Avatar

fogdonkey

fogdonkey

About

Username
fogdonkey
Joined
Visits
2,857
Last Active

Comments

  • Unfortunately this is a wasted effort... BHVR usually doesn't listen and does things by their own imagination.

  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454785#Comment_2454785

    Camping and tunneling are NOT strategies. Tunneling and camping is like giving someone a toolbox to do a job and that person tries to do that job without the toolbox. It's pointless. I am actually starting to pull statistics of my own and on average tunneling/ camping occurs over half of the time. Also, there are no perks that help with tunneling. The false notion and misguidance that DS will help you against a killer is mind-boggling. Have you been a fair player, but not an amazing player, and used it to stop tunneling??? Yeah no! That answer is going to be no for any player who has gone up against a REAL tunneler. I have literally had teammates run in and get downed, slowing them down enough that I should have gotten away because they hook that person. No, they're hell-bent on getting me. But it not only is always me. I have also been the downed individual. Just recently against Freddy who wanted my friend. Downed me. My friend almost lost the loop until the Freddy noticed the Steve healing me. Still was not enough as we got away and he found the teammate again and then hooked them for the third time. That's not a strategy. That's not skill. And its blatant disrespect for the game and all survivors who play it. And anyone who doesn't agree... they are the tunnelers. Tunneling cannot be stopped. Camping can which is the lesser of my worries in all honesty. Also I have only ever refaced the same killer one time, ever. So that rule is literally useless and just shouldn't exist then.

    My friend almost lost the loop until the Freddy noticed the Steve healing me.

    EDIT: sorry, i misunderstood the comment. But still often survivors are responsible for tunneling.


    Original comment:

    This explains everything... That's not tunneling if you are (sorry to say) stupid enough to heal next to the killer. The killer is chasing someone else, and you start healing close to the killer, giving the killer an easy target... Then you are a surprised Picachu when the killer strats to chase you. As I mentioned in an earlier comment, in many cases the survivors are responsible for "tunneling", because they allow it or make it easy for the killer. And I am using "" because that's not even a tunneling anymore, that's the survivor's fault of playing stupidly.

  • @VikingWilson said:

    https://us.v-cdn.net/6030815/uploads/QSELX9Y7RL9J/genspeeds.jpg

    Optimally, two survivors on a gen is best, provided the gameplay of DBD and crunch time. More than two are just cherries on top. Now, those make for ridiculous speeds and I suggest that the diminishing returns get reversed, as in the more survivors on a gen, the less the diminishing return hurts.

    1 survivor - 100% overall speed

    2 survivor - 155% overall speed (rather than 185%)

    3 survivors - 270% overall speed (no change)

    4 survivors - 385% overall speed (rather than 355%)

    Two survivors nearly halving the time, while a third hopping on takes off only a handful, and a fourth just a couple of seconds is wonky. This would address the insane speeds generators can pop off and give the regular killer a bit more of a chance without having a sweatfest.

    This would address the insane speeds generators can pop off and give the regular killer a bit more of a chance without having a sweatfest.

    How exactly? You are making the repair speeds faster!

  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454042#Comment_2454042

    Maybe you dont comprehend what tunneling means or there is a plethora of meanings. With the multitude of people I play with the definition is unanimous. Tunneling is when a survivor pulls you off the hook. The killer drops anything they are doing, maybe wacks another player just to get them off of them and goes for that freshly unhooked survivor, downs them and hooks them again. And then repeat until that specific survivor is dead. Doesn't matter if you are first to die or second to last. If that is what happens all the survivors to die have been tunneled. A wild guess but you think it only applies to the first person to die on hook? Because that is severely incorrect.

    Oh... And it often happens that the unhooker hides and leaves a loud crying survivor under the hook... No wonder that tunnel happens in cases like this, the killer can see only the unhooked person.

    Also don't heal under the hook, just get away from the hook.

  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454042#Comment_2454042

    Maybe you dont comprehend what tunneling means or there is a plethora of meanings. With the multitude of people I play with the definition is unanimous. Tunneling is when a survivor pulls you off the hook. The killer drops anything they are doing, maybe wacks another player just to get them off of them and goes for that freshly unhooked survivor, downs them and hooks them again. And then repeat until that specific survivor is dead. Doesn't matter if you are first to die or second to last. If that is what happens all the survivors to die have been tunneled. A wild guess but you think it only applies to the first person to die on hook? Because that is severely incorrect.

    Sometimes tunneling is necessary for the killer to have even some chance.

    There are ways around it and survivors need to learn it:

    - do safe unhooks when the killer is far away

    - do gens while the person is on hook

    - don't unhook immediately the person can stay for some time on hook

    - the team goes for protection hits and forces a swap

  • @FengisKawaii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454662#Comment_2454662

    As of now, the Devs have no means of detecting this cheat (big suprise, I know). It 100% is cheating for an advantage. Note that it´s only useful on certain Killers like Nurse or Blight to remove their lack of FOV during fatigue and an incredibly massive buff for Survivor. Since they can´t detect it (like all the other hacks) you won´t get banned for it.

    But I guess it would be easy to implement. They just check the dimensions of the game window and if it is not the standard screen ratio they just add black borders to force the correct screen ratio.

  • Thanks for sharing!

    It is interesting to see these stats.

    Would be interesting to see if the killers you face change after MMR is turned on.

    Also would be interesting to see if the killer popularity changes per continent or if it is the same everywhere.

  • Well I was getting my ass kicked when playing Trickster and facing red rank survivors or SWFs.

    But maybe I am just not using Trickster correctly... But most likely he is also a bit weak.

  • @Brokenbones said:

    As we're nearing the release of Pinhead, I've found myself feeling quite disappointed at the sheer lack of substance on display with the next "chapter".

    To start, I don't mean to sound ungrateful - Pinhead has clearly had a lot of passion and effort put into him and I'm very glad to see it. I'm genuinely looking forward to learning and playing him.

    The lack of communication as to why the next "chapter" is essentially a paragraph really irks me though. The devs clearly know of it too because in the PTB survey they asked if not having any survivor content is a problem. If you ask me, it is. If they're so insistent on sticking to their content schedule as BHVR has always insisted they are, why are they now deciding to stagger the content like this? Why are we supposedly seeing a chapter's worth of content divided up?

    No new map, no new survivor (until the next mid-chapter if rumours are to be believed) and no clear cut communication as to why.

    To make matters worse, If the next chapter had a lot of other balance changes bundled into it, I would be more than satisfied with it but no, not even that. Very minor tweaks to Nemesis aside. We're not even getting another realm beyond update which is the main reason we had three chapters that came with no map to begin with.

    If any of this comes across as entitled or ungrateful, I don't mean it that way - I just wanted to rant about something that's been bothering me and see if anyone else feels the same.

    I don't really mind that there is no new survivor, it is just a different skin on which you need to spend bloodpoints bringer perks.

    Killer is the interesting thing, because it brings something new into the game. Both for killer players and for survivor players who will face the killer. Of course maybe many survivor players will be unlucky and not get into a match with the new killer...

  • @Pulsar said:

    I played the entire day today where I didn't tunnel and I went out of my way to not camp, as much as I could.

    I instead got harrassed and berated for over an hour for a game where I did nothing I was accused of.

    So I pose the question, if I'm going to be harrassed anyway, why should I even try to be nice?

    https://us.v-cdn.net/6030815/uploads/GZTFPED8NYWN/screenshot-20210826-031858-xbox.jpg

    https://us.v-cdn.net/6030815/uploads/84F8EETU6B8G/screenshot-20210826-031905-xbox.jpg

    https://us.v-cdn.net/6030815/uploads/W4GSY014163U/screenshot-20210826-031920-xbox.jpg

    https://us.v-cdn.net/6030815/uploads/7AUNVCG3C6RQ/screenshot-20210826-031932-xbox.jpg

    I was challenged to do this by a viewer who said I wasn't considering how other people felt and that I was perpetuating a broken system where people routinely beat down each other's mental states.

    All this has proven is that some people will find excuses for anything.

    So you played the whole day, and had one game with some mental survivors. And now you are drawing consequences based on this one game... Seems reasonable...

    Also why don't you block them so they can't send you messages if it annoys you?

    Seems to me that you enjoy this a bit and also enjoy complaining about it.

  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454010#Comment_2454010

    "In a sense" do you know what that means? Killers who choose to constantly tunnel are knowingly killing everyone's experience. and there for if its allow to continue, then the devs themselves are allowing game experience to be ruined. I cannot tell you the multitude of people who literally scream, cry (me sometimes) or break things in their own home because after getting tunneled 6 matches in a row... it really tests your anger and frustration. If they wont make it a banable offense they should fix the game to allow you to opt out of the game, when its not playable to begin with. Again, the amount of people that are defending it, shows what an issue it is.

    6 times in a row?

    Then you are doing something very wrong (you are found and downed the first in every match), or you just have a very broad definition of tunneling (and it isn't even tunneling what's really happening to you).

  • @JanelliBee17 said:

    Im actually confused, as they just buffed him like a month ago. Hes terribly annoying to face already and I often lose against him now. WTH do you mean Buff him? Get out of here with that. One was enough. I might agree on map pressure rework, but other than that you deserve nothing more. Killers are already getting buffed to much that its created an imbalance of power and favors the Killers far more... Side Note: I agree with @FeelsBadMan. Just play Huntress. And @KerJuice is right. Its the SWFs... Solos who get paired with a 3 SWF can also get screwed by those SWF lol!!!

    You just need to learn to break line of sight, hug the walls very closely, go to places with high walls. If far away, wiggle left right when throwing the knives at you.

    I faced a lot of survivors where I couldn't use my blades, had to just run and m1 them. Which took quite long and had to break a lot of pallets.

    Also when the survivor is high on laceration another survivor can come and help by blocking the blades.

  • And also with the current weird scratch marks it is sometimes quite hard to follow the survivors in the narrow corridors resembling a maze.

    So I think this map is more survivor sided.

  • @GoodBoyKaru said:

    Because the map is absolute garbagefire for both sides and should really be thanosed?

    While I don't advocate doing this for forum rules sakes, I can't actually find it in myself to blame them, either.

    I think there are some pretty strong loops for the survivors. A survivor who knew the map (used the map offering) was looping me pretty well, and there were some pretty long loops, I also noticed that sometimes even the chase was not started, so entity wouldn't even block the window.

  • Didn't fully read, but I think by targeting the same person they mean, that if you would be matched with the killer in multiple games and killer would always target the same person.

    There are 4 survivors in the game and if you are always the one who is camped, then you are doing something wrong. Try not to be the first person who is found and goes down.

  • @Tekno_Badger said:

    Here's my changes for Trickster, let me know your thoughts:

    Rework Showstopper:

    • Make the Laceration Meter fill with 7 blades.
    • Reduce blade capacity to 35 blades.
    • Change the blade capacity at which movement speed reaches 3.68m/s to 20 blades.
    • Make Main Event an Active Ability that can be held onto.
    • Allow Trickster to exit the throwing state during Main Event, without cancelling Main Event.
    • Increase Main Event duration to 20s.
    • Increase Main Event activation charges to 35 blades.

    Buff his map pressure:

    • Increase base movement speed to 4.6m/s.
    • Like with Huntress, better locker spacing would help.
    • Increase base movement speed to 4.8m/s when below 10 blades

    Rework add-ons:

    • Change Diamond Cufflinks to reveal Survivors for a stackable 2s for each knife they are hit with.
    • Change Iridescent Photo Card to only expose survivors whose Laceration Meters are 1 Blade Hit away from the maximum.
    • Change Death Throes Compilation to also reduce the Laceration Meter by 1 blade

    I am already running out of blades, reducing it further while also increasing laceration is quite a big nerf.

    Base 4.8 speed when no blades would be too fast in my opinion. The META would be to just go without knives and m1 people.

  • He should slow down only when he starts to throw the knives, not when just holding them.

  • I never could use tinkerer very well, it was going of all the time and just made me nervous.

    But of course I am not the best blight or killer in general.

  • You need safe unhooks, so it is not that bad. But probably noone will do gens :D

  • It increases the probability of rare items, but if you take into account how much extra BP you need to throw in to do the prestige, it turns out probably that this increased percentage starts paying off a bit only after hundreds of games after you reached P3.

  • Not sure about the ruin part, but kicking definitely needs some buffs. I like your idea about disabling tapping gens to stop regress.

    Maybe kicking should give an immediate damage of e.g. 5 percent, that could also prevent survivors to just tap gens without any negative consequences. However maybe it would make really hard for survivors to get out of a 3gen situation.

  • And also survivor body blocking works very well against trickster, because another survivor can go and take the blades, and unless survivor reaches the max laceration there is actually no negative effect for the survivor from the blades.

  • I played many games as Trickster, and I am completely frustrated and done with him.

    I think he is very weak against good survivors. You can't really use your blades, because good survivors will know how to break line of sight. Also throwing slows you down, so even if you manage to do some shots, you will need to catch up again. Or often you need to take many risky shots and the result is that one more blade is needed,but you just run out of them.

    Map pressure is bad, because he is slow and survivors are not afraid of him, because they know he is weak. So they will finish gens in front of you, just to lose your pop goes the weasel.

    Summary: very weak killer in 1v1 and also in map pressure.

    Why am I doing this to myself? Can I delete somehow DLCs that I already bought? I just don't want to do the mistake of playing him again.

  • @Rey_512 said:

    Trickster just has a lazy design. Barring a rework of his power, he’ll continue to hover around the state of “average to unfair in 1v1 and trash at map pressure”.

    How is he good at 1v1? I found it very hard to use blades, because survivors hug the walls very tightly,so can't use blades, or if I do, I manage to get 1-2 hits after which I need to do a few more loops to catch up. And most likely there is a pallet which I have to eat, then they run to the next tile and repeat. On certain maps there are loops with very short walls, but good survivors usually will not go there.

    But maybe I am doing something very wrong, so I would like to hear how to use Trickster well.

  • @TheMidnightRidr said:

    Trickster is fine. Buff him any more than he already is and he becomes too strong. Nerf him anymore than he is and he’s laughably weak. Unless that give a slight rework to his power, this is the best we’re gonna get.

    Do you play Trickster? What rank are you?

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2450738#Comment_2450738

    i dont think you fully grasp the extent that RNG affects this game.

    winning or losing in this game is not something that is determined by the individuals skill level, but by which side is favored most by RNG.

    how is MMR supposed to tell that you just lost because you spawned super close to Leatherface, had a fat deadzone to work with and then got camped to death right away? all MMR is gonna see is, that you didnt do gens, barely lasted in a chase and then died early on.

    and "just taking the average result" is only going to work when you have an even split of good and bad RNG affecting you, which, simply put, is an unrealistic thought.

    Why is it unrealistic? If it is RNG, it is sometimes on your side, sometimes not on your side. If it is always not on your side, then it is not RNG anymore.

  • @Saitamfed said:

    "Can seriously affect the killer"? If you use survivor instead of killer then I would believe you but a 3 vs 1 match is always better than a 4 vs 1 match. Except if you're doing a tome challenge which are very annoying anyway

    It would be a 3v1 anyway, because the survivor is dead on hook. But instead DCs, loosing pop goes the weasel and bbq value.

  • Most likely no, and as the time passes and more killers are added the chances will just further drop.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449925#Comment_2449925

    this game quite literally can not be competetive, due to exactly the point you just brought up: RNG.

    it has way too much of an decisive factor on everything that happens in it for this game to ever be truly balanced - which is exactly why i think MMR is such a horrible idea btw (because there is no way MMR could ever take this incredible amount of RNG into account to work and rank an individuals skill properly).

    RNG in this game absolutely doesnt stop with maps aswell - there are self unhook attempts, chests, spawn locations, loop setups, the Killer you go up against (technically speaking not RNG, but still nothing you have any controll over as Survivor so i count it - same with Bear Trap escapes and Jigsaw Boxes Keys btw), skillchecks, the bloodweb (for those of us who like to bring specific Add Ons / Items), etc.

    there is no way this could ever be balanced peoperly and made competetive - especially not since BHVR has acknowledged the imbalances and said that whatever happens, they will keep this RNG aspect. So at best they will slightly reduce it at certain points, but it will still mostly be the deciding factor for your matches.

    RNG doesn't matter you just need to take the result over multiple matches and average it out.

  • @ZaroktheImmortal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449716#Comment_2449716

    Exactly. Baby killers keep defending this yet they'd be crying if it happened to them.

    Try playing killer at higher ranks (I am around rank 2-3) and see how it feels that all gens are finished after a few hooks.

  • @T103 said:

    I feel like the OP’s purpose of this thread is to gaslight. Tunnelling and camping is already a divisive subject.

    Not at all. I just wrote down honestly what was on my mind. I tried to play survivor friendly, without tunneling or proxy camping, but it is just not viable, especially with weaker killers (e.g. Trickster).

  • Try to not be the one who gets chased or downed the first. There is 25% chance that it will happen to you. If it you are always the first to go down and get tunneled, then you are doing something wrong.

    Hide better or just run away sooner when you see that the killer is coming.

  • Because I like to torture myself.

  • Are you an intern working for BHVR?

    Feedback: instead of writing the whole perk description just add the delta, i.e. what you changed.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2448550#Comment_2448550

    Yeah, I heard a little about that. You're talking about the colored rings around a player's names during the PTB, right? (I put in "Other" in case someone wanted bring that or anything else up). But this is just more for fun, especially with the MMR hate as of latte. So if it were up to you, which of these options would you choose? Do you think it's fine as is, or do you want to see a change?

    I am for enabling the SBMM.

    Ranks will be used only as a monthly bloodpoint reward. In this case however there are some changes needed to how the pips are calculated. SBMM should give balanced games, so does it mean most games should result in safety pip? If so how will we increase our ranks for the monthly reward? Probably +1 should be added to the "pip result".

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/2448881#Comment_2448881

    It doesn't. But this is a public forum where we discuss many things that don't matter on a larger scale, but it can fun, interesting, or just informative to talk about.

    I see, I thought there is some important reason why you asked it.

  • Why does it matter how they call it?

  • @Sonzaishinai said:

    just came up with this and i want to hear you people's oppinion before i actualy suggest it in feedback

    It's bassicly to reward getting multiple hooks more and give survivors a fighting chance when someone dies early

    Everytime a survivor is hooked they recieve a penalty to repair speed

    For the first hook it's a 15% repair penalty, after the second hook this increases to 20%

    Some notes

    this only happens on actual hooking/caging, going from 1st to 2nd stage without getting unhooked means the penalty stays 15%

    The first penalty is much higher then the second one to reward the killers who spread their hooks out

    Whenever a survivor dies, the other survivors get a boost to repair speed

    When the first survivor dies all other survivors get a 33% bonus to repair speed, after the second one it increases to 66% to then finaly increase to 100% for the last survivor

    Some notes

    This means that quickly killing a survivor won't have as much of an impact as before as the number of charges/second the survivors can do roughly remains the same (4 survivors can do 4 charges a second on sepperate gens, 3 survivors with the buff 3.99 charges a second. When one is chased 4 survivors do 3 charges a second and with the buff 2 survivors do 2.66 charges a second.) it only starts being a real advantage to the killer after 2 people died

    What do you people think of this? Would this be good? any balance issues or ways to exploit it that i missed?

    Maybe adding default gen kick regression and increasing gen regression speed would be enough to motivate killers to patrol gens instead of camping.

  • Tricked you into playing as him... :D

  • @Firellius said:

    I learned to give up on it with Trickster, but I can still slap them as Nemesis. It depends on what killer you're playing.

    I played many rounds with Trickster before starting this thread :D

  • The other side of the story:

    @fogdonkey said:

    I tried to play nice and "survivor friendly"... But it just doesn't work. I can't afford 4 people to sit on gens. Survivors are not playing "killer friendly", they are just pushing gens without even healing. Especially these SWFs are completely destroying me.

    Maybe it is also because I play weaker killers like Trickster. Sometimes it takes a lot of time until I manage to down a competent survivor. And if they run to the shack, I am usually just forced to give up the chase, because the gens will be flying.

    Anyway... I just start to hate this game.

    I guess you should just hope that you are not the first survivor to go down.

  • @Xayrlen said:

    I mean, yeah. If you refuse to learn and get better, then this is the only way for you to pip.

    I also learn while I am chasing the unhooked survivor. What would be different if I chase the unhooker? Maybe they would be less likely to drop a pallet before they are injured but after that it is the same.

  • @ZaroktheImmortal said:

    Tunneling and camping are just poor tactics and only really effective against solo que groups rather than SWF organised groups so you'll only be really screwing over people in solo and it's hard enough to know if your team mates are competent in solo.

    Why is it not working against SWF?

    What I have seen is that SWFs are more likely to go for protection hits, sometimes even multiple survivors, so that's more free hits.

    What is a better strategy against SWF in your opinion?

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2448685#Comment_2448685

    If the survivor rushes you for any reason, they're asking to take aggro so that's on them 100%. Survivors who go for the unhook and don't stick around to take a protection hit are also to blame for the unhooked survivor getting downed again.

    It just blows when killer will target the unhooked survivor immediately either by running around the hook to hit them first or by chasing them specifically even when other survivors are trying to distract and take a hit.

    Again, anyone can play any way they want, but I always try to remember that there's 4 other people playing besides me.

    Unfortunately I still need to target the unhooked person:

    Option A: I target the unhooked guy, others will possibly come for protection hit or just stick around clicking. The result is that I can give out injury for free and possibly at least two survivors are not doing gens, and soon a survivor will be eliminated.

    Option B: I target the unhooker. Every survivor is calm because they know the unhooker was never hooked, so all 3 survivors just start to do gens. I need to deal two hits to down the unhooker which can easily take a minute... two gens done, still 4 survivors alive. The dead on hook guy possibly sits on the furthest gen, while the the others go for the rescue... And repeat.

  • I like this idea.

    However maybe the percentages should be better fine tuned. And more options listed, e.g. should it be more penalty or more bonus instead? What the exact percentages should be.

    Do you have some math behind these numbers?

  • Just to clarify: by camping I didn't mean i stand right next to the hook. I check the nearby gens and often look back to the hooked person. If I see someone is going for the save I am immediately going back to the hook and will target the unhooked person, especially if: the unhooked person is running towards me because of BT, the unhooker disappeared and all I see is the crying injured survivor.

    But I guess this a bit of the survivors fault as well. The unhooked guy should just get out from there, the unhooker should go for protection hits and maybe even go down if the unhooked guy is dead on hook.

  • It looks like they will enable SBMM during next chapter, so the whole ranking system you are talking about will get obsolete.

  • @jacindazs said:

    Can smb describe how exactly penalty for FC works? I thought killer should got less points, if he is staying 1m from hook (literally hard facecamp).

    But 28 900 points is not penalty!!! It is ridiculous.

    In this game, killer face camped all of us. Sometimes more than 30seconds. So this mean about 6x 20 sec. So 2 minutes of facecamping? And still got 28 900?

    https://us.v-cdn.net/6030815/uploads/AAMHSYMCJNNC/dtrdtrdt.jpg

    The penalty should come from other survivors gen rushing.

1 … 15 16 17 18 19 … 28