleast 1 of these because it just might solve your problem.
I wish you the best of luck for both your killer & survivor games!
Yep, I have all the basics of that down. Especially slugging. When I down someone and there's someone else there, I always give them an M1 to the back and then pick the other person up if I don't feel like committing to the chase is a good idea. And as far as the 3 gen goes, I find it difficult to triple gen really efficient survivors. If I have good map control or I'm able to put a lot of pressure, I try to do what I can, but in my typical matches, these survivors are super coordinated and not overly altruistic until the egc.
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@Yords said:
I don't mean to be memey or sound like a douche, but the best way to deal with skilled survivors is to become skilled yourself as killer, or as the cool kids would say these days "git gud".
I suggest learning about all the survivor jukes and even playing survivor so your predictions on what they will do can be more accurate. You yourself can do some nasty things in a chase as killer as well. For example, moonwalking in a loop, if done correctly can end in you getting a hit on a survivor.
Otzdarva made a video on the following killers that you can watch to get a good understanding of what to do as them:
Plague, Trapper, Bubba (outdated), and the Executioner.
Go ahead and watch a few guides on how to play killer and just watch Not Otzdarva's videos, just listening to him will help you immensely.
If you can tell us what killers you play that might help us help you more as well.
I'm....not actually sure you read what I wrote entirely....I do play survivor because I'm a survivor main. I'm not new to the game or anything, I know how to juke a killer, 360, run loops and whatnot, but I'm not exactly gonna be able to "git gud" when every time I try to get into a chase, I get completely outplayed by entire teams twice my skill level. But for the killers I'm trying to play - Myers (Corrupt, Pop, Nemesis, Play With Your Food) , Demogorgon (Thrilling Tremors, Corrupt, Save the Best for Last and Pop) and Hag (Sloppy, Ruin, Undying and Corrupt)
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1905082#Comment_1905082
I believe you asked me to address his points. I just did so. I notice you don't address any of the things I just brought up. Am I missing a MOD by your name somewhere? I assure you that they keep an eye on me and will edit my posts or speak to me privately if/when I cross the line. Sarcasm is not against the rules here, and believe it or not I am quite civil. Again, if my sarcasm cuts deep, it is because it is true. That kind of sarcasm is always the most painful.
You seem like a nice person, and I don't begrudge you for wanting to play Hall Monitor. However, I would point out that until you brought this back up both he and I had dropped things and had moved on. Perhaps leaving it at that would have been a better option? I'm a direct person, and sometimes I can be rather cutting. When I'm wrong I apologize and eat crow. I've done it before and I'm sure I will do it again. I own my mistakes. The person who posted made blanket statements but he did not support them with any kind of arguments or evidence. I called him on the carpet for that.
I did not ask you to address his points. The point of this thread is to discuss totems and the "just do bones" strategy and the like. Sarcasm and snarky remarks don't get anything done. They just promote toxicity. Stop. No need to belabor the point. We shouldn't need a mod here just to get people to be respectful.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1904985#Comment_1904985
I didn't claim to know anything. I think you need to reread his post and my response again. I didn't comment on what "I" know only that I think it is funny that he, clearly a beginner, is telling us what DbD is about. I'm very direct when I comment on what I think and why. He decided to let it drop, so I did as well. You are bringing it back up.
So if you want me to talk about the issues with his post in depth, I can.
- He talks about NOED and impossible saves.
- He says it is anti-climactic, and by inference he means getting killed at the end instead of escaping.
I feel safe to say this was his intent based on reading comprehension. The problem is that NOED does NOT create impossible saves. They happen, as I'm sure you know, every day. They can be done by:
- One member of the remaining Survivors (or more) desperately search and destroy the now lit Totem.
- A wounded member hits himself with the Styptic Agent (and uses BT) to run in and get the unhook where both the unhooker and the unhooked have protection.
- Someone makes the rescue using BT but has Unbreakable with others about so when the Killer tries to chase the unhooked he gets back up and bolts shortly thereafter.
- Multiple Survivors with Flashlights come in and blind.
- One Survivors with BT unhooks and probably goes down while the other bolts with the Killer chasing. Another Survivor comes out and uses Anti-Hemorrhagic Syringe (or just heals quick). Ideally the Killer is chasing away the unhooked toward a gate not knowing that third Survivor was handy.
I could go on. I've done all of these things (and many more variations) and had them done to me when I was a Killer. My point is that it was not a wise choice of words for someone new to say "this is impossible!" He didn't ask how it could be done. He made a blanket statement which was factually incorrect as all of us know. Are NOED rescues rough? Sure. Do a lot of Survivors cut and run? Yeah, but not the good ones. The good Survivors have a plan of action and it normally involves simply making sure NOED never goes off in the first place, or killing it before making the rescue run. The gates don't get opened; they get 99'd.
Now let's tackle the anti-climactic comment. No, he is simply WRONG. A big, final act is always when the stakes are highest. NOED creates that situation, i.e. darkest before the dawn, everything is riding on it, this is for all the marbles. Anti-climactic would be the Survivors open the gates and meander out with nothing to fear. What the Poster meant was it was anti-climactic because he/she didn't get out alive. They felt it was over when the Gens went up (a common mistake) and that they DESERVE to exit. Do you follow? The gates are up but now the tension is REALLY on! That is what makes a great final act. What horror movie can you think of, particularly of the Slasher variety, that ends on a wimper? They all end with a BANG, an escape barely managed at the last second. Or they end on a bang where the victim dies just short of the exit. Neither is anti-climactic because the stakes where HIGH.
I'm not saying he said something right or wrong, I'm asking you to be respectful of others on the forums. You don't need to call people beginners or assume that they don't know the game to your standards. You don't know who that person is and you shouldn't make statements like that.This should be an inclusive community that respects people and their opinions. I don't need you telling me to re-read your posts because I'm misunderstanding anything. What I understand is that you're being condescending and I don't appreciate it. Please stop. That's it.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1904832#Comment_1904832
For the most part, I wasn't being sarcastic, except for the end. It is merely pet peeve of mine when people who don't really know or understand the game yet, are going to instruct us on its meaning. It is arrogant and more than a bit condescending. What I did was give the person a direct, honest wake up about what he/she had done. There really wasn't a nice way to put it that would have driven the point home. I think I was very civil, all things considered. The blade only cut deep because what I said was true.
The only other thing I could have done would have been to adopt my kind, grandfatherly, wise voice, but that would have been just as condescending and arrogant as the post I answered. What I did instead, was state facts and invite the poster to enlighten us and prove that he does understand DbD better. If he had, I would have happily eaten crow.
When you say something like "I think it is hilarious that you are telling us what DbD is "about" when clearly you don't know many things. Tell us o'wise one, what is DbD about? The rest of us being ignorant need you to lift the veil from our eyes." it's not productive, and it's insulting. There are better ways to make your case without being condescending or coming across as knowing more than anyone else. If you have a problem with how he views the game, it's fine to respond to that, but please do it in a manner that is respectful and productive to the conversation. As the old saying goes, if you don't have something nice to say, don't say anything at all.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1901270#Comment_1901270
A couple of things:
- This thread isn't about camping. There are plenty of those for you to vent your spleen on.
- There is no such thing as an impossible save; you just don't know to do it yet. People get saved from the hook from right under the nose of a face-camping Killer every day. Please don't assume that because YOU can't do it, that it is't possible.
- I think it is hilarious that you are telling us what DbD is "about" when clearly you don't know many things. Tell us o'wise one, what is DbD about? The rest of us being ignorant need you to lift the veil from our eyes.
Can we please keep this civil and friendly? I want us all to have a discussion and not insult fellow fog dwellers. I understand some people might have differing opinions, but it doesn't call for sarcasm or accusatory comments.
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@jrinkwater said:
https://forum.deadbydaylight.com/en/discussion/comment/1902615#Comment_1902615
Bingo. It is completely unnecessary and will not be healthy for killers. Totems are far too counterable already.
To the poster above, it takes like what, 8 seconds to cleanse a totem? This is hardly ANY time on gens when you compare it to the time a killer loses (regression or element of surprise)
Totem counters, if anything, should be an option widget on the UI for a killer. But honestly, neither side should have this information
Totems take 14 seconds (not counting thanatophobia or Hex: Thrill of the Hunt) to cleanse, in addition to the time that it takes to find the totems. With random spawns, there is no reliable way to find totems without either memorizing every possible location they could spawn in, or bringing small game/detective's hunch or a map. Either way, having a totem counter wouldn't help you find them, and therefore would have no realistic downside to the killer. In fact, with a totem counter, the killer who runs NOED would actually be able to tell whether or not they should expect to have the perk activate before the last gen pops, which can be nice for planning during the end game.
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@AnnoyedAtTheGame said:
Having a totem counter in game will give such a massive negative effect on totem based perks. This would be another killer nerf again.
Could you elaborate? I’m still confused why y’all think it nerfs totems. It neither helps you find nor cleanse totems.
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@jrinkwater said:
https://forum.deadbydaylight.com/en/discussion/comment/1901370#Comment_1901370
It makes a huge difference for SWF. Totems are already easy as hell to solve hex problems with their predictable and terrible spawn spots. Especially with the ruin undying nerf only requiring 2 cleanses... not sure it needs a further weakness. (And I never run ruin undying). The caveat you mention is literally this in red ranks...
Spawn. 1 gen touched. Ruin gone in less than 4 minutes. And you mention MORE fair for survivors? This game is already heavily tilted in their favor. Don't get me wrong, there are some things tilted in killers favor as well, but not nearly as much.
I am personally against totem counter. You raise valid ideas but I just do not agree
That to me sounds less like a totem counter problem, and moreso a problem with the rng of totem spawns. It’s just like the generator counter in game. It doesn’t make generators easier or harder to complete knowing how many there are, it just means you know how many are left at any given moment. I’m failing to see the benefit SWF gets because coms completely invalidate any need for a totem counter. I mean, sure, it saves breath not having to ask your teammate how many totems they cleansed, but other than that, I don’t really see why you think it makes the game better for SWF or how it would make the game more survivor sided in general.
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@jrinkwater said:
Am I the only noob against this? I don't want a totem tracker. I like the idea of hunting them and not knowing if they are all cleansed. My immersion is being eliminated as this game grows and some element of surprise is nice. I, myself, like to do them but would hate to know the count as I have absolutely memorized every single spot. You'd be sorta helping solo que survivors but immensely helping SWF groups. As someone that does both, I am just sick of the info in this game. Hook counters is one thing, as is gens because they are a main objective.... but totems? Let them be in the killers favir by being a question. If its hex anyways that is active, totem counter hardly matters. Really only hits noed hard.
SWF groups don’t get any benefit out of a totem counter because they can already tell each other how many totems they cleansed each, it makes no difference in that regard. And knowing the number of totems doesn’t hurt NOED really because you still have to go out of your way going across the map to look for totems. The only realistic benefit survivors get from knowing that information is whether or not they have to waste time looking for a totem, or if they can just do a different objective. The issue with not having a totem counter is that the devs are promoting totems as an objective, but with so many hex perks, it’s not really optional anymore. When there was only ruin and devour hope and what not, it was fine, but now we have undying which makes running hex perks a viable option for killers, and adds a layer of free pressure for the killer (with the caveat being if they’re cleansed, it’s a wasted perk slot). All in all, it only really helps to make the game more fair for solo survivors.
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@Momentosis said:
https://forum.deadbydaylight.com/en/discussion/comment/1901092#Comment_1901092
The reason why NOED works so well in solo queue is because survivors are too selfish. Too focused on just doing gens. You see it all the time. Those people who post posts like "I did 3-4 gens myself while my team didn't do any". What they don't realise is that the team is taking pressure off that player himself so he can sit there and mindlessly do gens. And then they'll cry the team didn't try to save him and let him die on first hook without realising that the team are all on death hook and you could've given your own hook states to relieve pressure from your team so when you are hooked at end game, the team will have hook states left to rescue you. Message to solo queue survivors, get the ######### off gens and help your team. I will go the ######### out of my way to keep the killer off the rando who's on death hook being chased by the killer.
Also, unless I have a teammate running Inner Strength(super rare in itself) I always find myself doing all 5 totems. SoloQ survivors will absolutely just not touch totems at all for whatever the ######### reason.
And if a noed does activate because the team did gens faster than I thought they could, I will stick around and try to find that noed totem. Most people will just leave when noed hits. Some dumbasses will hookbomb for the save and go down to noed. 90% of the time if the killer gets someone down, they're going to camp them. Lots of time to freely search the map for the totem, especially if its first hook.
Another selfish thing is DCs/suicides. Suiciding/DCing because of noed prevents that ---^ up there from happening. Hang on, I'll try to get that totem and we'll save you. Suiciding because of camp? Well, you pretty much just killed your entire team. DCing because you were the first one to go down? How ######### sad of a person must you be?
Another major problem with survivors in general, not just soloQ, is they refuse to accept responsibility. I routinely randomly watch random streamers and whatever streamers happen to appear in my games. They run right into me after getting unhooked? I "tunneled" them. I hook them, chase someone else across the map and hook them, then as I'm patrolling gens, find them again and down and hook them again? They got "tunneled" or "camped". I routinely walk past my hex totem as protection while patrolling gens and I see you on it 3 times in a row and end up killing you? No I'm not tunneling you, just be smarter about cleansing the totem. You get unhooked a second after I hook you and the unhooker hides instead of trying to protect you? Sorry bro, I'm going to down you. I might not hook you again and just slug you but your teammate is ######### you there, not me.
######### survivors whine and complain about the most stupid ######### but refuse to improve themselves. Instead of learning to make smart saves and using the most out of the minute between hook states, they'll continue hook bomb and bring borrowed time so they can hook bomb safer. Instead of improving their looping skills, these ######### survivors rely on the exhaustion perks waaay too much. Instead of improving their stealth and looping skills, they'll run right in the killers face and go down immediately and complain about "tunneling". They'll complain about NOED "rewarding the killer for being bad" when in reality it's "rewarding the killer for the survivors being bad ". Like I've posted in the forums before, so many red rank survivors I've seen from streaming are just so bad at the game. They literally have no idea how many things in the game work it's ######### astounding.
Point is, a lot of ######### killer tactics only work because the survivors let them. It's not even about there being a "totem counter". The players shouldn't be handfed information just to try to incentivize them to do things. It'll only further discourage the players from actually trying to get better.
I think perhaps we should stray from generalizing one side or the other. I wanna keep this as civil and friendly as possible! Though I completely understand where you're coming from. And I don't really want to turn this into a big discussion about NOED specifically, because it's just as much about Undying and Ruin and all other hex perks, but I think perks like NOED take advantage of the lack of information that survivors have individually, as killers should have. But to what extent should that apply to solo survivors? I understand lots of people can be selfish, both killer and survivor, but without assuming that a certain demographic of players is inherently unskilled, greedy or unhelpful, I think there needs to be more productive discussion on how the game can be more fairly balanced so that killers remain very powerful while not putting people who aren't in a group at a heavy disadvantage.
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@Momentosis said:
https://forum.deadbydaylight.com/en/discussion/comment/1901072#Comment_1901072
There shouldn't be a notification. This is a horror game after all. Honestly the game would be a lot scarier if they got rid of a lot of things like Hex notifications.
Imagine seeing people start going down with single attacks midway through the game. It'd be an "Wait... what's happening??? Oh ######### it's DH!" kinda moment.
All the information the game is feeding you really takes you out of the horror immersion of the game.
Honestly I'm surprised NOED gets complained about so much. I bring small game every match and pretty much never get hit with NOED. I do bones(yay free points!), help my teammates, and do gens. Escape around 70% of the time. I'm not even that good at the game but I'm not a complete potato that 90% of the playerbase seems to be.
Well as long as totems stand, there would be a constant anxiety around whether or not some unforeseen curse might befall a survivor, but that kind of falls short if, for example, you have a SWF who cleansed all totems, even without a counter or tracker. I understand your point, though. The horror aspect of the game is very important. And I also understand your argument for NOED, but that's your personal experience that you're basing your arguments off of. If so many people are complaining about perks like NOED, I think it might speak to some sort of fundamental design flaw in either the perk itself or the way that totems work in some way. Again, not arguing for or against, I'm just throwing around ideas and whatnot.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1901029#Comment_1901029
Yes, that is a common argument. It is a wrong-headed argument. That says nothing about whether or not NOED is balanced. The problem is clearly the SURVIVORS who are choosing not to do the bones. Do you see my point? This game is about agency, that of the Killers and the Survivors. Totems are a gamble for BOTH sides. The Killer is gambling away a Perk Slot hoping that his Totem isn't immediately wiped off the map. It is high risk with the potential of high gain. The Survivors who choose not to spend time on Totems (WHICH ARE AN OBJECTIVE) are gambling that diverting all that time to Generators will pay off with a faster exit. Their bet is that there will be no NOED or that they can avoid it anyway. Again, high risk with the potential of high gain.
There is nothing wrong with NOED. There is something wrong with the attitude of most Survivors. I personally suggested that they simply make NOED a base mechanic so that Survivors have no doubt that they should be doing those Bones. :) My suggestion is that it activates once the last Generator is powered and anyone who has not cleansed at least one Totem (lit or unlit) is now Exposed. *Those that did are not. The switch to power the gates, however, is locked down by the Entity for a period of time based on how many Totems are still in play. 5=60 seconds, 4=45 seconds, 3=30 seconds, 2=20 seconds, 1=10 seconds. And of course, going out and killing the now lit NOED will end the negative effects immediately. Personally, I think this would finally make it crystal CLEAR to Survivors that Totems are objectives. But the DEV prefer to let them continue to gamble and then complain that they lost. Funny that. It is just like gamblers I've watched lose everything in Vegas. They complain and complain and complain, when they knew which bets were safe and which were not.
The thing I don't like about totems being an objective is that there is no way to know if all totems have been cleansed. There are no icons, no pop up that says "all totems cleansed", nothing. Unless you're in a SWF, you have no way of knowing unless you yourself cleanse all totems or go around the map checking every possible totem spawn until you find where all of them are/were. It's definitely a gamble to run a perk like NOED, but because DBD on the survivor side is a team based game and you have to rely on other people, it's much more of a gamble for the survivor than the killer. How much time can survivors afford to waste going around the map checking totem spawns? Can every solo queue survivor in every game afford to go around the entire map checking totem spawns and cleansing? I'm just posing these questions as a way to sort of see how you guys think about the totems and how we interact with them. I'm not making any arguments for or against cleansing or NOED, or whatever strategies people use in their games to counter hex perks in general.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/222477/just-do-bones
It is actually pretty easy. There are five Totems. There are four Survivors. I've NEVER played a game, nor has anyone I play with ever crossed a map without seeing at least 1-2 Totems. If each person stops to cleans one Totem, then four of them are already gone. Only one of you has to do an extra. This doesn't even require a map or Perk. It just happens as a matter of course. But yes, if someone bothers to bring a map or a Perk that helps him/her find them it becomes even easier. More to the point, you don't have to cleanse any Totems that are lit (if you don't want to) to stop NOED. As long as the unlit ones are gone, NOED can't appear when the Generators are powered.
I think the common argument is that especially in solo queue, not everyone will do totems. To my point, I've seen people say they don't care, nor will they go out of their way to cleanse them. That strategy only works if everyone commits to doing totems when they see them. But because randomized matchmaking is inconsistent and I can't guarantee I will be matched with likeminded people, it becomes a guessing game whether or not all the totems have been cleansed, even if you yourself have cleansed 2.
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@WishIcouldmain said:
Bones aren't a problem comment made by a Detectives Hunch gamer. Just depends on the flow of the game. If the killer is getting Little pressure go for bones. Killer has pressure don't do bones simple as that. This is in Solo Q just go with the flow.
Yeah but then you have the problem where if a killer is putting a lot of pressure, how do you get rid of things like NOED or Undying/Ruin or future Undying/Devour Hope?
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@jester20k said:
Whats happened to me several times in the last week is the uncleansable totem under the combine on coldwind. One time the killer brought noed. That was real great. Another time their ruin was there. Pull your head out bhvr
I had the same thing happen with a really good nurse who had ruin and undying. Ruin ended up being untouchable. Not op, but having permanent gen regression is a bit much.
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@Mister_xD said:
you dont have to cleanse all 5 of them.
actually, you should only be doing that once you located all 5 - its a lot more effective not to cleanse them and instead keeping their exact locations in mind to later quickly check for a NOED.
doing that you dont "waste" time on them and you also dont risk NOED spawning on a totem that no one has been able to find throughout the whole game (at least you significantly reduce the chance of it doing so).
of course, if you have perks such as Inner Strength or you just generally want to cleanse them for points, there is nothing wrong with that.
True, but for cases like NOED, it's more beneficial to get rid of the perk before it even has a chance to spawn. I do get what you mean though, it makes sense.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1894402#Comment_1894402
Then why does a chase not start when you're chasing a someone while cloaked as wraith? And I feel like the same applies to phase shifted spirit, but am not sure on other stealth killers.
I’m not sure. It’s pretty inconsistent. Killers like Ghostface and Myers can be in a chase while cloaked/tier 1 respectively, but since Spirit and Wraith are literally invisible, I think their powers are purposefully made to not trigger chase as not to get or hold bloodlust while invisible.
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@Exerath1992 said:
So, the technical conditions for starting a chase are
-Line of sight
-survivor sprinting
-within killers TR
So that's the WHY, since victor doesn't have a TR. That being said, you guys should definately get something for being able to loop victor. I don't think he should gain a TR since that would cause perk synergy, but perhaps a large surv BP reward if victors pounce comes within 8 meters of you and misses.
You don't need a terror radius to be in a chase, though. Think of tier 1 Myers for example. You can also have line of sight on Victor, and you can and should sprint while he is chasing you. You can fulfill all of the requirements of being in a chase, but you never actually get into a chase with him. You don't even activate spine chill against him, even though he's being controlled by the killer. Spirit literally does the same thing (the Spirit leaves her body and Victor leaves Charlotte's body) and you can still sense the Spirit with spine chill.
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I think that's an interesting change, but even as a survivor main, I think that's way too strong. Killers rely on sight and sound to find survivors and scratch marks primarily help with that. If you take those away and give survivors a perk that essentially combines iron will, quick and quiet, lucky break and no scratch marks, the killers have almost no way to track down survivors, effectively making it impossible to catch them. I like the idea of the exposed effect so that killers don't immediately know that the survivor is running No Mither, but I would leave the loud noise notifications as normal, and I would make scratch marks disappear slightly earlier, sort of like lightweight, if anything. Oh, and the grunts of pain, both while dying and injured should probably not be as high as they are. Again, the sound is very important for killers. It can already be difficult for them to find survivors, especially those running tenacity.
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@Leonardo1ita said:
Look at this video:
https://www.youtube.com/watch?v=TiV-mxBPCHI
@Almo and behaviour , once you know a map has such a massive bug, and you aknowledge it, why don't you immediately block the map from the rotation of the maps?
For programmers, is it so difficult?
I guess the problem comes from the fact that for the cross play console players and pc players must share the same version of the game, right? So releasing patches on consoles is much more difficult right?
I definitely agree that bugged maps, especially ones like Backwater Swamp where there are multiple gens that only allow one person to work on it, should be fixed immediately or made unusable until they're fixed. However, I'm not sure why this question is pointed to Almo specifically? He's live balance, so he doesn't even work on maps.
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@scottymo said:
play on a PS5. Can auto save.
Not everyone can or wants to play on a PS5. It should be available across the board in order to make an impact.
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This should be on bug reports, but it's a very well known bug amongst the team as well. They're going to fix it at some point.
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@JPLongstreet said:
I think the goal of this admittedly outdated system was to encourage the playing of both roles, which sadly doesnt happen often enough imo.
I believe the devs themselves haven't been happy with it, and plan changes down the road priority wise.
I understand wanting to encourage people to play both sides. I've bought all of the killers, gotten most of the killer perks and I've played a ton of matches as killer, but I simply don't find it fun. It just feels like I'm missing out on extra challenges because the game is arbitrarily trying to make me play a side that I don't enjoy. I know it's a "me problem", but I'm sure I'm not the only one who plays one side or the other. I hope they take another look at the daily rituals down the line and maybe tweak the system a bit.