darktrix
darktrix
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@artist said:
Orion said:@artist said:
do people actually have a problem with survivors wasting their time in lockers?
No, they have a problem with an exploit that provides wallhacks. Did you even read the OP?
wallhacks in exchange for wasting time doing nothing? maybe its just me but I'd be fine with that
They feed that information to the rest of the swf, so it's not exactly doing nothing.
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@Milo said:
@The_Crusader said:
The good news is that they added a hook up there to fix this.The bad news is that the hook doesn't spawn every time.
Welcome to Dead by daylight.
In summary - Add a drop there instead
Then it probably becomes a balanced landing infinite.
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That's what wikis are for and with just two minutes of checking the internet one would know what all status effects mean.
They try to use one word titles for statuses because if the effect of the status changes later they don't have to re-edit every single perk and skill that uses that status. Keeps introducing human error to a minimum. 'One-hit' is even open for confusion, of course all killers can hit you once. You would have to provide the entire phrase 'one-hit down' or 'places survivor in dying state with one hit except for huntress hatchets'' (unless you also don't know what dying state means). As you can see it can get wordy - just look up the name of the status effect to learn more. I presume anyone who can read this does have internet access.
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There is true tunneling - where the killer will ignore anything and everything else just to race back to the hook and down the saved. That is real - I've had killers go right around me like I was a tree in their path, just to get to a fresh unhook who had a running start. I've even had to body block and take hits before they would stop looking for the unhook. An extreme case was when I took two hits before they stopped trying to go around me. Even after I was on a hook the killer was off in the direction of the saved. I'll also mention that was a 3v1 against a spirit with ruin up and 4 gens still to go.
Ironic thing is tunneling is not the most efficient. Like camping it is a good way to lose. I've been tunneled plenty of times, and it always makes me smile to get away on the second unhook, becoming a ghost while there is only 1-2 gens to go by the time they have to give up. Then just chill until the other survivors finish up the gens. If they still find me I lead them to the farthest deadest corner of the map away from gens. Now the killer is screwed cause they gave up any gen control. Tunneling is incentive to get real good at looping too.
There are many cases where the unhooked is just unlucky to cross the path of the killer again before getting a heal and there's nothing for it. If I'm really ahead and they are on the death hook, I may just ignore them, or if I cannot have them running around working on a gen, I'll slug them and find another.
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@thesuicidefox said:
But deep down there is no point in doing anything if you think about it...
That's deep.
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@HavelmomDaS1 said:
I personally would hate that killer if I were in the shoes of that survivors. Just kill me and we both can move on to a next much more interesting match. Nothing more boring than holding M1 in the terrorradius of a killer while watches you and escape through the hatch. For what? some bloodpoints. Yaaaay.....Then march your butt to the nearest hook and point at it. They'll get the message.
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Well much like getting kicked in the balls, you don't actually have to experience it to know you won't like it.
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She has the best cosmetics of all female survivors in my opinion.
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I think tenacity would be a better choice over no mither, especially with SWF. If the killer slugs and follows you, you can lead them anywhere you want for a full minute while the others do gens. If they don't, use unbreakable at the right moment or a buddy touching you for a second will get you up. And if you have looping skills on top of that, oh wow - you got the option of either chilling on the ground or looping wasting killer time either way.
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@fluffybunny said:
Are you solo when this occurs? Unfortunately solo players can't tell teammates to come or that it's safe, like they can't say it's not safe or to stay away. A lot of killer mains seem to assume solo players have the benefits of comms when they don't. Solo survivors shouldn't be treated as a unit unless they're given the benefits to help them act as one. When you're on the hook, you can't tell anyone to come or stay away. If you have two people on separate generators, it is entirely possible they'll think the other will go and neither will go for the save.Typically hypocritical killer tripe - they hate SWF and think everyone should play solo, but then with solos they expect them to play like they are in SWF.
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Simple answer is yes. I hunt aggressively spreading the hooks all around, but when it comes down to two left on their death hook, I usually lose interest and just let them leave, especially when they surrender and recognize I could of killed them twice over. I always get deep into a Ruthless result at the very least. Now if they linger too long or think I want to farm, then they go on the hook for a Merciless result. I've even completely outclassed a group of survivors and let them all go since I hooked them each twice before I was sated. I mean there's a point where it feels like clubbing baby seals. Think I only got brutal status that time, but just a notch away from ruthless.
I don't expect survivors to be nice to me. I am trying to kill them after all and I expect them to do everything in their power to stop me. I want them to stop me.
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Just like balanced landing unless you hop off a harvester! No it will be less effective on some maps than others cause of crow placement, but crows usually flock in areas where you need them most where there are more hiding spots for survivors or the edges of the map you maybe wouldn't check otherwise.
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Forget about looping this is even an easier way to waste the killer time as it requires no effort from the survivor - run tenacity with maybe unbreakable. You get off the hook and downed again? Just fast crawl away to a strategic spot while recovering. If they follow you, you just bought another minute for three others to do gens, if they don't then a buddy just needs to touch you for a second to get you back up (or get yourself back up at the right time with unbreakable) and you can do it all over again. Otherwise they have to pick you up and eat the DS.
Guess killers can use mori - for how long their supplies last, but we all know the DC rate tends to rise even higher when a killer packs mori.
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Yep just another nerf to solos. SWF will bring their insta heals and gang recover the slugged, or if the killer camps 60 seconds over the slugged, they will move even further away from any hooks during that time, that's even more time to do gens.
Wow.
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@BubbasBigOlBasement said:
If something like that happens what do you do? In game do you just stand still when you see a survivor lagging, even if you don't know if its your fault? Cause I am not trying to be toxic, but I am not trying to lose either.Before the next trial, power cycle my modem, computer and especially router to refresh my connectivity. If one is consistently lagging then they need to at least try to do something about it. It's rude to host under that condition. I don't host a trial if someone's ping is high, consistently deep in the red - it's the only reason I'll dodge.
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@se05239 said:
What's up with people complaining about lobby dodging when there's 2+ survivors DC'ing every damn game?Cause DCing is the survivor equivalent of dodging.
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Yeah the developers seem like they are creating a damned if you do damned if you don't game. It's generally encouraged to break dull totems because of noed, but then the killer doesn't run noed you gave the killer more time to kill everyone. If a killer runs devour hope, they tend not to run ruin because it causes survivors to look for the hex immediately. Before haunted grounds it was good to get rid of hex totems, now if you do you run the risk of getting everyone getting hit with exposed. It's becoming a pain to do the right thing when nothing is really the right thing anymore.
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@thesuicidefox said:
@fluffybunny said:
We could use the argument that's coming from a place of empathy (it feels bad for the other side) or we could use the argument that waiting around for survivors to make mistakes is somewhat of a weak play style and often creates weak killers who don't know how to properly do loops or even how to track. Both are generally applicable when people rely on methods such as camping and tunneling down the weakest member (often the person off the hook).Exactly. While it's not necessarily against the rules to camp or tunnel, it just goes to show how bad of a killer you are when you always take the path of least resistance. You don't get better by doing the easy stuff and winning all the time. You get better by doing the hard stuff and taking the L once in a while.
Ironically, its those killers that are the first to complain about how unfair or unfun killer is when the TRUTH is that they aren't as good as they think they are and ran into someone with more skill than them which they can never accept as being the case. It's always the games fault. Every game I've ever lost I can point to specific mistakes I made and say "this is why I lost". I don't blame the game or the players, I accept that I made mistakes (or sometimes that the other player made a really good move) and learn from it.
Truth. They also put so much importance on the 4K that they stress to the point they are the ones making all the mistakes.
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@Nickenzie said:
ColgateAdvancedWhite said:Rank 1: Fun for swf, unfun for killers.
SWF aren't always a commando unit, why does every killer assume the absolute worst?
This is true, while they can run into these once in awhile they are not the norm - like an omega blink god nurse that ends the trial in under 3 minutes. How many SWF go through the trouble of scheduling 4 people to get together then regularly practice and coordinate to the degree they are an overwhelming threat - for a small game that rewards nothing for rank? Not many - even so, there is usually only 1 or 2 strong members and the rest are just gen jockeys easily taken out, which forces the strong ones do nothing but look after the others.
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@Master said:
The animation is just a visual thing, they have nothing to do with hit detection.And yes, a killer can reach through the window and hit a survivor on the other side, just like in IRL ya know
Yeah and apparently from 2+ meters away after a vault, just like IRL.
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Well, except if they are killer mains who decide to play survivor then they are not better. Then they are either the first one to get killed/DC, or they are the sandbagger and hook farmer.
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@FangGreyfur said:
Exactly this is the reason why SWF exists...... cause [BAD WORD] dealing with worthless randos when you can play with your friends whom you can be sure they know what they are doing.....
Worst experience I had....... One idiot started cleaning totems...... that weren't lit........ we have 3 gens down... 2 left.... and this king of idiocy finds a lit totem... B LINES FOR THE DAMN THING..... and Breaks it....... Haunted Ground...... Why even touch a lit totem if you have been on a gen or seen how many have been done.....Ever hear of Devour Hope or noed? Best time to hit a hex totem is when killer is in a chase and has them injured, then there is little to lose. When haunted pops, stay low, usually only one person gets the short end of it at most.
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Players who are good with Wraith or any killer for that matter, don't tunnel because they don't need to do it. If you exercise good gen awareness, good at predicting what the survivors are doing or will do, and good at assessing each survivor's skill quickly then there's no reason any killer cannot 3-4k regularly. You know what that means? Probably playing survivor for awhile to know their capabilities - killer mains who never play survivor stunt their own potential.
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@Peasant said:
@Mc_Harty said:
Are we seriously surprised that a killer that everyone hated on the PTB, everyone hated when he was released, that is still hated to this day, is hated among the community?Let them get banned. If dcs are that common for and against Legion, he might get a rework faster. Win/Win in my book.
Honestly, I might actually start looking forward to seeing all of the entitled whiners getting mass banned whenever Cote decides to swing around that hammer of his.
I suspect Behavior would actually be doing them the favor by banning them.
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@Dwight_Fairfield said:
I can understand the urge to dc rather than face the tedium of the Legion. I don't condone dc'ing just because someone doesn't like a killer, but I do understand it. Legion matches are about as fun as listening to nails on a chalk board.Legion pretty much means tunnel and there's no escape cause they will just wait out your timer, so they are almost always tedious and boring.
And if you get slugged on top of it for their 4k, now you get to wait upwards of 4 minutes staring at the dirt instead of using that time to already be playing another, probably much more enjoyable match. What I get from this thread is killers get to be people, but a survivor isn't a person and has to suffer whatever the killer inflicts on them. There needs to be a concede option.
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Noticed it usually happens after a survivor throws a pallet that stuns the killer. Animations just stop for the survivor and they slide around for a few seconds. Looks pretty sloppy.
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I like this icon thing. Probably one of the better ideas to help solos since all this information is available to swf already so it won't buff them, yet it isn't so precise as having say kindred built in which would buff swf. Of course the one doing nothing, could be positioning for a save or hiding from the killer in their terror radius, but this is better than just having some bony appendages twitch when the obsession is getting chased.
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Most fun for me - Myers, Huntress, Pig
Least fun for me - Hillbilly (those chainsaw hitboxes), Hag, Any killer used to camp/tunnelNeutral toward the rest.
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@Eveline said:
After I know I pipped I just relax and don't play that seriously. If the match is too long I let the killer kill me.I care just slightly about pips and I don't care at all about blood points. I play for shards and escapes, because walking out the exit gate (or seeing others do so) is a feeling of accomplishment. I'm neutral on hatch escapes, rare when I get the same feeling using the hatch as I do opening the gate and walking out.
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It's a great perk in my opinion. That healing speed boost is very noticeable and you have it all the time, plus if you have a medkit you can get more healing charges out of it, even a crappy brown one with a simple yellow add on will get you two heals. It offsets the slow healing of self care to where it feels reasonable and helps counter mangled which many killers use. When used with we'll make it hook saves feel like they are healed before their feet even touch the ground.
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@Eveline said:
At least you can hide in a locker. Without that it would be ridiculous.Yeah it sucked hard when all the gens were done, least there is another option now instead of running in one direction for 4 seconds (and 4 seconds is a long time in DBD) then shifting direction to where you want to go and with maps seemingly getting smaller and smaller (at least the swamp) chance of still getting spotted is high. Somtimes not moving and crouching down in place helps. No directional read and you're not a moving object that attracts attention.
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@Dspigroach said:
Of course the killer is going to go for the person who just got unhooked, they're a one hit whereas the others are still usually two hits.It's not even "tunneling" it's common sense.
Oh it's tunneling when they wait nearby for the unhook so they can race back to it. They should just camp, least those guys are owning what they are doing not trying to speed up the sacrifice timer.
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Hatch and keys are more akin to the killer moris than to noed imo. And yeah no one will ever associate a good killer with noed, because using noed just clouds the killer skill. Did they 4k because they were good or just thanks a strong perk.
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Should probably address the reasons why people are DCing over trying to just punish the symptom.
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I for one would immediately trade DS for NOED, I never used DS. I would definitely like to see both gone. NOED is countered by totems, sure, but is far easier to obtain than DS. It appears for every killer in RNG bloodweb. Survivor needs to first purchase Laurie, then level her up for the trainable perk, then they get RNG blood web.
But yeah my point is there is no point arguing about one without the other while both exist any threads like this are meaningless.
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Yeah 150 or less is acceptable to me, anything above 200 is find another lobby and if I see any spikes (besides from the initial one when a survivor just joins the lobby) I'm out.
There's a certain point where if the ping is too high then killers see teleport survivors which is hard on them, but that is pretty high ping. Anything less is a killer advantage since they are host. Why you get hit when you know you should not have been through vaults or around corners, throw that pallet at what looked like the right time, but get hit anyway, etc.
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@makayla said:
I've gotten pretty disinterested in DbD myself. For me, it's because we haven't had any good new content lately, no teasers, nothing. When a PTB/teaser drops I'll probably jump back in.
In the meantime, I'll probably reinstall all 200+ of my mods on Skyrim since I corrupted my entire game and I've been wanting to play it again...wish me luck LOLEither a killer which is too weak or too strong, one map for each release is not enough I mean they put all this effort into assets for new maps then just release one basic layout for it, yamoka always same basic layout, ormond always same basic layout, the game always the same basic layout. Most good non-event cosmetics put out lately are either for killers or Nea. Then everyone has to deal with more perks adding either more exposed effects, aura reads, or easy escapes - if they aren't junk from the start.
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Vaulting seems so screwed up now - I can accept getting hit through a window, I cannot accept getting hit 2 meters away through a window after vaulting, and these medium vaults...what the hell.
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Mixes things up I suppose. If there was no rank reset everyone besides new players would be rank 1 making the ranking meaningless. Oh wait, it already is, but it gives the old timers something to do for a few days at least.
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And NOED 'Literally changes the entire outcome of the game' as well. So what? Long as there is noed I don't mind people taking DS at all. I forget which perk came first.
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Dead Hard - in practiced hands it is very useful for making that vault or pallet you really need
Balanced Landing - the secondary less stagger benefit makes it always useful though some maps make this perk a waste.
Adrenaline - mazing, if you happen to reach the point that all the gens get done and are injured and/or in a chase. Wasted otherwise except to get you to the gate a bit faster. It does ignore exhaustion and a nice surprise if you were the last one caught and get unhooked.
Sprint Burst - having to walk everywhere so not to trigger it is maddening.
Lithe - 'in a chase' is just too unreliable. Rate higher if it procs just doing a fast vault probably to #2. -
@HavelmomDaS1 said:
The_Crusader said:
I do question why I don't just move on to other games.Because there is (currently) no real alternative to DbD, otherwise many people would have left during the long lobby Q bugs and the currently insanely annoying loading screen bug
It has addictive game play for sure, but in the end but the drawbacks start to out weigh the attraction. I have no shortage of other games I've been neglecting.
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@powerbats said:
For it to work it has to be engaging and not simply hold M1 for x seconds or play Merry Go Round simulator with the killer.It's merry go round, or go down.
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@The_Crusader said:
30 minute lobbys to be met with infinite load screens in a worst case scenario, or a coldwind map in the best caseI do question why I don't just move on to other games.
I hear that.
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@Dolphin9192 said:
So recently solo survivors have been showing up in lobbies at the same time as each other leading to a lot of killers lobby dogging because they suspect SWF and dedicated servers are expected to make it so everyone join at the same time as well.So is anyone worried that if killers don't have a way of telling whether or not the survivors are in a chat party with each other that they will stop playing the game.
Not worried at all. After several hours of dodging not being to tell the difference they will either move on or suck it up. Either way I'm sure there won't be a shortage of killers - hell if there is I might even take it back up.
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Well the one case I can think of against it is if a killer is known for using just one killer. Then that might be a liability. I think it would be best just to be blind to player names on both sides.
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Yeah people have brought up this suggestion and it's usually then survivors would dodge really good killers (though I suspect it is the rampant campers and tunnelers who really speak out against it).
So yeah some killers wouldn't like getting dodged though that is exactly what they do now when they see a known good survivor.
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I find the best use was to drop one just as the killer goes to break a pallet. Just drop it on the other side - did that to a spirit recently, it was cute watching her in her schoolgirl outfit spin about bumping blindly into things for a few seconds.
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It's even better if the killer is a nurse who usually run nurse's calling. I was hiding in the terror radius injured when a Quentin bounded right up behind me and started healing, got me killed right quick.
Or if it's a hag and you know those race right back to the hook - instead they want to heal right there under the hook. Also huntress - bad idea to heal right after unhook, least shove it to the side first before a hatchet hits one of us.
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It works poorly, mostly causing you the be the obsession for whatever tunneling perk the killer has, but it is funny when they think you have DS and dribble you a hook. Pretty much only useful if others die and limited at that. Guess there is some synergy with OoO, but then again people have to die and that is counterproductive. It might be more useful if it had more range after one or two deaths - right now it only is only useful against BBQ if two people are dead (meaning the 3rd is on a hook) and gives you a measly 8 meters more range from being detected.
For nurse's calling I think it might make you immune (again if someone else is already dead) but if you are healing or getting healed by someone, it doesn't hide their aura making it less than useful for even that. Anyone confirm?