Avatar

iThe1One

iThe1One

About

Username
iThe1One
Joined
Visits
25
Last Active

Comments

  • I hear a loud obnoxious "iiiiiiii" noise from 15 meters away, I go near, press E, done, wasted another half a minute if not more of another survivor to replace it.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/304205/circle-of-healing-is-fine

    ...Boob ranges?

    Okay :).

    Also - not it isn't.

    They didn't take out the stacking from other healing perks. It's still a thing, which is why those 4-5 second heals are possible.

    But aside from this:

    • It projects through walls and floors, meaning that it can literally cover half of a map.
    • Certain positions (RPD library is the best example) are so effective that even if you know where it is, snuffing it means you fall behind.
    • Giving everyone a souped-up self care completely counters several killers, Wraith being the best example.

    COH needs a nerf. You know it, I know it, every streamer that has opined on it knows it. It's unhealthy for the meta and just rubbish to play against.

    You lost me at "It's unhealthy for the meta" but the same BT/DS/DH is fine, right?


  • @Regulus47 said:

    ...so even with the MMR that killers are complaining about, killers are STILL winning 75% of their matches? I thought this game was survivor sided lol

    Depends what you classify as "winning" for killers.

    I look at it this way, 0-1 kills = lose, 2 kills = draw, 3-4 kills = win.

  • Balanced matches, chases that last 15-30 seconds, generators being contested by both the killer and survivor, survivors actually trying to unhook and killer not camping hooks, mind games but not endless loops, ESPECIALLY NOT ENDLESS LOOPS, those are the cancers of this game, and overall just playing to win without being nasty, I want the enemies I face regardless if they're killers/survivors to put up a good fight, preferably without using the same stale perks though, it's annoying when playing as a killer you just EXPECT everyone to have DS/BT/DH

  • Sure it's not fun to play against but if they nerf them like giving them 2-3 tokens per match then they need to buff the effect radius and reduce the audio queue when near them so the killer actually has to search for them. Most times when I play killer I find the boons without even searching for them because the audio radius is very big.

  • @BigSwanginRatnuts said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728728#Comment_2728728

    Getting all the survivors to converge on one gen is a huge benefit to the killer. You can go to that area and injure a few people, chase em off, kick the gen. And know they're gonna want to come back to it.

    Also, you literally just described a worse version of discordance. Plus there already exists a couple perks to block gens, giving killers a way to just block gens by kicking it sounds like a strong perk not a base-kit ability.

    Getting survivors to play within the same general area of eachother is beneficial to the killer and makes good teamplay more important for survivors. While also leaving the option open to break off and go do a safer gen by yourself, albeit more slowly.

    The problem is that right now, breaking off from the group and doing a safe gen is the fastest way to rush gens as well. Fast, and safe.

    If you get to injure several in such a situation then those are just very bad survivors, maybe if you're huntress you'll get a surprise injure but any other killer needs to chase them first and THEN might injure one. No way you're getting several injuries in such a situation.

  • @[Deleted User] said:

    Your angry, sure, and SWFs do have advantages over killers and soloQ. But you can't just, take 4 player multiplayer away after it's been worked into the game for this long my dude. I wouldn't have bought this game if it didn't have 4 player. Lots of people wouldn't have.

    You think SWFs ruin this game?

    I think a huge smear campaign and attempts at class action lawsuits for changing the t&c and rescinding multiplayer functionality after taking people's money would hurt bHVR alot more. I really doubt that their EULA would protect them from retaliation considering how strongly they market the ability to play with your friends. Game devs have lost cases in court for far less.

    The game will still be a 4 v 1. Gameplay isn't changing, just the ability to create a party 4 will be limited to a party of 2.

    Just like how League of Legends did a few years ago when they realized they had the EXACT same issue DBD is facing now, 3-4 man ranked squads were winning way too many games so they limited it to either solo/duo queue, and even then duo queues get matched with other duo queues, they NEVER get put vs solos because even 2 people with good communication in a team of 5 can carry the game vs the other team, DBD is not that carriable by only 2 people, thus the reason why a 2 people party would fix SWFs in high MMR, much easier for a killer to hook someone when there isn't a flashlight blinding him, a dude body-blocking the hook while another sabotages the hook.

  • @Dionysus42 said:

    SWF should be eliminated. Better a good game with a small playerbase than a bad game with a larger one

    Exactly, as much as I hate it as I do play with 3 other friends, it's a necessary evil to ensure the game won't need MASSIVE changes to stomp the strength of SWFs, so the game gets to keep its identity at the cost of losing 4 and 3 man squads.

  • @Dino7281 said:

    Yeah no....

    It would be dumb to do this from seller's perspective. You want players to bring their friends. Why would you limit it?

    Read the comment right above this, information is too powerful, getting Kindred + several other perks for free without equipping them is why 4 man SWFs are so oppressive.

  • @Aurelle said:

    As much as I dislike SWF, this isn't the right way to balance it. You can't punish players for wanting to play with their friends.

    As I've said in the comment above, the problem with SWF is that 4 players basically have Kindred and a few other perks active AT ALL TIMES. That's the issue, that's why SWFs are dominating, because information in this game is literally THAT powerful, there's a reason perks like Kindred exist, game is balanced around that lack of information that you need to patch with perks.

    There's only 2 ways of fixing SWFs, either make ALL the information available to a full SWF squad with communication available by default to solos (this will require a COMPLETE game re-balance from the ground up, terror radius removed, etc). OR you remove the ability for full 4 man SWFs (also 3 man SWFs because being the solo in a 3 man SFW squad feels horrible) and just leave them 2-man.

    This will immediately improve high MMR games, it won't do much in low MMRs because even with the info, 4-man squads in low MMR don't act properly for that to matter so killers there won't see a change. However high MMR killers and solo players will see a MASSIVE improvement in the quality of their games.

  • @BigSwanginRatnuts said:

    Yes. Another face-camping discussion. It's all you see on this forum right now, but screw it. I'll give my opinion on it as someone who's played about 500 hours, with most of that time on killer. And hopefully be as unbiased as possible. The main problem is like the title says, the most effective way to win a match (for both sides) involves staying outside DBDs "fun zone".

    The problem with face-camping is that it's often the most effective way to win games. And it's boring. It's boring for Killer, and it's boring for survivors. And to clarify, I'm leaving proxy camping out of this. Using a hooked survivor as bait is totally a valid play, and is fun. Sitting and waiting for a trade to come to you, is not. I hate doing it, but often as killer it's my best option at winning.

    But here's the big issue, and the root cause of why killers camp hooks so much. Gens go fastest when they're done separately, with a -15% speed for survivors pushing the same Gen. But splitting up and doing gens separately is the safest way to do them as well as the most boring. Sitting on a Gen by yourself just hitting skill checks while the killer chases someone else across the map is boring. Many killers will even go as far as picking their 3-gen for the end of the match early on and hovering around them, forsaking the other gens. The killer can't really pressure gens that are across the map from them, especially not 3 seperate ones constantly being Gen tapped and rotated on and off of. Not impossible with the right perks and a killer with good mobility, but very very difficult to do so even then.

    So why do killers camp? Because pressuring gens is nigh impossible when all the survivors are split up on different gens blasting through them as fast as possible. There's a really easy fix to this and I hope it's what BHVR ends up implementing. Survivors working together on the same Gen should always be the fastest way to do the gens, not the slowest. There should be a choice survivors have to make. Quick and risky by all pushing the same Gen, or slow and safe by splitting up and stretching the killers pressure thin.

    Chases and eluding the killer are the fun zone for survivors in dbd. Hunting survivors and getting into chases is the fun zone for killer. But currently the fun zone is also the least efficient strategy for both sides. It's better for survivors to play safe, split up, and rush gens far away from the killer. It's better for Killer to tunnel, camp hook and wait for trades to come to them.

    If you made it so survivors had to stick around the same general area together in order to rush gens as a team, it would fix this issue and provide more interesting strategic decisions to be made for both sides. Survivors can still Gen rush, but it would be easier for the killer to punish. Killers could still camp hooks, but it would be easier for survivors to punish.

    The key isn't to punish players for being outside the fun zone, the key is to incentivize them stay in it.

    I welcome any feedback on this, especially from anyone who has other ideas on how to incentivize either side to play inside the fun zone.

    That won't solve much, all 4 will do 1 gen, you get to them, you chase 1, 3 more still do the gen.

    There's only 1 way of solving this, if more people are required to do gens faster then gens who are worked on for more than 3 seconds by 2 people at the same time will have some visual indicator on it (black tar at the bottom), kicking such a generator summons the entity to lock it for a while (maybe 20 seconds) on top of the usual effects. That way 1 person MIGHT hide to keep doing it afterwards, or they'll converge onto another generator while you chase 1 of them.

  • @Alpa said:

    Please make your MMR rank visible for each killer, and for survivor so you can gauge where you stand skill wise.

    Add a world leaderboard for each killer, and for survivor. It would be cool to try and make top 10 for Blight as example..

    Every single game I ever played in the past with a MMR system shows you where you stand.

    I brought this up with friends and we play the game quite frequently. They all agreed it was a very cool idea and would encourage more of a grind, or whatever..

    I agree but on the condition that it shouldn't be visible to others, you can't see other's MMR in no way, then I'm fine with it.

  • @Smuk said:

    Maybe you should try and swap to killer main for a week. Or play something else! Civilazation is a good game

    If he reaches high MMR he'll then complain killers need buffs.

  • @ThatOneDemoPlayer said:

    SWF is a problem, yes, but punishing people for having friends would kill the game

    League of Legends punished them in ranked, before you could go in as a 3 or 4 man, then they changed ranked to either "solo" or "duo queue" or 5 man which get put ONLY vs other 5 man squads.

    They realized the problem wasn't the game, but the amount of cooperation premade teams could have and how oppressive it can be.

    In DBD the LACK of knowledge on the survivors side is what keeps them balanced, that's why 4 man squads are so oppressive towards killers, that's why you don't just see all generator auras, all survivor auras and the killer aura as a survivor, to deny information, which means BY DESIGN the game is balanced around lack of information, but a good 4 man squad basically has all auras active at all times, they constantly make call-outs about things. They basically all have Kindred and a few other perks that solo players MUST equip in order to be useful.

    It sure sucks to not play with all your friends, I too play with 3 other friends on occasion, 2 of them are pretty much beginners when it comes to gaming in general and we still win most games because of how important information is in this game.

  • 10-15 minute queues and 4 premade squads only...no, I do not enjoy high MMR. I don't enjoy low MMR either, I was butchering the survivors within 5 minutes, absolutely boring.

    Middle MMR however was very nice, I'd make mistakes and survivors got away, they'd try to loop, make a mistake I'd land a hit, the chases were 15-45 sec long, I'd win some, I'd lose some, it was fun. High MMR makes killers call the suicide prevention line with those 2 minute loops, just to get flashlit, sabotaged and body blocked when you finally get the looper.

  • Fun is subjective, I enjoy Huntress, Doctor and Deathslinger, and that's only because they have some sort of ranged interaction with survivors, I hate melee.

  • @Sonzaishinai said:

    Poor One

    You're going to get a lot of the bitter part of the bittersweet you were talking about.

    The progression system in a nutshell indeed is pretty good. Every game is progress, nothing is ever taken away, everything is moving forward. You're not wrong about that.

    It's just that the amount of progress vs to total amount you need is a bit off. And with a bit i mean a ton.

    Oh if you want everything the grind is DEFINITELY THERE, but if you want just a certain playstyle getting said perks isn't THAT hard, and beyond that I don't feel like there is a need or a rush to get anything else. I can then just keep playing with that character with those perks while investing my BP into other characters and just unlocking other spicy perks to play with randomly.

    For example my build on survivor is Lithe, For the people, Kindred and Boon healing (I like a more support-ish role). I needed 3 survivors for that, I got them in 3 weeks, which is still A LOT of farming and around 150 hours, but compared to other games, 3 weeks to get the play-style that you want fully decked out isn't that much.

  • A buff and a nerf, buff pallet drop speed but cut down walls around pallets, that way they can drop pallets and run, but not loop around them for 1-2 minutes, that's incredibly anti-fun for most killers.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726740#Comment_2726740

    Technically you dont need anything to play the game, you can just go to a match as a perkless, addonless trapper.

    That has nothing to do with grind.

    Nevermind

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726735#Comment_2726735

    I'm sorry but barely getting a single bloodweb is not "much progress". I have 5k hours and I'm still grinding, how is this not disgusting?

    Depends on what you're grinding...I look at "grind" as something that I NEED to play the game, I've been playing for 3 weeks and I already have satisfying perks on both survivors and killers, everything I add on top of that is just extra stuff to spice things up.

    Grinding in a game like Warframe to have the best stuff feels grindy because you NEED that item to progress or to have enough damage or whatever to do something, that's not the feeling I have in DBD, sure first 1-2 weeks were bad, I felt at a big disadvantage fighting those Iridescent 1 killers as a Bronze survivor with rank 1-2 bad perks, but that phase of the game doesn't last that long, definitely nowhere near 5k hours, not even 500 hours, more like 100-200 hours depending on your luck.

  • @burt0r said:

    This game has one of the worst long term grinds in pvp online multiplayer history.

    No other game spews out so much new content and forgets to lower the costs of older stuff.

    For example champions in league of legends or operator in r6s become cheaper the older they are. Or get straight up included into the base game to compensate for the ever growing mass of necessary unlockables.

    Oh yeah, I already said that in the original post, there is definitely a grind that might have not been there when the game launched, the BP system needs a bit of a rework as well, and perks should be rank 3 by default.

  • @Marigoria said:

    This has to be sarcasm.

    "Get showered in rewards", you for real? LOL

    Compare this to a match of League or Apex or World of tanks or etc... where you don't get much progress in 1 game, ESPECIALLY if you lose, it feels like you just wasted your time (especially in League where if you lose a ranked match, you not only wasted your time in this match but also the PREVIOUS match as the ranked points you made in that match if it was a win, you now lost in this match, came out of both matches combined with nothing to show for it) , here you always get an offering to spice up your next game, or a new item/addon to play with, or a new perk to test out, or just straight up BP buff for your next run.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726688#Comment_2726688

    I would show you the mighty power of Hold W and predrop pallets.

    You'll eventually run out of pallets, you can't drop pallets for 1-2 minutes like a good shack loop/jungle gym can last, plus chasing people that drop pallets and run is more fun for the killer than just running around a frustrating piece of scenery for 1-2 minutes.

  • I wonder how the game would play out if a new 4.4m/s killer would be added BUT if he stays more than 10 seconds around a pallet/window he becomes a 4.7m/s killer, he can see the radius of that activation area around pallets/windows and will lose said bonus after 1 second of leaving said area.

  • I kinda think a middle ground is needed for Deathslinger, he needs a 28m TR and a 4.5m/s speed.

  • I don't like camping, there's a limit to how much "unfun" I'm willing to take in order to make them suffer, patrolling 3 gens isn't THAT boring like camping is, and if they're the competent teams I keep getting, camping means they usually finish 4 gens by the time that 1 person dies, that's assuming I catch that person within the first 30 seconds of the match.

  • @Predated said:

    Also, to be fair, if you count a 3-4k as a win and are willing to spend 60 minutes achieving that, but dont have fun while doing it, why are you still aiming for the 3-4k? You're clearly in a position with too high MMR, and you're just climbing the MMR, having less and less fun, taking longer and longer. If you want fun, you cant play competitively. If you want to play competitively, you cant have fun.

    This game isnt a competitively designed game, there is no competitive mode. This is exaclty why *in general* competitive games are super boring, and the most fun games arent competitive. There are exceptions ofcourse, and those are often the games that some players yearn for, but in general, this isnt the case.

    It's not about the win, it's about doing the same dirty tricks and taunting like certain salty premade survivors do, if they do that to me, I do it back in the way I've described, I'm not letting them escape even if it takes 1 hour. I hate it, it's not fun, but they were having too much fun on my behalf so now no one's having fun.

    I had teams completely ignoring gens, and just swarming me, refusing to let me hook, flashlighting me, etc. I'd eventually get 1 killed (thanks to madness 3) and then they start running and doing gens, but nope, too late for that, if that's how you want to play it, that's how I can play it as well.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/302670/1-hour-long-but-impossible-to-lose-matches-is-this-what-fun-looks-like

    Genspeeds are fine, you're not supposed to protect all 5 generators. You're just meant to slow them down or prepare for a situation where gens being gone quickly is beneficial(endgame perks like Bloodwarden and No Way Out, you only need 4 hooks to make that combo quite powerful).

    Loops being too powerful, really depends on what killer you're playing. Doctor doesnt really have loops that are too powerful. You kinda have to chain loops to outplay a Doctor. Bubba has issues with some windows, but mainly he's fine. Nurse doesnt care about loops. Spirit is fast enough to run around and hit a survivor before they are finished vaulting.

    A killer seed to reduce loops that are too powerful against a certain killer. Like, there is this coldwind loop that's basically a god pallet, and it has the chance to spawn 3 times against Legion, the killer who has by far the most issues with that loop, the most disgusting part about those loops? Well, remember how walls were raised in Coldwind Farm so stretched res users couldnt abuse it? Well, they added 4 super strong tiles where every survivor can do that now. If the killers were anti-loop, this would be somewhat fine, as the killers need to listen to the footsteps to use their anti-looping power. Against killers that have no anti-loop, this is basically an impossible task and survivors can loop that 1 loop for ages before they even need to drop the pallet, at which point, the killer is forced to break it and they can loop it again for ages before they get a hit.

    Problem is, you cant really add in a pallet block the same way a window block exists. As you can get rid of, and brute force pallets. However, there needs to be a system at play that prevents too powerful loops from spawning in against killers that literally do not have an ability that forces survivors to drop it early.

    Personally, I would love to see a high-risk, high-reward kind of area, where strong loops can only be accessed while healthy(hooks, totems and gens and chests cant spawn here for obvious reasons), as entering the area it loses you a healthstate, makes you broken for as long as you are in there and makes you exhausted. Meaning if you were to enter it while injured, you'd get downed. This area would effectively have the strongest pallets in the map, as they are resources that need to be quickly used. But leaving it succesfully reduces the exhaustion by the amount of time you have spend in that area(meaning if you're already exhausted, you could go to that area to recover exhaustion faster at the cost of a healthstate and indicating the killer exactly where you are and what you are doing). It wouldnt even be too hard to add to the tutorial.

    Holy crap you gave me an idea, you're right, window loops are to powerful, so what if, after a certain number of vaults (this will require visual change to windows to make sense, they might not be windows anymore) the killer can then "break" the lower part of the window, essentially making a door from a window, but again, survivors need to quick vault over them to "wear them out" so to speak, only then can the killer break it, slow vaults don't wear them out.

  • @KayTwoAyy said:

    @iThe1One playing to win as Killer and playing to have fun are rarely, if ever, synonymous.

    I just recently did a study on camping, and the early results were very quickly revealing that camping (the most boring thing you can do as killer) is far more effective at winning than not camping.

    As you've acknowledged, you are leveraging a tactic that is effective.
    Your issue is that this tactic is boring.

    Unfortunately, that is the reality of DBD.

    If you want to have fun while winning, you will need to play killers with higher skill floors.

    Essentially, you want to trick you brain into focusing on learning how to master the killer's ability, and have fun with that activity, rather than draw all your satisfcation from the 4k.

    Killers with higher skill floors:

    Billy, Nurse¹, Huntress², Oni, Deathslinger², Executioner¹, Blight, and Cenobite

    ¹ Personally, I find both of these killers easier to learn than the rest of the community, and find them extremely boring once mastered

    ² If you're coming from thousands of hours in FPS games, these killers offer you little in the way of "skills to master"

    Also, if you're considering playing a stealth killer other than Wraith, I suggest Ghost Face. Myers' novelty is short-lived, and Pig is laughably weak. Ghost Face is a great cross between the two, that offers a rewarding experience when learning his power.

    Edit: idk if it was said above, but doctor has a relatively low skill ceiling, which contributes to the issues you are running into. He pub stomps at lower ranks, but veteran survivors do all the laughing against him. So while you may continue to struggle against him as survivor (maybe not as much now that you're playing him), his power is not as strong as your random teammates will lead you to believe.

    I don't play like this unless I'm facing those stacked 4 premades that had too much Adderral this morning and all swarm me with flashlights and toolboxes the moment I'm about to hook someone.

    I don't play like this if I chase someone, they don't taunt and I'm not getting swarmed by their teammates...you know, hook them, I go after someone else, they get rescued, rinse repeat, the match has tempo, everyone's enjoying it, then whatever, they win, I win, don't care. But if they start being nasty then you can be sure I just patrol the 3 closest gens on the map, forcing them to 3gen and then keeping them hostage until I EVENTUALLY get all of them, or the last one escapes via hatch.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/302670/1-hour-long-but-impossible-to-lose-matches-is-this-what-fun-looks-like

    SO you won all the games but gens repair should be slowly because you want to win faster. You are very welcome in this forum

    No, I want gens slower so killers actually commit to chases, because even when I play survivor, I do 2-3 loops and the killer just moves on, can't blame them, they'll lose 3 gens if they don't. But now I realize that might not be a good change in low MMR games where players get caught much faster by the killer...

  • @Laluzi said:

    Ehh... while this is a stance I rarely take, I think your issue is that you're so focused on the 4k that you've propelled yourself into an MMR area that's beyond your skill level, and now you've entered a zone where you can only play excruciating, teeth-pulling strategies in order to keep winning. Yes, your games are extremely long, but you're making them that way.

    What you need to do is deflate your MMR. Play more chill games and you'll end up in a region where you're able to enjoy your games again, and you will gradually increase your skill as you play the game so that when you end up in this MMR area again, you'll be better prepared for it and will not have to resort to stalemate Doc. (I find that playing against players slightly better than you is a good learning experience, but playing against players who are vastly better than you is not.) Winning isn't the end-all-be-all, and if you're not having any fun with what you're doing, why even play at that point?

    Don't misunderstand me - you have very legitimate complaints, especially where SWFs and map resources are concerned, and it's 100% valid to play to 4k every game. But this strikes me as an issue with the current MMR - killers who 4k consistently using one tactic get pushed beyond their means very quickly, and their skill repertoire isn't fleshed out enough to deal with the opponents they meet at this level (especially not the 4-stacks), forcing them into even further reliance on their one stale trick because they have no room to successfully try anything else.

    I mean, I kinda agree with you there, not gonna lie...but playing more "chill" when the double flashlight + double toolbox tryhards all swarm me when I'm about to hook someone because I finally caught him after an entire minute chase around the jungle gym, constantly zapping to deny vaults and sloooooowly closing the gap, just to end up losing the game regardless, while they click their flashlights sure isn't chill. I can easily tell when there's only 2-3 premades and then I have a chance, so I don't tryhard like that in that case, but when all 4 have the same 3 perks and play in nasty ways, you can be sure that match will go on for an hour if that's how long it will take me to catch all 4 or the last 1 alive finds the hatch.

  • @KolbyKolbyKolby said:

    Odd choice to force a 3gen doc and then whine that the game takes too long. You're bringing it on yourself.

    There's not much else I can do, if I commit to a chase they'll do the last gen and I lose, because they know they need to pull me away off towards the other end of the map first. There are a few maps I do commit to the chase for a bit longer if I know the state of all 3 gens, those I can end quicker, like Dead Dawg Saloon for example, but most maps are too huge for that.

  • Easier said than done, or else killers wouldn't be complaining lol.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2725378#Comment_2725378

    You are winning your games by forcing a stalemate and hoping the other side gives up first. What's going to happen is that your MMR is going to inflate and you'll be up against survivors who'll run rings around you, and you'll be having no fun.

    Accept that you'll have to take a few losses as you learn how to chase, play games out (just...turn postgame chat off) and focus on the fundamentals. Eventually your MMR will stabilize at a region where you'll find your stride.

    I'm already facing those players, that's why I'm resorting to such dirty strategies to win.

    I can chase decently well, especially since Doctor can anti-loop, sad thing is, while I lock up their loops, I get slowed down while casting static shock, so while they can't vault, they still just run around the same piece of scenery while I make like 0.2-0.4 meters of progress per loop, taking me 1-2 minutes until I eventually catch up to them as I won't let them vault.

    Chat ain't the issue for me, after 15 years of online gaming chattering salty people don't do anything to me, I'm very much aware the only reason they bothered typing is because I pissed them off in some way, regardless of what they say. What they say doesn't annoy me, the gameplay does.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2725313#Comment_2725313

    https://forum.deadbydaylight.com/en/discussion/comment/2725319#Comment_2725319

    I've had them before.

    For example:

    • Get sent to Ironworks on Demo. Get hammered by a 3man SWF right from the get go, but eventually eliminate one and then another after they give me a 3gen. Two of them decide to sulk and play hide and seek for 45 minutes, doing just enough to avoid the crows, until I go AFK.
    • End up in Eyrie as Pig versus a 4man TTV SWF from Russia. They keep the hook at the rear of the map sabo'd and immediately run there if they're injured. Refuse to complete the final gen and instead spend half an hour meme-ing on stream with bodyblocks, sabos and a pair of boon totems (Exponential/Overcome/CoH). Basically impossible to hook them.

    That said:

    https://forum.deadbydaylight.com/en/discussion/302670/1-hour-long-but-impossible-to-lose-matches-is-this-what-fun-looks-like

    A few thoughts:

    • There are indeed loops that are a bit strong, but Doctor isn't a killer that worries as much about them. Once you have your shocks down, you should be able to contest many of these.
    • Part of your problem is likely your build. Distressing is terrible, even on Doctor - you are giving people an extra two seconds to start running. I'm not sure what perks you have available, but try something like: Jolt/Surge+Sloppy+Overcharge+Oppression, based on the perks you mentioned having.
    • If you have them, Starstruck+Agitation+Pop+Oppression would be another solid option for you. This will absolutely stomp the people that seem to frustrate you.
    • The 'no hooks' squads are very frustrating. However, again, Doctor is one of the best killers to counter these. Survivors can't sabo in Madness III.
    • Grades have no effect on your matchmaking.
    • 3gens are strong, but it sounds like what you are doing is forcing a stalemate situation. If you force a stalemate, you don't get to complain about the game being a stalemate.

    I'm forcing a stalemate because If I give into the chase they all clump up on 1 gen like flies on horseshit and they win. I don't chase more than 5-10 seconds, hoping they go into an illusionary pallet or make a mistake in a dumb loop where I can static shock them and whack them, they EVENTUALY make such a mistake, that's how I can win my games.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2725349#Comment_2725349

    Shack is absolutely counterable by M1 killers or anti-loop killers alike, and the fact you could loop people there for so long shows their inexperience and they didn't even attempt a mindgame.

    And if you're facing a 4man squad, all 3 of them will not appear at the hook. Ever. One will go for an unhook and one will take a chase while one remains on gens. If all of them appear around the hook then you're far more likely to face solos than the stacked out DeathSquad™.

    Furthermore, Overcharge vs good survivors will work a grand total of about 5 times. One for each of them and then one where they miss it through a quick check and madness. There's a reason it's never used when facing very good Squads, and it's because (no offence) the perk is dogshit.

    Then I guess I must have faced only dogshit players that somehow were missing skill checks because of madness + those perks but were also able to loop like gods, guess everyone has their strengths, but not everyone can hit tiny skill checks when you have a constant heart beat around you + a red stain on top of you forcing you to look around 24/7 as you never know where I might appear from.

  • @GuyFawx said:

    They are clearly farming you and when that happens just go open a gate or force it to end another way a skilled team should be able to do a match in under 20 min and a bad team could be up to twice that. The issue for new players is that so many perks are locked behind paywalls which is why the shrine of secrets exists in the store page. Ideally until you have a good build expect almost all losses so that when the time comes for you to start buying other characters you at least know what your getting from their perks. One suggestion id say to you for killer is getting leatherface first he can be strong and bbq perk is often one of the most used killer perks from mid to gold.

    I'm not sure who's farming who. This was my last match: https://i.imgur.com/KBhZXQQ.jpg

    Took ~40 minutes, I got nearly 8k score in each category and 3 iridescent badges, the only reason the one guy got away is because he found the hatch after an inevitable mistake of the guy below him.

    It really isn't fun though, but it's better than to chase someone that loops you for 2 minutes, and once you get him, you realize 3 gens are done and a person was already waiting with the flashlight for you to pick them up and if that fails, all 3 body block the hook...so ya, if they play dirty, I play dirty, if I don't have fun, they won't either, 30+ minute timewastes for everyone.

  • @Tiufal said:

    If you would play against good players the games wouldnt last that long, nor wouldnt they even 3gen themselves. Also grades dont equal to skill, esp. if theyre in SWF. Also you could easily adapt to this playstyle if you would try to get better instead of relying on salty gameplay. This just looks like some of those daily whiny killer threads. I guess some people are just recreating accounts to have a kind of self fullfilling prohecy going on here. Its really fishy these days.

    I'm not letting them do anything else BUT 3 genning, they eventually give up and do that gen in the distance that I'm ignoring on purpose to force a 3 gen, Doctor + maxed out terror radius + Oppressions + Overcharge, they simply can't do those 3 gens that are closest if I don't want them to do them as I just ping-pong from one to another.

  • @Clevite said:

    Damn, you got cynical fast. Lost the fun in under a month or so?

    Under a month? I wish, last week I was enjoying Huntress in Bronze, winning some, losing some, quick 8-12 minute matches, now I'm in this hell hole where I need to make the game unfun for everyone JUST to have a chance at winning. Either that or I'm assuming learning Nurse/Blight so their loops are hard, but I don't enjoy their playstyle.

  • @GoodBoyKaru said:

    You're playing Doctor, a killer who's primary power is anti-loop. If you cannot deal with loops- and since you've only been playing with the free weekend, forgive me for believe you inexperienced in the grand scheme of things- then you need to improve.

    You suggested survivors instead pre-drop pallets, rather than loop. If only you knew how strong pre-dropping truly was. It's the best survivor strategy currently in the game, and makes games even more dull because there's absolutely zero interaction on all sides. Out of the three main ways a survivor can, you know, survive- those being looping, stealthing, or pre-drop W-key-ing- looping is by far the most interactive and offers the most chances for you to one-up the other side.

    If you're facing decked out 4man squads but they cannot complete 5 gens in the time it takes to tunnel one survivor, you're not facing the decked out 4man squads that people actually fear. In the time it takes for you to down one person with a non-mobility killer will be the time 4 gens have popped and the remaining three are across different sides of the map.

    What I do concede from your post, even if you've said it indirectly, is the matchmaking is terrible and the new player experience is dogshit.

    Well seeing how I'm now just Silver 2 as a killer, you can imagine I don't have much experience as a killer. I have like 25 matches with Huntress and ~10 with Doctor.

    Pre-dropping might not promote much interaction but at least it buys the survivor time that can be quantifiable if loops were cut way shorter, currently some loops are so stupid that I literally looped a Ghostface around the shack for 3 minutes. Do you think that was fun for the Ghostface? Sure was fun for me as a survivor watching him struggle knowing my team is doing 3 gens in that time, but I doubt he liked it. Another game something similar happened with a Spirit, gen in shack, I was doing it, she came after me, my team were doing 3 other gens, I looped her around the shack for a bit, then 3 gens were done within 5 seconds of each other and then she just disconnected, do you think she had fun?

    Yes I'm aware Doctor can anti-loop, that's how I'm catching people making mistakes while I patrol the 3 gens and commit for a few seconds when I see someone.

    The 4 man squad? They all come to rescue that one guy after I patrol gens, it's pretty obvious when they're about it, so I static blast after they do that + I have spies from the shadows so it's very easy to find the unhooked person and hook them back again as I always try to bring them to a hook with no nearby loops. Then 2nd time I try to hook them they all come body blocking, flashlighting, toolboxing the hooks and don't do gens. I don't ALWAYS get the tunnel, so now I'm stuck vs 4 people on 3 close gens, it's very annoying but because of Oppression + Overcharge it's not that hard to not let them do the last gen by ignoring chases and just running around, giving them madness 3 to force them to waste time to snap out while I kick gens.

  • @ThatOneDemoPlayer said:

    Where are you finding these 30-60 mins long matches? Mine are around 14-20 mins tops

    I don't let them last 14-20, I force them to 3-gen then I keep patrolling the 3 gens until they make a mistake.