darktrix
darktrix
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- darktrix
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@coppersly said:
I love how we all acknowledge the game wasn't built around communication and the devs clearly won't implement it because it goes against this, so why is SWF OK??
We won't implement it because we feel it breaks the game but it's ok if they use discord.
SWF is tolerated because 1) there's absolutely no way to enforce a ban on using 3rd party chat 2) people like to be social and play games with friends - and they often like to speak with said friends during a game. To take that away will diminish the appeal of a game for quite a significant portion of the player base.
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I don't understand - are these banners automatically added by the game or manual tags you set as a player? Since it would be stupid to allow people to set tags on others that any player could see (false bad reps) - I'm thinking automatic. Then this brings up the complication of what criteria each banner would require, which is highly subjective anyway.
I'm thinking it would not add anything.
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More and more ultra rares are becoming questionable picks over a good green or yellow add-on anyway. I know I avoid odd bulbs and BNPs in the blood web...if they dropped from a perk in game it might make things slightly more interesting, otherwise they would not even be worth a look.
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Take solace in the fact that with other survivors like this you were probably looking at a 4k anyway and your soul is now free...to try again in another trial.
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@MrsMaliciousX said:
5 gens left...Ruin still up...and killer is SLUGGING EVERYONE...really?!
Usually I see then when the survivors are all hook rushing. Someone gets downed then I see the other two race to the location - they get seen, then they go down cause they suck in chases. Then I got three people slugged and I have to hope killer doesn't see me after they hook one, then I'm forced to do an unsafe unhook on that guy to keep the game alive.
What's worse is after I unhook that fool he immediately races toward the killer to try and unhook the next guy, usually right next to the killer.
I really hate survivor players sometimes.
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It's wise move. If they add voice chat then comes pressure for people to have to use voice chat. I personally do not want to listen to mouth breathers or poor tastes in background music whenever I play. Nor do I want to be bothered muting people all the time.
3rd party chats are more than adequate anyway and they don't need add and maintain the feature in the game. They got their hands full already.
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She has footsteps - just good luck hearing them while injured with any chase music, or near a repairing gen. By the time you hear them it is too late anyway.
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@Frosty said:
https://forum.deadbydaylight.com/en/discussion/comment/781547#Comment_781547
If there are better plays to be made, and they choose to throw the match to kill someone in particular, I can agree that would be annoying for the one being attacked. Although this gives the others ample time to complete objectives.
https://forum.deadbydaylight.com/en/discussion/comment/781551#Comment_781551
Good point, as it can go both ways. Only thing is currently only one side gets punished.
https://forum.deadbydaylight.com/en/discussion/comment/781552#Comment_781552
It is 100% the survivors fault if the rescue is preformed with the killer still near-by. If I only get 3 seconds away with intent on checking a gen in the back 40, and a rescue happens, why should I keep trucking to away from the area where half of the survivors are, not to mention if there was a gen near that hook, I know they'll heal and start repairing with no pressure.
On the other hand, if you waited until the killer was a decent distance away, you'd have more then enough time to make a break for it and continue on tunnel free.
https://forum.deadbydaylight.com/en/discussion/comment/781580#Comment_781580
Do you know what, that plays into exactly what they want you to do. It's been said time and time again. If the hook is being camped, then leave them be. You may want to help the one guy cause you're nice like that, but you sewer the whole team when you let camping work. Most folk won't leave a hook if they know someone is in the area. You do no one any favors by saving that person.
https://forum.deadbydaylight.com/en/discussion/comment/781602#Comment_781602
I know they are the bad guy, that was an attempt at some humor. You make "hard tunneling" sound like camping.
I know I know. I actually loathe hard tunneling more than camping. The hard tunneler is basically camping, they are just taking on some risk in order to speed up the sacrifice time.
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@ad19970 said:
You do realize that using self care to heal does not waste any more time than when someone else heals you? Either you take 32 seconds to heal yourself, which means one survivor is not on gens for 32 seconds, or it takes 16 seconds to heal if someone else is healing you, which means 2 survivors are not on gens for 16 seconds.
Let's say one survivor is self caring, the other is working on a gen. 32 seconds later the self caring survivor is healed, and the other survivor has repaired 32 charges of the gen, cause you normally repair one charge per second.
If the other survivor is healing you, that means you are only wasting 16 seconds on healing, but none of you is working on gens. After you healed, you can both work on a gen. Working on that gen for another 16 seconds will allow you to probably repair approximately 30 charges of that gen, because survivors suffer a small repair speed debuff when working on gens together.
So actually, in that case, after 32 seconds, you are able to repair slightly more charges of a generator when one survivors is self caring and the other is repairing a gen. If you decide to repair a different gen than your teammate, chances are high you will be wasting time getting to a different gen.
This also doesn't factor in the time you waste running to a survivor so he can heal you.
You are too good for these forums.
The real issue people have is the irresponsible use of Self Care. Taking 32 seconds to Self Care is fine, taking 32 seconds to Self Care while two people are on hooks and the third is being chased is not.
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Well I feel it got worse when they added killers that could either mitigate or bypass the looping defense survivors had - clown with his slow bottles, Legion with his frenzy, Plague puking over everything (and making healing worthless), Spirit making mind games more of a luck thing. In that time they nerfed healing to a degree - it's even looked down upon to take Self Care now.
So yeah, now what's left is gens and with all the exposed and aura read crap they like to add every update, doing gens fast is the most reliable way to make sure you have a shot at the escape.
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Thing with killer is - if there is any action at all in the game you don't worry about missing it. You are in the center of it.
More relaxing - I guess survivor since you get an opportunity at some down time during a trial, while a killer is all go.
Both sides can be frustrating in different ways.
Killer tend to put most of the 'stress' on themselves. Comes down to attitude - if they let themselves get stressed, they feel pressured, they make mistakes more easily.
Subjective about which side is easier. Killers have to do a lot, survivors have to know a lot, especially if they run solo.
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1) Killer IS the bad guy -- they are out to murder people.
2) There is a difference between intentional hard tunneling and soft tunneling you described. Hard tunnelers mean all unhooks are unsafe.
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Getting to and through green ranks is pretty easy, as intended. Purple is a usual stop for most people, then a wall at red rank 3-4. That won't have any guarantee things get better though.
Is it worth the struggle? Only one person can answer that.
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Self-Care has its uses and it also has an efficiency bonus with medkits. If you run solo it can be comforting having a pocket heal when you need it without scouring the map injured looking for someone. It's nice in end game when you might be injured, but killer is watching the exit - you just heal up and run out. You may be more likely to take a hit for others knowing you can heal up after you both get away.
Definitely people who take it should know when to use it and when not to use it, and I would never use it without Botany, it is too slow otherwise.
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Keep away from my chests with that evil - I need a key!
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They are all kind of annoying in their own ways - probably Plague cause she just turns the trial into an 'everyone now has No Mither' round. That and I hate the sickness overlay on your HUD which you are going to have to look at all round.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/768452#Comment_768452
Actually I kind of do complain about that, but this only happens when the survivors are ultimate poatoes or when I'm very very lucky. I don't like to play against potatoes. If all players are bad at the chase game it bums me out, I tend to let them do the objectives, open the gates and maybe slug them and let them crawl out. That's the only thing to be said for SWF teams: they always have ONE good runner.
These games are the exception.
A lot of game are "normal" : survivors do gens while I'm chasing them and the game ends "balanced" from 1k to 4k with one or no gens left. These games are usually fun.
But in many games gens are popping by 3 or 4 and are over so fast all I can do is down one and wait for the rescue. These games are usually run by SWF on coms, which is easy to spot once you have downed one and see all of them incoming in a few seconds.
It seems that most of the DbD imbalance problems gravitates around the unfair advantage of SWF on coms.
And I also can tell when a killer is struggling and will slow down my gen progression significantly...but...
I will keep saying, in this game for every person with a sense of fair play there are a dozen that could care less and only want the kills/escape no matter the cost.
Then toss in the meme games or bad killers like the one who puts the first person they catch down in the basement and proceed to camp with insidious - which both killers and survivors cry out - just do gens ( you mean gen rush?), you get this conditioning to ...do gens. You only really feel somewhat safe as a survivor when the gens are done (I won't even get into NOED or EGC).
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@ColonGlock said:
Survivors complaining about Kindred not being base kit remind me of killers complaining about Ruin not being base as well.
If you think Kindred is such a good perk....run it if you play solo survivor.
The big difference is that killer does not have to depend on three other randoms to do the right thing. Even with Kindred, there's no reliability that other people will act on that information.
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I hope not. I don't like taking Plunderer just to get a lousy firecracker. I don't want firecrackers competing for items that could actually help me escape - like medkits, toolboxes, keys.
During events I pulled so many firecrackers it was ridiculous - often two or more times in a trial. Putting them on the chest list permanently means a nerf to Plunderer.
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Too true. There has been many good ideas for closing the gap in forum - but really the only feature that comes to mind that solos ever got to help close the gap was the twitching Entity limbs around the obsession's icon in HUD when they are in a chase.
Adoption and development is so slow on this topic - I do not think we will ever see a solution in the lifetime of this game. If you buff solos, killers feel like they are versing swf every game, if you buff killers you crush solos even more, if you do both - well who knows where that needle will land.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/770426#Comment_770426
that's kind of impossible since 3rd party apps exist
Might be impossible but that is not the point. The forum is filled with threads of killers wanting either buffs against swf or penalties for swf. You'll see some solo survivor mains asking for features to close the gap - but I have watched those requests come and go for almost two years and the gap just keeps getting wider with almost every update.
Kindred as part of base kit idea, for example - that met with a lot of opposition from killers in forum.
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I'll stick with my strategy of finding and destroying Ruin in under 60 seconds.
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Killers don't want solos to be brought up to swf levels, they want swf to be brought down to solo levels.
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@Peanits said:
Not really, no. Letting someone die just because of Dying Light is counterproductive. That extra person would far outweigh the action speed penalty.
True, but that's not how people think - looking ahead at all the implications I mean.
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@humanbeing1704 said:
most of the killers on these forums crying gen rush probably tunneled someone for 5 gens
Probably true - cause tunneling was a 'strategy', unless it fails, then it becomes gen rush.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/768890#Comment_768890
Or just implement the survivor husk system and let the husk bleed out if they dc giving the killer time to search for the 4k.
Removes any incentive to dc because the hatch won't open anymore.
The husk also removes any pressure from the remaining survivor to go do the right thing and save the slug. That altruism is what the killer counts on to exploit to get both of the last survivors. Otherwise the last survivor will just chill out and wait - cause no one is going to save a husk.
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@1saltypug said:
think having kindred built in would solve alot of the camping issues. It would atleast balance out the solo survivors having no idea if they should go for the save or just stay on gens. It's not like you can communicate with them. This would deter killers from sitting at hook because it would be painfully obvious
The idea was toyed around for survivors awhile back, but killers got up in arms about it. They don't want solos to be brought up to swf level, they want swf to be brought down to solo level so they can more easily stomp survivors.
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I'm still pretty horrified whenever I see the other survivors dropping like flies in the beginning of a trial.
Anyway - the horror feeling goes away pretty quickly since a human's greatest ability is adapting. You cannot introduce features fast enough in a game to offset that.
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It's been brought up many times before already - so awareness is already out there.
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@Gorgonia said:
The only thing I dislike about the Plague is that she nullifies Iron Will, and that’s pretty bs. You get so noisy when you’re sick...
That's not the only thing annoying - she pretty much makes any healing items and perks worthless.
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@SlothGirly said:
Surivors: *complain about doing gens*
also Survivors: *complain about getting tunneled*
Getting tunneled is pretty annoying - you should try getting tunneled sometime. It ends up wasting your time for no blood points or emblems because you did not get a chance to do anything.
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Well they could of given her something cool - like breathing out a miasma cloud.
But we get vomit - which is not really horrifying as it is disgusting. It also triggers some people who are sensitive to such things.
It also gives killer players a new way to bm - we've all seen the non-stop vomit of slugged or hooked survivors.
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@Theoretical_Heart said:
https://forum.deadbydaylight.com/en/discussion/comment/768336#Comment_768336
https://forum.deadbydaylight.com/en/discussion/comment/768337#Comment_768337
Lol, no. You guys are hung up thinking it's the survivor's fault. No, it's the fact that the gens can be done so quickly that is the problem. Objectives are not balanced. survivors have an objective spread out amongst 4 people. The Killer is alone. Yet the killer is required to hook people 3 times (at least they are intended to) a hooked survivor takes longer to die than it takes a gen to get done.
Yeah, I get it. It's just a race and an asymmetrical one that isn't easy to balance just by making gens take longer or adding secondary objectives (besides saves and totems). I've been in plenty of games were no gens got done, the killer was just good at keeping pressure and snowballing, but you never hear killers complain about that.
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@Peanits said:
Anything in the game is fine, it just means that you can't go and slap Tracer from Overwatch in there or something like that.
Tracer survivor when?
j/k
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@UberMorpth said:
https://forum.deadbydaylight.com/en/discussion/comment/768329#Comment_768329
With the way pipping works in this game I feel sometimes even if I do barely anything (Just being chased by the killer and doing just one gen and escaping) I will get a pip, any advice on how to play normally while still de-pipping?
Well the first mistake is escaping at the end - if the gates are open and you manage to die, best you get is silver unbroken. Let other people do the saves - unless there is no one else. You can do a gen - bones will contribute to emblems now, so maybe just go into chases.
Yeah if you get chased the whole time and make sure you die at endgame, you probably will de-pip.
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@HellCatJane said:
I suggest leaving when you can. And don't try to stick around to taunt the killer etc.
Does not matter soon as an exit opens they will DC. No time to run out - stop thinking survivors are the only toxic ones.
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There are dozens of past threads about this crap - every week or so someone comes by asking what's wrong with camping and tunneling. Usually it's bait.
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So what some of you are saying is if survivors go slower on gens you will go slower on killing survivors?
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It is bannable, but the burden of proof is difficult. You are effectively screwing over other survivors turning the game into a 3v1 (which the match cancellation feature was created to avoid such matches) and they will no doubt remember you later. You even screw over the killer to some degree by denying them more than one hook.
You can still play the game and de-rank easily without screwing over others (as much).
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/96552/gen-rush
Playing survivor against a good killer IS NOT FUN either.
I would say good killers are fun, those that don't feel the need to tunnel camp or have the ability to snowball a 4k seconds into a match. Good killer players are fun - but not many killer players are what I would call good.
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So what if they don't?
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There are many pallets but they pretty much all suck, there is an open doorway or two around every corner or pallet, and it's easy to see scratch marks and blood. It's also too small, just a rectangular bottleneck.
Not survivor favored at all.
The map also almost makes balanced landing a requirement along with Bond so don't keep running into other people.
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@joker7997 said:
Ideal build is to not use it, there is no combo that makes this perk worth using
This guy beat me to it. All No Mither does it make you a prime target to the killer.
I die a little bit inside when I join a pack of randoms and one or more has No Mither - cause 99% of the time they suck in a chase and will probably kill themselves on first hook.
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Longer other survivors stay alive, the better your chance at escape. Notice I do not call them team mates.
If they die too quickly, you won't be completing all the gens anyway.
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Personal escape is always my goal (and not de-pipping). Also not having to be a bad survivor toward others to obtain it.
I never feel like 'I won' though. It is either good game or bad game. The closest I probably come to it is if the killer is toxic camping and tunneling hard on me, yet I escape anyway.
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If they are live now then I have not seen any problems. The bs hits on me seem to be far less now that one side does not enjoy a no latency advantage, especially if they have bad internet.
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I did not read any of the body of the original post, because it is pretty unreadable to me. So just going from the title - gen rush mindset.
This game promotes it. Killers want to kill fast, survivors need to do gens faster or they probably all die. It's always been a race and with each new gimmick (like mend or exposed perks/powers) and nerf (like to healing speed), the pressure increases every update to do it faster.
Gets even worse if playing solo. I don't often know who I'm playing with - are they good in a chase, will they let me die on first hook, can they even power through Ruin? I better do gens now, because it will be too late later.
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Just get good at hitting great skill checks.
If you want to speed up gens - Leader, Resilience, Spine Chill (learn to use it - helps greatly in solo).
Streetwise is good if you plan to take tool kits in all the time or find them, Technician is garbage (you can find a good youtube video demonstrating that from Painreliever) and This Is Not Happening is also trash.
Deja Vu can be very useful (especially for solo) in planning on which gens to do next and prevent the killer an easy three gens close together to defend at the end. Gives you a good mental map after a gen or two is complete without having to actually go look where the rest of the gens are positioned.
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@justarandy said:
It's a lose lose honestly. As killer you can't Really payback to a toxic teabaggers and as survivor u can't bait hits anymore on a camping killer to unhook because the cooldown is shorter which allows to grab.
@Peanits rethink this design choice, it should be reverted.
So this is like a buff to camping. Great...
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I'm glad they changed it back even if she does slouch too much.
Who stands like that anyway?