darktrix
darktrix
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- darktrix
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@GrootDude said:
The funniest thing for me was I was cleansing the last dull totem and as soon as the last gen popped I cleansed it but it wasn’t a dull totem anymore. XD
I had the pleasure of that once working on the last dull when it lit up in my hands during a hag game, and less than a second later NOED was history. The horn signaling the exit gates available was still sounding.
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Yeah it has truly become a free escape. Maybe no one will do gens now and just wait for the others to die.
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I am confused - I thought the timer started when the exit is opened, not powered? And closing the hatch would just power the exits?
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/427764#Comment_427764
Well, you can down 1 survivor, open the gate, hook that survivor and get Bloodwarden :)
Still got a solid two minutes and whatever the delay is with a hooked survivor in play after bloodwarden goes up, and you still get an exit opened for you.
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I don't want to wait even 5 seconds if it's a bad ping I'm avoiding.
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That's probably going to be the smart play - wait for the killer open the exit for you.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/426909#Comment_426909
@darktrix good news! Now you don't have to! Instead the entity can Kill you so you can play a round where that doesn't happen
Yay...
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@Dwight_Fairfield said:
If killer closes the hatch you then get two possible exit routes. Its a good thing.
Unless they like putting the exit gates so close together they are easy to patrol. Since the timer doesn't start until a gate opens anyway this is still a means the game could be 'held hostage'. I personally liked having three possible exit routes.
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@NuclearBurrito said:
I want you to try to lose me rather than stall me.
Using a loop spot to gain distance for a juke is fine.
Looping me just to stall me for your team is extremely frustrating.
That being said keep doing it, you aren't playing for my enjoyment so if my annoyance is a reason not to do it then you are doing it wrong. The fact that such a strategy is optimal is a problem for the devs, you should absolutely keep using it in the mean time.
You've seen some of these maps right - the ones with few if any line of sight breakers? Where they going to lose you trailing scratch marks behind them?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/426873#Comment_426873
So you'd rather wait until a killer gets sloppy, which could take dozens of minutes, maybe even hours?
I'd rather not play - not solo anymore anyway. It's too common for solo to find themselves stuck in this situation.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/426851#Comment_426851
They're only blocked if the killer closes the hatch. And if that happens, the gates are powered, so you don't even need to repair them.
https://forum.deadbydaylight.com/en/discussion/comment/426856#Comment_426856
They could do that before as well. The difference is that now it has a timer.
Yeah they could do that before, but eventually they may get sloppy - any fool can maintain that for 3 minutes. They also had 3 places they had to watch with the hatch.
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@Raccoon said:
It powers the exit gates.
So nurse and billy can just bounce back and forth between the gates at high speed until the timer ends. Some of these maps are stupid for having the gates appear so close to each other that any killer can patrol it rather easily.
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Bloodwarden - interesting thought, slug a survivor - camp him for two minutes, hook then just wait out the last 60 seconds - everyone dies. What's the affect on the timer with downed survivors though?
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Well it's not like they are gaining new players at a healthy rate with all the complicated mechanics to learn (like how to deal with various perks, which ones are good which ones suck, increasingly more tactics to learn against increasingly more killers, how to hide, how to not hide, etc.) They can focus on mixing it up and maybe it will improve retention - but attrition is always going to happen and if you cannot attract (and keep) new players, it's over.
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It does kill one of the more exciting things of the game - the basement rescue, but oh well.
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Before you were pretty much dead if you went in the basement after the gates were powered - now you are 100% dead. No one is going to come down and risk getting trapped by a body blocking killer who will just stand there until the timer runs out.
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No - survivors rally there when injured to hopefully have another survivor arrive and heal in order to mount a better rescue attempt on a hook. Unless you want to give us all voice comms so we can coordinate where to heal? No I didn't think so.
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Just trap people in the basement - wait out the timer.
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Widen the basement stairs so killers cannot block and just wait out the timer.
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So no basement rescues when the exit is powered anymore.
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He's scared of all the potato randoms he'll be saddled up with every trial. You try and lead that and maintain composure.
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DBD Trix are not for kids!
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Attempt at behavior (or Behaviour) modification of players. Instead of improving mechanics, it is easier to try and give a very small carrot and use a very big stick liberally in order to play the 'correct' way.
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It is for me.
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I think some of you have this game confused for an esport. It uses peer to peer ffs. I realize rank is nice to have and improve, but you get absolutely nothing for it. What you get for surviving and killing is pretty meager as well. Probably a wise decision by the developers in the end, considering how many whack decisions they have made regarding rank.
I've seen plenty of DCing killers as well - and often times this also de-pips everyone in the game, when it should not. So just don't single out survivors.
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Insecure BM tryhards like to slug, but it's in design and not holding the game hostage. You're just forcing another player to sit and do nothing for four minutes in a game with no compensation. You should try getting slugged yourself sometime, it's boring.
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Hope - very underrated. It's saved me just as many times if not more than adrenaline. Killers underestimate your speed with a lunge and often miss the first attempt, a 110% killer is not going to catch you, and almost halves the speed advantage a 115 killer has on you - for two minutes anyway. Two minutes is usually more than enough time for someone to open an exit and get yourself out. Gets you to those end game unhooks faster.
Deja Vu - seen as a beginner perk, but with the 60 second buff, I have a full layout on where every gen is exactly on the map usually by the time the first gen is done. Very useful for quickly locating gens that need to get done - especially the last 3, so you can pick the one most likely near completion and get to it efficiently. Saves a lot of time choosing and hunting for strategically placed gens to do.
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Probably not a good idea - I would personally dodge any lobby with people using no mither.
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If I know I totally out class a group, I'll show some class and be more sporting. Crushing them like I was clubbing baby seals does not go well with my honor nor does it grow the game for new players.
Why this thread anyway? Looking for justification or agreement for something you're going to do anyway is pointless.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/407112#Comment_407112
Wow,in my case is the opposite xD
Killers will have a bad time in the yellow/green ranks because that's where all the survivors who swf are stuck. Survivors are going to have it suck getting out of purple ranks cause they de-pip faster than they can pip. Red ranks will suck for both - survivors cause same problem they had in purple ranks but worse, and killers cause few survivors in red ranks to match up with (assuming they are still on the old match system again).
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Best thing against Billy (and chainsaws in general) is don't let them get anywhere near you. Think you want to hide? Don't. Use that time to get a head start running and keep as much distance between you and them as possible. Thanks to almost all killers using bbq/chili, you can figure out with high probability what his next target will be and make sure you are no where near it. Two people on a gen - for sure he's visiting them next. Ready to make a save? Do it as soon as he sprints away - cause if you wait too long he'll be sprinting back anyway.
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Trapper was hot on me while I was injured, entered the exit area to discover he had blood warden up - kept running forward anyway, and blood warden ended exactly as I reached the exit allowing me to escape.
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I was chilling so hard in the purple ranks that I stopped playing. Division 2 is my master now. Pips are hard to get, de-pips are super easy to get.
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I'm late.
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@not_Queef said:
I'm hanging in there at rank 3. I was rank 2 when I started this evening, but depipped 6 times in a row due to DCs (both survivor and killer) and trash teammates that manage to convert safe unhooks into insta-depips by beelining to the killer half a map away.
Red ranks aren't empty because it's too hard to pip, but because it is too easy to depip. Whenever I see the names of old red rankers that I recognise, the relief washes over me in an awesome wave.
That's the problem. Ranking up is harder and that's okay - but still brutal in red ranks. However, de-pipping is still very easy, or even easier after the update for things completely out of your control, like other people DC'ing. I even de-pipped a few times when the killer DC'ed right at the start and that's not supposed to happen.
So, very few survivors are in the red ranks. Probably most of those won't make the climb back up after reset either, being it is such a pain.
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I could definitely make it to solo survivor rank 1 with a lot of time and a lot of luck. But I simply don't see myself bothering every month to do so, especially if I am not getting paid for it. I already have a job.
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Right, matchmaking does not work to even support this pip system now. I have seen so many games with a red ranked killer vs. green/yellow survivors. When I was playing, over half my games were like this.
If you are goal oriented you basically have three long term goals in this game available - blood points, shards, ranking up. I get plenty of blood points to the point I don't really need them, I play for shards yet there is often nothing in the store/shrine I want, that leaves ranking up. Feels like it's a rare online game these days where you are expected to play - with nothing to really show for it after.
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Current ranking system (even more so for survivors) is more dependent on luck than skill - there are so many variables I won't list them - but it goes from DCs on your team to what other survivors you draw in solo games.
So only the lucky ones get to advance is what devs are saying?
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@DocOctober said:
It will lead to high ranked Killers deranking because they can't get kills and then Survivors will cry about not finding Killers in red ranks anymore.
Yeah man, the red ranks are severely thin with survivors anyway due to the new pip requirements. Now if what you say happens then everyone can enjoy the purple/green ranks forever and they will both be in good company.
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@KillermainBTWm8 said:
It's ok if it's too demanding just easier and more fun games for me if you rank up so what? if you rank down so what?
It's just something to shoot for every month. If I don't have some sort of goal, no matter how lame it is, I just lose interest.
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@Plu said:
I mean, to me it's fine, it should be demanding to rank up, otherwise you get potatoes at rank 1 and its just boring to face
Except it is easier for killers to reach red ranks - meaning not enough red ranked survivors to go around, long lobby waits (if you even get a lobby they reverted to old matchmaking a couple times and red ranked killers could get no games). Or they match red ranked killers to purple/green ranked survivors, where all your potatoes are mixed in with the good survivors currently - keeping each other down. So you get boring potatoes anyway. You have to play a ridiculous number of games hoping for the right conditions each game (first being no dc's) just to pip all the way to rank 1.
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Guess I'll switch back to killer - seems it has gotten more interesting to me now that the cream puffs are leaving that side.
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@DemonDaddy said:
There are plenty of ways to lose a killer. I capitalize on mind games and make the killer start searching again. Being good at looping isn't the same as winning chases.
On many maps there is a severe lack of line of sight breakers, even then it is mostly up to luck if you get away from a decent killer or if the killer simply decided to give up on you and chase easier prey. People get good at looping because it is reliable.
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@Acromio said:
Neither the Nurse nor the Legion take away any game mechanic from survivors, they just require them to adapt and change their playstyle accordingly, which is a thing that survivors always hated and resisted with their all since day one of this game.
They do adapt, by genrushing even harder.
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@se05239 said:
Are you sure you want to depip survivors? You'll end up all alone in the higher ranks and just.. exist.
Interesting, so not only are they screwing over survivors, they are screwing over red ranked killers.
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Survivors have been conditioned to genrush harder and harder with each new killer release. That would be the survivors adapting, like killers say they should do.
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@Master said:
Because nobody enjoys playing against him, because he bypasses game mechanics.
Same could be said about SWF and voice comms
And killers disconnect against that all the time. Hmm.
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@DemonDaddy said:
Maybe actually break the chase. There is no benefit to keeping the killer's attention all game aside from teammates getting all the gen points. If you want to rank being the sole target is about the worst way to do it.
You say that like it's a choice. You aren't going to break chase against a determined killer who is even slightly good at tracking.
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Sure and maybe killers can spend 3k-6k every match just to be able to use their power at all - and maybe earn the same amount of blood points each match that survivors do.