drsoontm
drsoontm
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2831272#Comment_2831272
Be that as it may, neither BHVR nor most forum killers want to trade being able to tunnel and camp for a rebalance around not using those tactics. So those stay the norm.
Oh, I wouldn't want to limit options either. But with better alternatives, I believe these would be become fringe.
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First : caps are usually perceived as bad manners. It looks like you are shouting.
That being said, yes the game is survivor sided, always has been. The MMR has only cast the imbalance into the light, as foretold by many.
If you want to play "easy" and relaxed then play survivor (preferably with friends). It doesn't mean you'll "win" all the time, but you will not have to be on top of things all game. Like the maturity challenged players sometimes would say in the end chat; on the brink of exhaustion after using all the brain power they could muster to find these appropriate words : "gg ez". Well, yes, for the hard mode see the other side.
On another hand if you enjoy to be pressed by time, deal with the BS, and sometimes win despite a deck clearly stacked against you then play killer.
I play both.
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@Michi said:
I am experiencing the same. For a longer time now after any teleport the survivor is just out of lunge distance. (it is also always the exact same distance)
People might say it happens because they triggered it on purpose or that they looked at the trap. I can confirm that this isn't the cause.
I recorded many games and did my tests (also with slow motion). My observations are that one of 4 things happen:
1)- the cam of the surv doesn't snap at all even if they trigger a trap sideways (which should result in a 90 degree cam snap)
2)- the head briefly snaps (a cam swing should always pull the head of a surv around but in these cases the head just twitches for a milisecond)
3)- the 180 effect (the milisecond they trigger a trap they instantly do a 180 and move with the very same momentum into the other direction, so maybe a reversed cam swing? This is the effect that happens the most)
4)-normal cam swing (almost never happens anymore)
Since I am very experienced with Hag and only play her I know exactly how survs should behave when triggering a trap + how they react and move when they trigger it on purpose or not. Ontop of that with my recordings and tests I can further confirm a strange behavior of survs triggering a trap.
I don't know if it is a cheat, a hack, a weakness due to stretched resolution (basically survs with stretched would have no cam swing since their center of the screen is stretched too) or a bug.. But I know for sure that traps don't work as intended
Experienced is quite the understatement. I don't think anybody could contest that you are the best Hag player there is. (I've learned a lot watching your videos)
If it's related to the stretched resolution, the problem should solve itself with the next release. I'll wait for a week before trying playing Hag again.
It would be nice to get a comment from BHVR about this.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2831742#Comment_2831742
This is not true. I think I may have been the first to post a video of it? maybe
I had my Crossplay off and low and behold, someone jumped into my lobby with a globe icon. They are on the left side of the screen.
https://www.youtube.com/watch?v=qbY4eGgWR9s&ab_channel=PulsarGaming360
I did get them again a while later, but I was playing Pinhead.
I hope you did report them.
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@Senpai_J said:
I think they did mention anti cheat in a recent faq but didn’t want to elaborate because they don’t want to give cheaters info before it’s even out.
anyways from our perspective I guess we’ll never actually know until they implement it.
Gods, if that stuff gets out and does the bare minimum it will be so good.
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@Rougual said:
Always be pressing the teleport button constantly during normal gameplay or if possible have it permanently held down by using a macro.
Are you telling me the teleport triggers if the button is pressed before the trap is stepped over? I've never tried but I doubt it.
Besides it would mean to teleport anytime a survivor walks on a trap, even if it's not immediately convenient to do so.
(I'll still try, I'm curious to see if I've missed a mechanic for several years.)
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@JawsIsTheNextKiller said:
Turning off crossplay gives you a reduced chance of cheaters but an increased chance of 4 person SWFs. If you get a lot of cheaters then its probably a good idea to turn if off because if you get a lot of cheaters your MMR is probably high enough for you to not care about SWFs.
I don't really mind SWFs that much. More often than not they are cocky and aggressive. It's way more fun to go against than cowering gen-jockeys. (And if they are not the game is over fast anyway, I'm not the one waiting in the queue for several minutes between each game.)
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With crossplay off, if you are on Steam, you have no risk of going against one of the legion of free cheaters accounts on Epic Games.
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@playhard said:
i get hacker survivor. he can hide on locker , but i cant grab him. suddenly he can get out from locker and doing gen but when I go to his location he hide again and then but I cant grab him.
Got one of these a few months ago. Reported it of course (with a video).
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2831698#Comment_2831698
If they are not turned its because they already have their camera aimed at the trap so they can control their movement better.
Otherwise it’s probably latency or just you being too slow on the teleport input
I didn't know about looking at the trap. Doesn't change the speed though.
I'm not slow and yes, I expected latency until I've seen that happening with low latencies.
If it wasn't a puzzler, I wouldn't post it on the forum.
@yeet said:
people finally realizing hag is not a good killer
She can be bullied quite easily but it's not the issue here. Looks like a bug or some shenanigan.
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@Phasmamain said:
There’s a specific way you can activate a trap to avoid a lunge if you do it on the very edge of the radius. It’s counterplay to her essentially
Yes, I know (and abuse) that. But here it's not the case. It's literally a middle walk-straight.
Also, it seems that sometimes the survivors aren't turned towards the middle of the trap.
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Mostly agree.
Just a note: native English speakers are used to short sentences. Yours are long even by French standards.
Your text may be easier to read if you cut the sentences a bit and space them.
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Solamen miseris socios habuisse doloris
also known as ...
Misery loves company
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It's a "use your brain" situation.
Most often than not, 99 is the way. The few exceptions only requires to touch the switch once.
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Easy :
_ lose a few games with this piece of junk.
_ saw survivors without hooking them
_ when you have reached the count, finish them or go take a coffee.
Isn't this fun?
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The game is balanced for beginners. They don't really need to improve to get average results. (Remember old ruin? Funny how we could get those skill checks.)
When you remove the pressure of selection, you get a lot of inexperienced players in higher ranked matches mixing with the ones who actually have a clue.
The only way to play is in a team, which is also OP.
A perfectly vicious circle.
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@Adaez said:
Most matches end in under 10 minutes before you even get the chance to do much of anything.
More than often I have games where I dont even get once in a chase with the killer.
Both sides are basically forced to rush each other and finish the trial as fast as possible which I think it takes away a lot from the fun aspect of the game ,where it feels like you dont have enough time to properly experience the game as intended.
10? Try 5. That's how long a typical gen-rush goes (300 to 320 seconds before the last gen pops to be more accurate).
Although, to be fair, I've often killed a whole team in about 1.5 minutes as Nurse. Completely their fault (and the MMR's) obviously.
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@Zozzy said:
Probably. They can force crash your game if you try to spectate them cheating as survivor so i can't see why they couldn't do this.
I still cannot put my head around this being even possible.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2831057#Comment_2831057
Sounds like a major failure in the MMR system then.
Not really. Spreading and doing gens in parallel is a trump card in a lot of maps. Skills required : basic movement, map knowledge, your usual crutch perks.
Step 1: find a gen alone, moving stealthy
Step 2: at the start of the game, wait for the killer to pass next to your gen and leave before starting
Step 3: if you are the one being found, go away from your 3 other friends (easy on comm)
By the time the killer has found one of the team, it's not unusual to have 2 or 3 gens at 50%.
By the time the chase ends, you can expect to have 2 or 3 gens popping. If they pop in serie you can be sure another one will be well on the way by the time the killer finds another survivor.
There is no real counter against that and this is even more effective on big maps.
Step 4: expect the first hook to be camped. You can simply leave with one hook or find the NOED and try a 3 man save.
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/2830644#Comment_2830644
I more or less agree with everything you said but I'm not that sure about the gen speeds. Gen speeds are nuts rn but holding M1 is insanely boring, thus making survivors hold it for longer isn't the best solution imo. I believe that other solutions should be implemented about that, like the early game collapse that's been spoken about many times, that survivors must complete before they are able to do gens, or maybe some sort of secondary objective aside from gens (like bones, but mandatory).
I specifically said it shouldn't be done by increasing the time and proceeded with an (imperfect) example.
I play survivor too and I don't get how so many players enjoy doing several minutes of QTE and leaving without interacting with the killer. It feels so lame and boring to me.
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@prion11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2831192#Comment_2831192
As a killer main it is not a problem. it's easily baited out and half the time kills the survivor instead of helping them. it's only OP in niche scenarios when they use it to make it to a pallet or window they otherwise wouldn't have gotten
Only against average survivors.
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@Clevite said:
YOu do realize escape rates taking a nose dive would lead to killer nerfs, right?
If the kill rate hovers around 50% with these perks, what do you think it would be without them?
So, in theory, it survivors have so many second chances, and viable tactics and still die at a 50% rate, killers are actually doing ok.
#########, I average 2ks a game as Trapper, what is your average kill rate?
The thing is, the kill rate is what it is because now killers mostly need to tunnel and camp. It's really not healthy for the game.
Not having to eat a DH after eating pallets in the Game or some other busted map would reduce the time pressure.
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I don't get your problem with unbreakable.
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@emodeshort said:
https://forum.deadbydaylight.com/en/discussion/comment/2830935#Comment_2830935
the thing is, this guess doesn't mean anything, because we don't have enough info (yes, escaping raises your MMR, but we don't know exactly how much it goes up), we don't know our number and we don't know other people numbers to estimate what high mmr would be. Let's say my mmr is 1500, I think it's a reasonable mmr, but I don't really know, maybe compared to other players it's too high, or too low, or average. There's too little information about ours and other players to really know for sure. Maybe a high MMR would be 3000, and my 1500 is pretty pathetic in comparison, but I would still think it's a good mmr because I don't have enough information
I hope this text made sense lmao
Irrelevant. If you have enough experience in the game (several thousands of hours) you know what good players are and what beginners are. You know how they move, you know how they play and thus you know the ballpark.
Besides, if you also get several cheaters every night, you are likely to be in high MMR.
If that's not obvious to you, it's may be because you lack experience, that's all.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2831032#Comment_2831032
Then why dont they fix it?
Good question.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2828523#Comment_2828523
Engine limitations,dbd days are numbered because of the engine limitations that makes basically impossible to implement certain things
It's the Unreal Engine 4, there are no such limitations. The server has knowledge of the position of every actor in the level and their respective status.
Verifying for illegal states isn't rocket science.
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They are not hackers (this is not what this word means), they are filthy cheaters.
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Rollback the nerf.
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@TotemsCleanser said:
Some people will defend tunneling and camping with their claws and teeth without realizing that tunneling and camping are the band-aid solutions that the devs leave untouched due to the current state of the game being absolutely awful. With CoH, hit & run and spreading damage strategies have been completely obliterated, and killers often find themselves with no other choice but to follow the one injured person unless they want to spread damage, give them all a chance to go to the boon and heal themselves, and end up with all the gens being done and a 0K, 1K at most. I've always been the kind of killer player who avoids tunneling and camping as much as possible, but lately I've found myself with no other options way more often than before boons were created. I am not the best killer out there, of course. I wasn't the best killer back then, either. So something has certainly changed, since I still play the same killer as I did back then and who has remained untouched by the devs for 2 years already (Doctor).
In my opinion, devs leave camping and tunneling as viable options because they know that, in order to make them less viable, a lot of work would be needed to balance the game. And the people who defend this choice fail to realize that, if camping and tunneling were disencouraged or made weaker, that wouldn't mean that killers would be left with no effective strategies (if done correctly...), but that a lot of work & balancing would be implemented in order to make other strategies stronger. I know that change can be scary... but if the devs wanted, it would be do-able. But they don't, it seems to me.
And I refuse to believe that anyone has actual fun when camping and tunneling, unless they are a very, very sad person. Getting tilted at a survivor BMing and being satisfied when you catch them and camp him is one thing I can understand, sort of. But actually having fun in doing that? Or doing it unprovoked? I'll take a regular match where I can actually chase people and use my power over having to stare at a survivor sitting on a hook any time, thank you very much.
Tunneling and camping (especially camping) isn't fun for anybody.
These moves obviously exist only because the game makes alternatives simply worse.
When a killer camps, most of the time he has simply given up on the match.
e.g. Huge map, low mobility, survivors spread doing 3 gens in parallel about to pop (seen though BBQ) : why bother?
e.g. Pallet city, low visibility, couldn't catch a survivor thanks to good coordination, protection hits, blurred tracks and COH, gens still popping : why bother? (Sometimes the killer DCs instead. After all he'll only wait for 5 minutes while we will wait for about 10.)
There are many other lost-causes.
The only way to fix this is to either reduce the speed at which gens are flying. That would be done not by increasing the time but by doing something like preventing to work on more than a couple at a time, or adding some conditions. One thing that VHS has right is that every player has to interact with each-other so nobody gets bored (but the game has its flaws too, at the moment)
Completely removing busted mechanics (instantaneous turn rates, hiding inside the killer, vault "tech", ...) would go a long way.
And of course, putting server-side measures to detect and ban all cheaters (subtle or not) is a must before they even try to balance.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2829952#Comment_2829952
Healing actually disables DS so they are discouraged from doing anything. I believe your definition of busted means being useful and effective. It doesn't function the same as before because now it deactivates for scratching your nose.
Since it is obvious in how it is designed now that it is supposed to be anti-tunnel but it does a very bad job about that. 5 sec stun is absolutely nothing to meta killers. When a Blight can down someone in only a few seconds after DS, only a 1-time use perk btw, then that is extremely weak perk. Killers don't even respect DS. Since it is only 1-time use, then they make sure to tunnel again to get them out of the game.
If you have to time to do something, then you are not being tunneled.
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@fulltonon said:
I feel it's very strange when people say something like "not fun for both side", like how can opponent's fun be a reason to not use a killer.
Only half of that fact is enough to answer the question. You aren't supposed to focus on the commentary part.
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I don't like to play nor verse her. Now that I got her perks unlocked don't really see myself using her anymore.
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@Sluzzy said:
It has gotten bad to worse. This is really a result of Decisive Strike being nerfed so much. It needs to be buffed so it is feared and not a small 1-time stun. It is normal for a Huntress, Nurse, Blight, or any of these killers to instantly down the person again after decisive strike. 5 second stun is so miniscule.
The game doesn't even need changed at all, just give survivor more powerful ways to deal with it.
DS still has the same function as before. It's just that now survivors are encouraged to heal instead of playing gen-jockeys.
Curiously, now that it's not busted, its rarely being used.
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As for the original post : as long as killers will only have a chance to win or even get a kill if they tunnel and camp, the situation will not change.
Deciding that kills were what counts instead of hooks may not have been the wisest idea.
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Please ignore OP and continue wasting your time 😋
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Irrational behavior, just ignore it and keep hitting the skill checks.
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@Bartlaus said:
KILLER MAIN DECICDED TO TRY MEG THOMAS FOR THE FIRST TIME TODAY. RESULTS AS EXPECTED.
https://us.v-cdn.net/6030815/uploads/E72YV98F6HUA/megprove2.jpg
Today I played Meg Thomas for the first time. I played her without any perks, items and addons in Solo Q. I mean look at their perks. They didnt use one single altruistic perk. No "Borrowed Time", no "Circle of Healing". Although I played against an actually strong killer (Twins), they didnt stand a chance against my Meg. That means Meg is OP and f*cking boring to play against. Decrease her movement and repair speed to 50% and she would be still too strong! Think about it!
The name 🤣
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It's a though one.
Removing the invincibility frames would make it an on-demand shorter sprint burst and may remove it's trump-card status against Nurse.
Removing the small burst of speed may make it a lot weaker (except against Nurse).
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2829179#Comment_2829179
The second one too😎 but yeah mainly the first
Indeed 😉
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2828895#Comment_2828895
LOL why are you talking like if I am good? Im a survivor main that NEVER PLAYS KILLER. I literally played bubba for the first time in my life, and again, -i have about 1 hour of TOTAL killer experience in the past 5 months. I AM AS LOW MMR AS YOU CAN GET.
When I've started the game, years ago, I was a killer main. Trapper, Wraith, Billy, ...
Months later, when I've started to also play survivor I've beaten almost every killer for a while.
Why? Because I may have been an untrained survivor but my experience as killer made me predict everything these beginners would try.
Experience translates.
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This has to be bait, or you have no idea how the MMR is meant to work.
The first reply said everything required already.
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Also known as baiting.
Applies to many other actions in the game.
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As killer: Dead Hard (boons are a close second)
As survivor: None come to mind. I despise Iridescent head and a few other add-ons though.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2828674#Comment_2828674
I mean, Nurse is god anyway.
@prion11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2828676#Comment_2828676
every map is a nurse map if you're good enough
The Nurse is "special" but, on a big map, without range or refresh addons, she has a serious handicap. (e.g. Mother's dwelling)
Also, maps with lots of occlusion (Yamaoka, among others) give a lot of opportunities to escape her chase.
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@JonahsTablet said:
Hello yes, I'm a survivor psychologist, Harvard trained, I'll send you the papers if you need it, I've evaluated this post and here is what I have concluded:
It's called being salty.
Harvard? You must be very good then.
I got the salt part. What I don't get is why. They went from a hopeless game with no gens, barely one save each to a game with 4 or 5 gens an about 2 saves each.
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No
Don't sweat it, it's not working properly. When the queue is too long, anybody can verse anybody. About the "glitching" : survivors crouching up and down repeatedly is usually them BMing. (If it's only once or twice, it can mean anything. This includes "hello" and "thanks".) The really bad thing in my opinion is that they can turn faster they can move (like almost instant 180, I will not get into the details as of why) and it looks unreal.
The game uses the resolution and refresh rate of your desktop.
Enjoy it while you can. Check Otzdarva, Tru3talent, Ohtofu, CoconutRTS, Zubatlel, PainReliever, Int3r4ct, ... to get more insight. Some of them have detailed tutorials.
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@Veinslay said:
No new killers so the baby survivors have to go against the grizzled vets or wait an eternity for a lobby. It's a hilarious feedback loop. The new killers get matched with multi thousand hour bully SWFs to keep their queues down, they get destroyed and taunted, and leave so no new killers
I get these guys too, with all the pain that goes with it.
The thing is, the new players, from both sides, shouldn't really verse guys with too much experience or wins; queue or no queue.
I'm pretty sure they'd rather wait more than have waited for that.
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Of course it has potential.
Without potential we wouldn't be here.
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@anonymous31337 said:
https://forum.deadbydaylight.com/en/discussion/comment/2828567#Comment_2828567
I don't know. In my case it was only ASCII characters.
Fair enough.
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Unless you care about cosmetics, absolutely not.
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@anonymous31337 said:
And if they aren't on Steam, how even fill the ID in the report?
I asked their support about it and they told me to just type cheater's username there. You can even report multiple players in the same report.
@Veinslay cheating isn't fun for survivors. And if anything it's killers who force them to ignore cheating problem. The best solution to most cheats is server side validation. Unfortunately every time they try to implement it, vast majority of killer mains protest and cry on forums.
What if their names are just a list of squares or symbols, how can you report that?