illumina
illumina
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- illumina
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298563#Comment_3298563
How do I adapt when an swf can completely delete one or more of my perks just bc they are on comms? The other day as a Freddy I was running Euduring, Sprit Fury, Hubris, and Deadlock. Deadlock did hardly anything, shoot I had two gens left and they were able to do those two gens at the same time. Completely countering Deadlock just bc they were able to talk to each other and time it that way. As for the other 3 perks I got one down with them and after that everyone just started pre-dropping pallets and playing things safe. On top of all this, they had CoH and a few green medkits. How do I adapt to this type of party when Im playing a low tier killer and not even running a meta build? Just telling someone to adapt doesn't do anything bc in a lot of cases you can't adapt unless you just want every killer to play a meta nurse or blight just in case they end up in an swf lobby. Then if that happens you just make soloQ lobbies even more painful.
You aren't going to go against very organized SWF often at all. Even so, other commentors have already said that the win ratio for killers is 50% in tournaments. Encountering those same players in SWF regular queue is going to be super rare.
I wonder how you deal with two flashlights and two toolboxes. Do you run Lightborn and Franklin's demise? If so, against SWF those are already deleted by them because they have no use for items.
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@MaTtRoSiTy said:
If you are expecting an asymmetrical game to ever truly be balanced, you may as well stop playing DBD now as asymmetrical games cannot ever truly be balanced by their inherent nature.
Is SWF strong? Well sure, IF the players are all actually skilled but the majority of the DBD community are casuals with moderate to low skill levels and any competent killer will still destroy the vast majority of SWF's.
This. I usually 3 man SWF and we get rekt all the time. Two of us are super casual who play just to play and I'm not the greatest at chases. Unless the killer is super bad, we end up losing 8/10 matches. Two of us don't bother to realize what perks the killer is using and will eat Eruption all day, one tunnels and never looks behind them during chase, gen awareness is non-existent in our group. I've played with multiple people who are super casual but fun to play with. Why eliminate something that a very low player base make use of?
OP has made multiple threads trying to push negative outcomes on survivors and defending everything killer. It's questionable on if these posts are even real discussions or not.
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/358545/last-survivor-etiquette-what-do-you-do
If there is a DC or hook suicide, I will always give last survivor hatch unless they went out of their way to BM. If it’s a normal match, depends on how the survivors played. If it’s obvious that the last survivor did nothing the whole match and was just hiding waiting for the hatch, then I definitely won’t give hatch.
If the survivors intentionally waste my time and refuse to try to work on gens, then I will intentionally slug them and let them bleed out. BHVR could easily fix this problem with a mechanic to reveal survivor who don’t touch gens, but they’ve refused to address this
What if the survivor is really good at looping and is looping killer all day? It would mean they have their aura's revealed permanently.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298129#Comment_3298129
I dont believe I used the word winning at all in my post, however if you are trying to pip up for season rewards especially in gold/iridescent a 4k helps towards that more than 3k and is almost required for a double pip and even for a single pip sometimes depending on how the last survivor has been playing.
As for my logic when it comes to EGC being 50/50, it starts with hatch spawn being 50/50 on spawning near the killer or survivor, if neither the killer has basically 1 choice which is find and close hatch, unless they are running an aura perk and know where the last survior is and can initiate chase because they are close.
The survivor on the other hand can search for hatch, if they have been paying attention and know where doors are they can instead post up near a door and play for the door escape, which depending on rng the success odds can go either way, but most times as long as the doors aren't too close together its not too hard to escape through the door. There is also the rng of chests because you can find a key in a chest or have brought one and stashed it and stealthily follow the killers terror radius to find roughly where hatch is to unlock it.
Okay, my mistake. I was using Victory and Winning synonymously. Regardless, to each their own on what a "Victory" is. I would like to know what the mindset is here. Honestly, I don't play killer. I intend to once I have them all prestige 3 so I can play around with perks and what not but I don't know what it takes to pip them. Hell, I don't know what it takes to pip as a survivor. I do know that If I spend a week playing, I can get Iri 1. That's with me "losing" more matches than I win. I'm not a great player, I can loop a killer for 5s-1 min depending on the killer and where they catch me in the map. I over analyze and it ends up bringing me to a dead zone and then I go down. Even with that, I can get Iri 1 pretty easily.
For the killer side, from my perspective on how easy it is to Iri 1 as survivor, I find it hard to believe that it would be hard to get Iri 1 as killer. Especially if you are playing killers that you are comfortable with and can control most of the matches. With that said, is it a race to get to Iri 1? I don't understand why the 4k is needed so bad that the rng of hatch is so inconceivable and needs to be eliminated altogether. If you are a casual player, I'm sure you can get Iri 1 within the month it gives you. If you are super casual, why does it even matter?
All but one of the rng's work in the killers favor besides where the hatch spawns. We have to pray that the hatch spawns close to us, we find a key in the chest beforehand (If we even look into chests AND it has to be a purple or red key), or the doors spawn across the map from each other. Even if the doors spawn far apart, if the map is open, killer can just walk a few meters and see them no problem. It's really not that easy to escape through the gate.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298020#Comment_3298020
The one issue with your statement regarding the bleedout timer is that there is a limit as to how much time is available. Even with max stacks of STBFL there is a 1.5 second cooldown before pick up so between 1 and 2 seconds of bleedout will happen with each down.
So what that means is if the bleedout timer is mostly expended already the killer can only do it a few times at most and the other survivor can keep track of where the killer is and hide accordingly. If the killer does it early in the bleedout with wiggle outs and multiple downs it gives plenty of time to try and get the last 1 or 2 gens done.
Hatch in itself is problematic, I will explain why. There are essentially 3 different outcomes in a match:
1. Killer dominates
2. Fairly close/even match
3. Survivors dominate
Ok so hatch is reasonably fair in scenario #2 it creates a chance for the last survivor to escape and I would consider it about a 50/50 for hatch or door overall in this scenario. As hatch spawn is rng, door spawn is rng on most maps and on the ones its predetermined I still say 50/50 because midwich/the game favors killer and lerys/rpd favours survivor, and overall it averages out.
In scenario #3 there is no penalty whatsoever when survivors dominate a killer, there is a literal point in the game when the killer has 0 chance of winning and has to accept it. I will come back to this point.
In scenario #1 when the killer is dominating a match that should be 90% in their favour, turns into a rng fused 50/50 for the last survivor. This isnt really a fair system which is why you see killers slug for the 4k to avoid it, they are literally punished for playing well.
Now lets go back to scenario #3, imagine in that scenario when you try to go out the gate there is a 50% chance all survivors would get teleported back into the map in an injured state and broken and you have to try and get out a second time with that single health state, I would bet you'd think that was pretty unfair having your victory snatched away from you.
So it's only considered a win if you kill all 4 survivors? Is 4k the only goal here? I can reason with it if it's an achievement or some sort of challenge to get but I would bet that most people here would agree on killing 3 survivors is a win. 4 is the icing on the cake. For survivors, to each their own on what they consider a victory. If I did most of the work and I escape, I would consider that a victory. If it's a close match and at least 2 escape, it's a win. If we get dominated and one person escapes, it's a loss.
I can't get with your logic either. The ONLY thing that is in favor for the survivor in hatch, outside of offerings, is the rng of the hatch. Even with the offering, you can see if someone burned something for hatch spawn. The only other thing to help with hatch is key, which not very many people carry, or a perk which is a waste of a slot. Once hatch spawns, if it's not next to a survivor, favor goes to killer finding it because survivor has to both avoid the killer and find hatch. One scenario is rng to escape while your scenario is playing the match all over again but with a severe handicap. It's not even a role reversal or equal comparison.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297432#Comment_3297432
I think they’re trolling you. There’s no other explanation. Lol. Look at their latest response to you.
I got a warning from mods for saying same thing...
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@Volcz said:
I find that perspective is very different from killer to survivor. Both sides I play.
I played a match on Crow as survivor, versus Clown. Did 3 gens while my teammates all got in chase. I saved 2 of them, and we were down to 1 gen. But 2 of my teammates had died already while I hadn't been chased once because killer stayed on 1 side of the map and focused on the others. No gen defense or even terror radius near me. Just stayed on the side by shack.
I start working on the last generator, Claudette comes over to me injured and motions for a heal, I say no lets get this gen progress started in hopes of 1 of us getting out. Terror radius starts so I get off the gen and proceed to start running through the main building, Claudette following me, trying to alert or get the killer after me. Was clear she was mad at me for not healing but I wanted to grab chase while she stayed on the gen. Again, trying to focus on 1 of us getting out whether it was me or her. She didn't stop following me and as I got to a doorway, I decided to stop and block it. Killer shows up right at that moment, sees me blocking the doorway, downs her, chases me, hooks me eventually, and then gives her hatch.
To me it was odd, since I was the one progressing the match or trying to play it out. But the killer showed up to only see me blocking doorway so in his eyes, I was the bad guy.
Anyways, I try to always get gate as survivor. I'll accept hatch if it was very clearly not a fun game for the killer or I and they insist. But in those matches, I usually stop caring about getting out or being hooked. Most killers aren't going to be nice or considerate, better to just accept that and not think too much bout it.
As a killer, I do give hatch but its rare. I typically try to give it to someone who played well, tried their best, didn't give up & just had a lousy team. If its a good game though where everyone is playing well and I manage to kill 3, I will usually kill/hook the final survivor as well just because it was 'earned' IMO.
But again, perspective is very different survivor vs killer. Where I might think someone did very little, they might have been the ones who progressed the match and been the reason why the match even got to the point it did. Sometimes hard to judge, but I just make my best call and go with my gut feeling.
This, pretty much. That's why I want to know how players deem that certain survivors are invisible or hiding throughout the match. I've been in several matches where I'm trying to complete objectives but the killer happens to have their eyes set on other targets. I end up being a survivor with 0 hooks but get judged as selfish.
Now I don't really care about being given a freebie and can't tell you how to deem someone hatch worthy but unless you have concrete proof that a survivor is locker hiding and not contributing, you're just making unverified assumptions. If it's to make you feel better then have at it but it doesn't "clear tension" when the survivor getting the freebie is possibly the one that didn't contribute as well.
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Having a hatch in the game suggests that the last survivor alive will have a chance to escape. Slugging 1 of the last 2 survivors so that the killer can 4k takes away that mechanic so how it is playing as the game suggests? Bleed out timer can be extended for however long the killer decides. About to die? Pick up survivor. If they wiggle free, just down them again and pick them up. If you think the other survivor is working on a gen then just go kicking gens then back to downing the survivor. A match shouldn't be drawn out to that extent because a killer decides that they don't want a mechanic to trigger that was put in for the last survivor.
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@Archimedes5000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296110#Comment_3296110
Hatch is there and it is the reason you get slugged genius. No one would slug if killing a survivior in 1v2 wasn't a risk.
I'm not saying hatch should be removed, but blaming killer for playing as the game suggests is dumb
You're not saying hatch should be removed but advocate for killers to play like it shouldn't even exist. If it was playing the game as it suggests, why is there a hatch to begin with? The hatch suggests that if there is 1 sole survivor left, then they have a means of escape because getting the gate opened is just near impossible.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297869#Comment_3297869
I can generally tell, as I tend towards heavy info and aura reading. If you're basically invisible all match or doing the 'locker hopping while avoiding AFK crows' - I'm going to make it a sidequest to end you.
It's also fairly obvious when an 1800 hour Meg gets put onto a team with a 200 hour Ace and two 60 hour Dwights. That Meg will probably get hatch or gate if she survives that long.
Can you clarify? What is this "heavy info"? Like I said, I run distortion and a majority of matches it never stays at 0. If I'm doing gens, rescuing survivors but just so happen to never see you because you are in a different chase then what is this information you are using to determine if I'm invisible all match or not?
We are deemed to be bad teammates if we don't purposefully run to the killer to take a hook if everyone else is at 2 hooks, is that it? There is a post about tunneling and camping being "legal" tactics and so people should stop complaining. Then we're told to "git gud" if we can't forever loop. Avoiding killers while still trying doing objectives and trying to survive is legal tactics. So on this basis, I would be someone you would "end" because you haven't seen me all match and I don't willingly put myself in front of your face?
Again, I would like to know what information you are using to determine what you do.
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How can you effectively say that you know what the 1 person is doing though? I've had matches where I've completed couple gens, rescued other survivors and still be at 0 hooks. I've even had matches where I've intentionally ran to the chase to try and take chase off but the 1-2 hook injured survivor is the juicier target so I go and recover and work on gens again. So how do you really know who is "hiding" and not doing anything?
It works in the killers favor if all survivors are trying to be altruistic because then no one is working on gens. In solo q, with no aura reading perks, we don't know who is going for saves and who is working on gens. I run distortion so killer's can't see my aura either. So it sounds to me that your decisions are based off of assumptions, emotions, whims. Which is totally fine because you get to decide how you want to play. I just would like to know how you figure which survivor is the dead weight.
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I'm all for a "Off yourself" option being available if there are two survivors left. Out of 10 matches today I have gotten 8 sluggers. Dev's put hatch in the game for the last survivor but SOME killers decide that it shouldn't be there so they take away the option. I'm all for taking away the hatch as well so that survivors won't play locker tactic but something should go for killers as well then. Someone posted a video in another thread of a killer stalemating a game for over an hour with gen regression/slowdown. You expect 1-2 survivors to be able to do that even if there was 1 gen left? Be real here. With 1-5 gens left and two survivors, it is near impossible to finish that.