kyogul
kyogul
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People really need to stop making this about Spirit.
It's now another useless perk that no one's going to use. Instead of reworking Stridour to have some other useful effect (even if it doesn't synergise with Spirit anymore), they made it useless across the board.
On top of that, they now made a survivor meta perk that's ran almost every game even stronger. Iron Will basically grants invisibility to all killers when injured. And considering how broken sounds are in this game--like the many inconsistent times you can't hear foot steps or silent slugs--you now just gave survivors the ability to be invisible and killers have no counter. Not even Freddy who has add ons for it. This effects more than just Spirit.
People want to ######### about Stridour Spirit but act like survivors getting invisibility for being injured is a good thing? Them getting a reward for getting hit in chase, something that is not a goal to happen? And killers getting yet again punished for performing well in chase?
Weird.
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@Angelicus23 said:
I would not blame people using stretched after the disaster of optimization of this chapter.
However, I do when is resolution like 1x1080 and it's not about optimization or making the game more fancy
you mean 1:1? It doesn't make the game look fancy. Somewhat makes it look worse
Although I will say a vast majority of people who judge stretched res and haven't tried it personally get a misconception based off of seeing it on vids/stream. It looks significantly worse there, but not much different from native in terms of quality in person
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Yep there are Fog Whispers with it, which gives an indirect approval that BHVR sees it as fine and not bannable
In regards to it being "cheating" and subsequently bannable: it gives an advantage in some instances, not all (i.e. not all let alone most maps; the jungle gym walls and so on are too tall generally and you can simply look upward to get a view of the killer in junk tiles in more open spaces), it's as much as cheating as uncapping your FPS, which is what a lot of pc players do which gives much more of an advantage in terms of performance.
The game was designed to be played at 60 fps maximum and it was locked that way across all platforms
And if anything, uncapping fps is the cheat since you have to edit game files to do it. Stretched res doesn't involve editing game files
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2333312#Comment_2333312
Small Game tells you how many totems are cleansed and helps you find them.
And this is a problem on multiple fronts.
One, it discourages this notion that everyone should be doing all totems. It's already been explained that without perks this is not realistic to do every game in solo queue.
Two, it basically it's not encouraging this alleged teamwork that's supposed to be going on to do totems and instead one person is doing the majority, if not all five.
NO ED is only a problem because there is no totem counter for survivor. There is absolutely nothing wrong with making it a basekit feature to tell survivors how many totems are left, simple as that.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2318916#Comment_2318916
The Killer had to use a Perk slot for the Noed? The problems with SWF (which are many) are irrelevant here. And I manage to cleanse an average of three Totems a game without using a Perk at all.
The problem is that you never know how many totems are cleansed. This whole expectation of what survivors "should" be doing is a false reality.
On top of that, there are many realms in this game where totems are difficult as ######### to find without aura-detection perks/items. Swamp, The Game, Léry's, Midwich, RPD, Lab map, Dead Dawg Saloon, and even more.
You can very easily go an entire game without even seeing a single totem because of how well-hidden they are on some maps.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2332409#Comment_2332409
PS4. Same here. This was the first one that was bugged for me. But it's 100 percent bugged for sure. 6000 less shards, no blood points.
it COULD be a platform issue, but I may be wrong. I can only speak for my experience on PC but I've had absolutely no issues.
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Is it a platform thing? Because I'm on PC, have bought all the perks from shrine multiple times since the discount, and haven't had this issue
I always get all of my bloodpoints so far.
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To all the people saying all realms aren't survivor sided: I'm pretty sure the point was that the majority of maps are survivor sided. Which is right. Let's break it down:
- Coal Tower = balanced for both sides
- Groaning Storehouse = heavily survivor sided
- Ironworks of Misery = moderately balanced
- Suffcation Pit = killer sided due to how easy it is to do a 3 gen
- Sheltered Woods = I'd say this is killer sided due to how bare the map is in terms of resources, which negates the survivor benefits of the map being large
- Azarov's Wrestling place = same as above
- Blood Lodge = pallet lodge; survivor sided generally
- Gas Haven = extremely survivor sided
- Wrecker's Yard = due to it being a small map, killer sided i'd say
- Wretched Shop = moderately balanced I'd say but potentially killer sided to a smaller degree
- Fractured Cowshed = extremely survivor sided
- Rancid Abbatoir = I'd say somewhat survivor sided but I don't think the rework is enabled so I'll omit this
- Rotten Fields = is this map enabled? not sure but omit because of uncertainty
- Thompson House = disabled so omit
- Torment Creek = somewhat balanced on both sides, although the size gives a huge benefit to survivors
- Disturbed Ward = balanced I'd say
- Father's Chapel = survivor-sided
- Haddonfield = survivor sided
- both backwater swamp maps = I think they suck for both sides in different ways so I guess balanced
- Léry's = I'd say killers generally benefit from this and there are really no gains from survivor from this map
- Mother's Dwelling = size makes it survivor sided
- Temple of Purgation = size makes it survivor sided
- all the Badham maps are pretty survivor sided I feel, some more than most but none are killer sided from my pov
- The Game = used to be somewhat killer sided, now the best survivor map
- Family Residence = balanced map for both sides
- Sanctum of Wrath = survivor sided
- Ormond = survivor sided
- Lab = killer sided
- Dead Dawg Saloon = killer sided in every way except the main building
- Midwich = I think this map sucks for both sides generally so I'd say balanced.
There are explicitly more survivor sided maps in this game than killer sided ones. There are very few killer sided maps.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2204986#Comment_2204986
Sorry, rushing gens is a strategy. It ruins your fun because the game ends so fast, but still, I win easier by doing it.
Sorry, something being a strategy doesn't automatically render it ok. If you personally find it fun to be face camped 10 games in a row, I won't believe you. You never play survivor if you say that, or not enough survivor. I used to be like you. I was a killer main and I used to think camping and tunneling are ok. Decided to main survivor for a week to see how it feels. Oh boy, it is ATROCIOUS. I feel like DCing every game.
I mained survivor for most of my hours and now I main killer and personally I don't have that experience.
As killer, there are many times when camping and/or tunnelling is the smart play. Especially when you're not using regression perks that's basically what you're prone to doing anyways.
Tunnelling also many times is survivor-induced, i.e. the unhooker immerses and the killer only sees the unhookee. Even in other situations if I see a teammate is being tunnelled, I take protection hits for them. Tunnelling can be prevented to many extents if the team cares, and almost none of my survivor games the teammates don't care if another survivor is being tunnelled even when you can see now someone's hook stages to clearly indicate that.
As survivor since realising this after my experience in killer, I'm less tilted about it and even though it is annoying to get camped/tunnelled, I can acknowledge when it is the right play.
The discrepancy in the roles here make it where you cannot account for everyone's fun as everyone has their own definition and the roles encourage you to do things they don't like. Survivor: rushing gens. Killer: rushing kills.
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@The_C12H15NO2 said:
I've said it before, if you hook suicide or DC b/c you're facing a killer you don't like, you need to uninstall the game. All you're doing is screwing over your teammates. We all have a killer or 3 that we hate to go against. But when our team just ditches we don't have a chance figure out better counter play. Uninstall if you're too afraid to play.
"You need to uninstall the game because you're playing it in a way I don't like"
No one is responsible for another person's fun. It is so god damn lame when people get on a moral pedestal on DBD when it's a game.
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@Luciferr_2nd said:
There is always a random bug with every patch, so no its not really exaggerated.
I remember the stuck in hill glitch, the p3 trapper mask being default, the iron chuckles mask bug, the desync, all of twins bugs, the killer pov stance at start of match, the loads of keys in chests bug, these were just the ones that came to mind first.
People really have unrealistic expectations of DBD. There is no such thing as a perfect game or perfect patch, every game experiences it. People really think an indie-esque size company is supposed to pump out the quality of something like Blizzard as if they as players can do a better job, which they can't.
@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2204109#Comment_2204109
DBD is bugs first. Game second. It is sometimes physically impossible to tell if something is a bug or intended.
Guess I'm more than fortunate to not have that experience. And I really doubt others are experiencing it as badly as they make it out to be. Like of all the content people supposedly have to showcase DBD being broken, most of it is just BS hits due to ######### internet connections.
@ohheyitsbobcat said:
I think some people do but overall not really. I think it's more just bad luck for some then anything else. Some people don't see any bugs, some people get all the bugs and some only see them occasionally. I'm in the occasional bug range though most of the ones I see aren't game breaking and are more just lobby things.
The worst I've experienced are missing hits because of aim dressing and ones that effect everyone like the desync and hill glitch.
The only thing that comes to mind that was bad enough to be worth malding over was the twins chapter. That was legitimately horrible. The pallet stun bug wasn't great either, but the game generally is a pretty smooth experience I'd say if you have a decent internet connection/ping.
@Boss said:
One look at hotfix patchnotes tells me the amount of bugs is not exaggerated at all.
But also one look at the forums tells me how much people can sometimes blow up a bug that's not of any major significance.
Like I was saying above, no game is perfect, and people expect Blizzard quality from BHVR when they're still an indie company in general and especially in comparison. People hold this game to unrealistic standards.
Almost all the bugs I see on patchnotes are so niche to activate that the average player is never going to run into them. Major ones that affect general gameplay are not that common in my experience. People definitely blow it out of proportion
@Ivaldi said:
We call it Bugged By Daylight for a reason. Prime example, just look at the Twins DLC release.. the ENTIRE update was broken from the killer, to flashlights, to maps.
It's gotten to the point that DBD not being bugged is a miracle.
Doesn't seem like much of a popular term for DBD; scant results and most of it is from Yerv's series.
Like I said above, Twins chapter was horrible, sure things were even worse in the past, but generally the importance of bugs are pretty exaggerated by this community. Almost all of the bugs listed on patch notes require extremely niche situations to activate and don't affect general gameplay like desync hits or broken pallet stuns.
@Squirrel_Thicc said:
No, bugs in this game are not exaggerated. This is the most buggy game I've personally ever played. But my main issue with the bugs is how long it takes the dev's to fix them.
Can't say I relate. I've played buggier games, and DBD isn't buggy generally in my experience. People really do hold DBD to absurdly high standards and act as if the company is the size of Blizzard or that they themselves are better developers and can do the job better and faster.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2204230#Comment_2204230
"doing gens, you?"
That Claudette is the most iconic and savage person in this community and no one is going to tell me otherwise
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Why are you using a video of a guy playing trapper not using his power on Fractured Cowshed, the most survivor sided map in the game?
A killer not using their power is like a survivor trying to loop without vaulting and/or not dropping pallets.
If you chase someone that long then no amount of bloodlust is going to help you. You have bad time management and are a bad killer and can't blame the game being busted.
Stop living vicariously through streamers and play the game and make your own experiences and opinions. The fact that you lacked the knowledge to to assess the context of this video showcases you need to gain a lot more experience before complaining about how bad killer is.
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People really need to stop the Self-Care hate bandwagon. It's not a bad perk. Stop assuming everyone who uses it is a rank 20 Claudette who refuses to do anything until she's fully healed.
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I love Enduring and the pallet bug made killer significantly less fun because it rendered Enduring next to useless
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2198767#Comment_2198767
You do realize Nurse wasn't designed around current dbd, right? Nurse was made when we still had insta-heals, instant generators, pallet vacuum, no entity blockers, infinite loops (which are returning with breakable walls), double pallet tiles, fast vaulting from any angle, amongst other issues. If you look at how ridiculous the game was when she was created, her design is fine because there was a stupid amount of resources for survivors. Is she unbalanced for current dbd, maybe. But considering how strong swf is, I don't think she should be changed until swf is addressed.
swf isn't the issue. map sizes and potentially gen speeds are
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Legion doesn't need a rework; just some tweaks to make him nice to play without add ons like Wraith.
- Stolen Sketchbook needs to be basekit
- Frenzy Fatigue should be at most three seconds, minimum two seconds.
- You should be able to activate frenzy even when the bar isn't full
- Similar to Blight's rushes, each successive frenzy hit increases his frenzy speed
- M1 attacks should not deplete Frenzy bar
- Make mended actions count as healing actions. This would benefit other killers besides Legion, such as Deathslinger.
- Remove pallet stuns deactivating frenzy. It's dumb that Oni gets to keep his power when stunned but Plague and Legion lose theirs when getting stunned.
- A lot of Legion's add ons simply need to be reworked and he in general needs an add on pass. 3/4 of his add ons are useless. Bring back his frenzy speed add ons, change Fuming Mixtape to be useful (like survivors are oblivious until they exit the mended state via frenzy).
- You should be able to see scratch marks in Frenzy. Every other killer gets to see scratch marks when they see killer instinct but Legion doesn't--wth?
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There are some players who are really good at Trickster and showcase he's not even anywhere close to being as bad as people make him out to be, and this is even against competent players and sometimes even comp players.
People said Twins were dogshite until people got a little decent at them and they went from the worst killer to being in minimum B tier in most people's lists. The same is going to happen to Trickster
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@aurum_exe said:
Sounds like you're making it an issue of skill here, implying the killer isn't doing well if they "gave you all the time" to do generators.
@kyogul If a killer spend more than 160 seconds in one single chase, he isn't doing good. I'm not saying that is a lack of "skills" but, usually, if you spend more than 30 seconds in a chase, and you aren't able to give at least one hit, leave the chase. To me, that is a giant lack of "game understanding" skill.
Obviously doing objectives as survivor is not toxic and you're aware of that, but as another user said, I don't think you're cognisant of the core subject of the complaints they're making.
I don't agree, but ok, i respect your opinion. If they simply state "tryhard genrushers... the only thing you can do is hold M1!" i cannot imagine if there's an hidden meaning of it. But, if you was in a chase for more than 160 seconds, what do you want from me. Of course i hold M1 because you never came at that generator to stop me. Playing killer isn't only "hook survivors" at all costs and take out of the game one of them as soon as possible, to gain a little bit more pressure. There is also "Deviousness" as objective. Playing killer, i understand the difficulty in some maps. I understand that. Perfectly. BUT, i never complain in end game chat. I take the loss and i move on. But showing your toxicity, because we "gen rushed", i think it's stupid.
Your point about overchasing wasn't clear in your OP. You were simply talking about how if a generator got done the killer "allowed" you to do it, implying some sort of bad play on their end when there are many scenarios killers encounter where it has nothing to do with their decision making; it has to do with map RNG and spawn RNG. Sometimes the items people bring in. It was obnoxious a few weeks ago when everyone and their mother was bringing in BNPs every game to do one of the challenges in the rift; you sometimes even saw two or more people bringing it in a game. I remember I had a swf bring in four BNPs with the best toolboxes. Gross.
I also am not agreeing with their insults, such as "can you do nothing but hold M1 all day?" / survivors being toxic for rushing objectives. Can it be annoying? Sure, but that's a personal problem, not a game problem.
I want to say it doesn't make sense for killers to complain about genrushing but you also have the flip side where survivors will ######### at you for camping/tunnelling or "kill" rushing so to speak. Again I'm not agreeing with what those players said but I can understand the frustration. Survivor players get community support more to complain about a bunch of things whereas killer players have to endure more. As hexy said recently, it's like survivors are praised for rushing their objectives but killers are disrespected and insulted for rushing theirs. You 4 man slug? You're probably going to get a lot of complaints. You camp where it's necessary? You're going to get called a camper and how you suck if you have to do that to win. You tunnel? Same thing; if you have to do it you suck. Not that survivors never get complained at, but survivors are significantly more prone to being commended for genrushing than the killers are for the equivalent actions. There's just not much room for killers to complain in general and be taken seriously because it's more prone to getting shut down.
This doesn't mean any particular player is "oppressed" or whatever but that's just how the game is, naturally so because there are more survivor players than killer ones.
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@aurum_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2199119#Comment_2199119
Did i said in my post "I'm the best because i can hold M1 for 80 seconds?". I don't think so. Let me read it again... mmmm... nope. I didn't said that. Can you please elaborate where, in your opinion, i state that "i'm inflating my ego because i'm good at pressing M1 for 80 seconds"? It doesn't seem like i have much experience. Well, 4300+ hours aren't enough for you? Ok, i will tell you when i get to 6000.
I'm not saying that the person to the other side is "childish". All i'm saying is that "the excuse" they are using IS "childish"... and i'm sorry for your opinion, but yes... it is "childish".
I will post the screenshots when i will face another one... and... nope again. They aren't green at all. I'm talking about only Red Rank killers here.
If i was able to "genrush" you, is because you gave me all the time to do it. Ez.
Sounds like you're making it an issue of skill here, implying the killer isn't doing well if they "gave you all the time" to do generators. In general you're being accusatory and blaming them when there are a number of situations where RNG can ######### you over heavily and there is nothing within their power that they can do unless they're Blight/Spirit with good add ons/Nurse. Someone with your amount of hours should know that. Try playing a killer like pig or trapper on Groaning Store House without Corrupt Intervention and you have survivors with two duo spawns across the map and let me know how capable you are of preventing those generators from getting done. You're going to lose minimum two generators before the game is even five minutes in.
Obviously doing objectives as survivor is not toxic and you're aware of that, but as another user said, I don't think you're cognisant of the core subject of the complaints they're making.
You know what the irony is though, people who complain like that I'd reckon are more prone to bringing ruin, which is encouraging people to sit on generators.
Also I'm not accusing you of lying. I'm simply saying I don't relate to your experience.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2199137#Comment_2199137
There's a lot of maps that are awful for killer but I think a lot of killers are just too happy go lucky with their chases. You SHOULD be defending a third or half of the map that has 3-4 gens on it and not getting baited to run around the whole map.
They don't have a plan, they just run from chase to chase. All over the map, leaving gens undefended and allowing the survivors to split up.
Yea don't get me wrong, there are some errors in killer's playstyles definitely and there are strategies the killers can use to win a game. But if the survivors are decent and they want the generators done, they will get the generators done unless the player is exceptionally good, the rng is in the killer's favour, and/or they're using a strong killer.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2198855#Comment_2198855
Just because someone has an opinion doesn't mean they listen to "x streamer" too much. They can have their own opinion. I don't even watch hexy or true. And i agree gen speeds are too much. Especially if you try not to tunnel, slug, camp. Unless they're just not doing gens. You cannot get 12 hooks by the time 5 gens are done.
There are way too many maps on this game that are horribly survivor-sided where it just makes the game easy mode for survivors. If survivors want generators done and they are decent, you are going to have a hard time unless you're a A/S tier killer.
Sanctum of Wrath, Fractured Cowshed, Groaning Storehouse, Mother's Dwelling, Temple of Purgation, Gas Haven...the list goes on.
There are so very few killer-sided maps in this game in comparison. Killers are playing in a survivor's world.
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To the OP: It doesn't seem like you have much experience in the game if you're speaking like you do. And I say that because gen speeds in many scenarios has nothing to do with the survivor's skill let alone the killer's; it's based on RNG. The map plays a huge part, as well as the survivor spawns. I literally just had a game as Freddy on Gas Haven, a very survivor-sided map, and I was using Discordance. Not even ten seconds into the game two generators were activated by the perk, indicating a duo duo spawn. As Freddy I could somewhat manage that, but many other killers are too weak to in terms of mobility and/or lethality. By the time I get across the map to even get to one of the two generators, one is already half way done and they both would equally have the same progress. I initiate chase with one of the four survivors doing generators. I'm going to lose at least one generator by the time I end chase and there's nothing I can do about it. If the third survivor is smart they were sitting on the generator while I was chasing the fourth survivor. That has nothing to do with skill of me as killer nor them as survivor; it's purely RNG. That scenario can apply to many maps in this game like Groaning Storehouse, Sanctum of Wrath, Mother's Dwelling/Temple of Purgation, etc.
It's one thing to justify genrushing and simply saying you're doing your objectives as survivor, which is true. But it's another to act like you're better than the killer inherently because you were able to do so. Holding M1 on a generator does not require skill, so stop gassing yourself up. You talk about others being childish but here you are getting an ego because you held M1 on a horror-themed action game.
I've also personally have almost never had a killer complain about genrushing to me in end game chat. The last time that happened to me was when I was playing in a swf in green ranks when I was relatively new and a killer facecamped one of my friends because we did two generators in a relatively short period of time. Stuff like that hasn't happened since.
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@Progamer888 said:
https://forum.deadbydaylight.com/en/discussion/comment/2196434#Comment_2196434
The things is, healing its already a waste of time, since what survivor should be doing are two things,
1) wasting as much time as possible, which what you said it's right, being healthy make you waste a lot more time than being injured but this statement get destroyed by the other things that survivor should be doing.
2) capitalizing on the time that other are wasting, aka repairing gen, basically that's the situation where the fact that other it's wasting time will pay off, ideally there will be three survivor on three different generator while one of them it's being chased, so a decent killer can hit a survivor in 30 second which means he will down them in 60 second ish now if the killer for example hit you before but then leaved for whatever reason, this will leave you three choices one, you use self care, and stay useless for 32 second, two you try to get healed by a teammate (which it's unreliable) and will potentially make you waste 16 second each, plus you could get interrupted. Third option, you stay on gen and pressure the killer, this's simply the best strategy you don't waste 32 second, and you use them to make progress on your only objective, this's why med kit are so powerful, you can heal yourself in a relative short amount of time, without bothering your teammate that are doing gens and one/two heal are enough for all the game considering you will not be just injured and left (unless it's a legion, but why the ######### would you heal against a legion) the only acceptable time to use self care it's when your on death hook, and even then you will either die if your time It's already in a bad spot, or if your winning a teammate can heal you a lot faster.
That's the simple reason why self care it's just a bad perk, there are more useful healing perk, an item that's 100000000 times better than self care, and staying injured it's the majority of the time a better strategy.
Didn't see this post at first when I replied so it's going to be separate.
I heavily disagree about healing in general being a waste of time. There are many instances where it's not optimal and/or even necessary (Plague, Legion), but healing in general is a benefit.
You're only stating specific scenarios about how Self Care would be bad to use as if that is the general scope of the game. As I've said before medkits are preferred so I'm not sure why people are acting as if I'm stating Self Care is better, let alone on par, with a medkit.
People really overrate staying injured. There's a time and a place for that, just like there's a time and a place to heal, but it's not a virtue. Resetting the killer's pressure by healing is the thing to do in many scenarios because one hook closer to a 3v1 can be the end of your team in a game that you otherwise could've won, and there are multiple scenarios where someone specifically needs to get healed but time needs to be spent towards other objectives.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2196434#Comment_2196434
In terms of the first point, by being optimal and not healing you're not actually being a detriment. Obviously you adapt your strategy if, say, the killer has Tinkerer, however it's preferable to stay on a generator injured because you can hold w when you hear the terror radius. Holding w is such an incredibly strong strategy that everyone always underestimates. The reason I say you shouldn't need to heal yourself more than once is because you have teammates who heal you after an unhook. Unless the killer is playing hit and run, you shouldn't need to use your self heal until late into the match.
Self care wastes 32 seconds, 40nwith Sloppy. In a game where every second is important, with Hex: Ruin being so prevalent in the current meta, that is 16 (20 w/ Sloppy) seconds lost on a generator every time you heal yourself. Using a medkit is 8 (10) second lost, and Inner Strength is about the same with the incentive of encouraging you to find totems and thus delete Ruin. It takes too long and it's incredibly inefficient.
Inner Strength is a preferable alternative but again, if you're healing yourself 3+ times in the same game you're playing dbd wrong, the killer is a Spirit, Nurse, or Blight, or hit and run. You only need 1-2 totems each game. Because, again, teammates exist and they can heal you after an unhook.
In terms of not having enough medkits, you should very easily be able to get enough by levelling a character after a game. If you're levelling a character then play that character and your medkit supply is practically infinite. Even if you don't level them, I have about 200+ brown medkits on Claudette about around 140 on David. That's 340 games I can play of Survivor with a full 16 second heal and spend my points into other people, at which point they would have plenty of medkits on them for me to use instead.
And rather ironically, pre-dropping pallets into w key gaming and playing it safe is incredibly strong and incredibly underrated. Any chase killer gets their power hard countered, and there's only a few killers who can deal with it (Nurse, Spirit, Blight, Wraith, Clown).
So no, self care is garbage perk. Being comfortable while injured is one of the major splits between a good and bad survivor.
When I say being optimal, I meant that in terms of circumstance. In the ones you mentioned where there is Ruin, you need to sit on generators to get them done, especially if it's a very mobile killer. If you have reliable teammates (particularly in a SWF), again, you can coordinate heals and Self Care let alone a medkit is not even necessary, but in solo queue? Relying on teammates? A joke. Even with Bond and/or Kindred I struggle to get people even in purple and red ranks who have enough sense to do decent plays, which is why I'm more prone to bringing a medkit in Solo Queue. Being as independent as possible in Solo Queue especially is going to benefit your team, especially considering how dysfunctional it is to begin with.
Being "optimal" as well depends on the circumstances. With Sloppy I wouldn't probably use Self Care if I was running it, although I don't see many people running Sloppy these days, or even mangled add ons for that matter. Ruin is moderately seen, although often accompanied without undying now in favour of pop.
If you're a veteran, which I'm presuming you are just due to your post count alone, then yes you're obviously going to have a stash of medkits. But the average person doesn't. There are two roles in this game people play, and many people spend bloodpoints trying to simply get teachables, to get max perks, or to prestige a character. Can you spend all your bloodpoints into specific survivors? Sure, but that's really limiting and not pragmatic for people who want to distribute the grind to other things in this game.
In a perfect world, healing perks like Inner Strength and Self Care wouldn't even be necessary because you would almost always have decent teammates who can coordinate plays with you. But unfortunately in the world of solo queue you often get potatoes with fried brains. You know, like those people who run away from you and waste a minute of your time to get healed in a corner when you have We'll Make It and the killer is on the other side of the map.
@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2196376#Comment_2196376
self-care sucks it was good back then but people just use it all the time even with sloppy
i mainly play killer and I get a brain aneurysm when I see someone uses self-care
I don't really pay attention much to perks as killer but at least as survivor, I rarely see Self Care. In either role I don't mind it if it's used decently.
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@xenotimebong said:
Trust me, you wouldn’t like 4 Sprint Bursts any better.
4 Sprint Bursts is worse than 4 Dead Hards. However because it actually takes a minuscule amount of effort to manage the exhaustion, people don't do that and they use Dead Head instead because of how brainless and easy it is to use.
4 Sprint Bursts is SO ######### annoying though. It is denying you chase every ######### time. And those survivors who can 99% sprint bursts mid chase are lethal as #########
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2196376#Comment_2196376
Brown medkit, you shouldn't need to heal yourself more than once per game unless it's a Stridor Spirit, in which case you're ######### anyway. Oni can be denied his power long enough if your team have more than 5 combined braincells. Can bring one every game. Alternatively, yellow medkit with +8 charges, can also be used every game.
Self Care is a garbage waste of a perk slot that can and will lead to the demise of your team. Learn to play injured.
If you're that scared, Inner Strength.
That's a bullshite "rule" about not needing to heal yourself more than once unless it's a Spirit. As if that's the strongest thing in this game (better killers such as Blight/Nurse, especially with certain add ons or perks). The purpose of survivor is to waste as much of the killer's time. Healing is heavily resetting the killer's pressure on survivors and making them waste more time than otherwise to down you. By trying to be a show off and refusing to heal when it's optimal, you're simply being a detriment to your team; it has nothing to do with how good you are at looping. People act like it's hard to get one smack on a survivor regardless of the skill. It really isn't, particularly when they're injured - one smack and you're down. Taking bodyblocks in situations such as if your teammate is being tunnelled also is a benefit of being healed; you can't do that when you're injured. And sometimes you need to do trade hooks.
As I was saying before, medkits are preferred, but let's not pretend that the lot of players have hundreds of medkits with hundreds of add ons at their leisure to bring every game, because they don't and you know that. People spend bloodpoints on multiple things in this game rather than the same specific survivor to get medkits to bring every game.
Self Care, when used right, is more than fine. Again people need to stop thinking everyone who uses Self Care is a rank 20 Claudette who doesn't do any objectives until she's fully healed. That's intentional ignorance about the perk and trying too hard to paint it in a bad light. Obviously if you're in a SWF you can coordinate your heals but in solo queue especially, and in general in this game, the more independent you are the better. The less time a teammate has to spend healing you is more time spent doing other objectives like saving or doing a generator.
Inner Strength is an alternative and personally what I prefer since I am relatively familiar with totem spawns; if I find one totem I can follow the hex pattern to find another generally except on certain maps. However you are limited to up to 5 heals, and your teammates can render your perk virtually useless if not entirely useless before you even get to a totem, if you even see one; some maps like Léry's and Midwich you can go an entire game without seeing a totem because of how well placed they are.
I personally have enough medkits to bring most games (I find survivor more fun without and I'm able to hold my own without needing healing perks/medkits) and the last time I used self care (and inner strength) was several months ago; not that long after I started playing this game, but I'm aware Self Care is a good perk when used properly, which after a certain amount of game sense you can easily start to use it right, especially when accompanied with Botany Knowledge to make healing faster. But this notion that healing makes you a worse survivor is kind of cringe. What's next, dropping pallets is a weakness too?
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@indieeden7 said:
That picture is claiming that Tenacity, Poised, and Self Care are strong perks.
Self Care is a strong perk though
People really need to get over the stereotype of the baby Claudette using self care and not taking care of teammates. There are tonnes of perks that are detrimental to the team if you don't use them right
Of course a medkit with lots of charges is better than self care but you don't always have the luxury of bringing one every game, let alone being lucky to find one in every game either.
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make it work with downs via powers + make it 30 seconds or remove the cooldown in general
There need to be more alternatives than just pop or ruin.
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What I hate about solo queue is how suffocating it is in terms of perks. I cannot play solo queue without Kindred and/or Bond otherwise I'd go mad. There is no amount of play time a player can have in determining precisely or even with a high possibility of who is going for the save, if the killer is nearby (and you are far away), or what your teammates are doing. Info perks make solo queue more tolerable than it is (and even with info perks it still isn't)
I can't run the perks I want to because I have to use my own perk slots to add to the quality of life to solo queue that should already be in the game in the first place. I can't run perks for fun unless I'm in a SWF. It's sad.
In a SWF I get to run whatever I want, and it feels more free. Too bad I don't have anyone to play with
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@UseTheValve said:
Solo is basically all I play and it's fine, you just need to get better seriously, I don't want to sound harsh. Even if i lose i always find it more enjoyable anyways, too used to play killer I guess.
"You said something I don't like so obviously you're inferior to me in skill and you need to get better because I'm too thick to come up with anything else of substance to say"
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@Northener1907 said:
Survivors is invisible on this map now. I dont know how they can make worse? There is 2 answer: The Game & Coldwind
The Game at least looks substantially better. I don't think old Coldwind looked that bad in comparison to the new version. And maybe it's just me but the brightness of new Coldwind makes it worse even from an aesthetic standpoint.
There's nothing good about the new Coldwind in any regard from my pov
@MadLordJack said:
Yeah, the aura's are a bit hard to read. One particular instance was me with OoO and neither me nor the killer ever really seemed to see each other.
I can imagine yellow auras being hard to read. Red ones are ok to me so far, but scratch marks are extremely hard for me to see on the map in general because of how bright it is everywhere, and especially in the corn. At least on old coldwind you could get used to corn blindness. The corn is literally too thick to adapt to. Or it could be the lack of contrast of the corn with the overall tone setting of the realm.
@bm33 said:
Yes, it's so bright that it makes auras difficult to see as survivor or killer.
@DistortedDream said:
Yes. The map is way too bright and auras are near impossible to see.
Yep I honestly hate the new Coldwind as survivor too. My aesthetic preferences aside the map is legitimately difficult to play on from a vision perspective. I also know of some colourblind players who say that new Coldwind is so bright that the colourblind settings are basically ineffective and they can't see scratch marks.
I think they really need to tweak the brightness of Coldwind again. It's deplorable to play on.
@Laluzi said:
I'm perpetually discombobulated on new Coldwind. Red auras are hard, yellow auras are harder, and sometimes chase music starts and I just spin around going 'huh?' because I did not and still do not actually see anything through this extra-strength corn.
Wish the brightness was toned down to Glenvale levels, at least. Make it dawn instead of midday.
Glenvale levels would be perfect. I think the corn also needs to have more of a contrast with the brightness of the realm. The lack of contrast makes the corn look "thicker" and subsequently basically almost impossible to see survivors who go through it.
What's bothersome about the Coldwind changes is that people will be getting this realm a lot in general since it's one of the OG realms and it's one of the realms with the most map versions.
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@RenDesune said:
"with your experience and correct timing"
... girl... its pressing E and zooming. No experience needed.
Also I haven't seen that bug yet, sometimes people dead hard completely wrong and the killer can m1 them at the end of the animation.
You have people on this forum who've argued that using Dead Hard requires talent lmao
pressing e is so damn hard for some of these blokes it seems
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@dnj510 said:
https://forum.deadbydaylight.com/en/discussion/comment/2156562#Comment_2156562
SWF is NOT always 4 against 1. Up to 4 people can play together but sometimes there might be 2 friends and 2 randoms, etc.
@Skatla For me, playing solo can be either fun or absolutely unenjoyable. I wish it were consistently more fun but sometimes you really have to look out for yourself. That being said, playing solo is not impossible and you can make the best with the odds stacked against you. My only advice is to play the best you can and try to watch something that puts you in a good mood between matches to help keep your spirits up.
You have a point; generally when I think of swf I think of a four-man squad, though that's not always teh case
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Solo queue is essentially 1v1v1v1v1 99% of the time and on the very rare occasion do you coincidentally get all four survivors who at least are coordinated and do teamwork.
SWF is when it's truly 1v4 as they work as a team.
I also am frustrated with solo survivor. I like playing survivor but solo queue is really unbearable and unfun. I like playing with friends as I like the coordination; it is a team role after all. I don't enjoy survivor since I don't play with the friends who introduced me to this game anymore, or anyone in general.
Also there is no objectivity in saying SWF is unbalanced. Some people say that, some people don't. In reality when you have four good survivors in solo queue, it's not going to make much of any difference in comparison to if they were on comms with each other.
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@Phasmamain said:
I mean playing Freddy with those add ons is as stress free as killer gets
Not compared to being almost always likely to encounter at least two dead hards every game
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2150948#Comment_2150948
It's not a "you are bad because you disagree with me". It's the mindset that you only win or lose because you faced a certain killer then you are not acting like a good player and are just looking to protect your own ego because you lost.
The fact that you made all of that projection--erroneously at that--over someone having a different opinion than you about a video game character is truly interesting.
It's always the bellends who have to act morally superior when they can't form an argument. News flash: no one cares about meeting any of your standards. No one cares if you give them your stamp of approval. No one asked. When there's demand for irrelevant, meaningless, and pretentious opinions, you will be the first to know as I will need a reliable supplier.
@CantDeadHarder said:
https://forum.deadbydaylight.com/en/discussion/comment/2150948#Comment_2150948
True, it's physically impossible for you to react to a shot from deathslinger, you have to anticipate the shot.
Yep that's kind of my point. There is technically a sound he makes when he's about to shoot, but the fact that he can quick scope and that the sound amidst chase is not reliable makes that indicator meaningless, much like the husk (?) on Spirit's body glowing when she's phasing, or her animation reset.
The fact that people have to parse through so much tripe to find "counterplay" to these killers and list unrealistic counters showcases the point about why people dislike going against these killers. These killers have significantly more power to win a chase than the survivor ever will and it comes across as unfair. Nurse is the same way but I think she is the exception considering she actually takes skill to use even decently. Deathslinger is about can you shoot or not. Spirit is largely about how good is your hearing, though I do think people don't acknowledge playing Spirit involves game sense as well since you do have to anticipate moves sometimes instead of just relying solely on scratch marks or sound.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2150483#Comment_2150483
That's a bad player's mindset right there.
There are things you can do to outplay both a Spirit and a Deathslinger. They simply are not guaranteed to work all the time.
Try the 'you're bad because I disagree with you' argument on someone else, I'm not the one.
In technicality you can outplay them. The issue is that they have much more control and leverage to outplay you than you ever will to outplay them, if all things are considered equal. I don't consider guesses to be counterplay.
You can break LOS from Deathslinger to avoid getting shot at, but that's a "counterplay" credited to the map rather than the survivor. Léry's is a good example because of how many walls and LOS breaks there are. Majority of maps are very open in comparison if not in general, so I stand by what I said again: you don't juke a deathslinger, he simply misses his shots.
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Third Seal is fun and all but I find it often leads to very short games if the hex stays up.
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@[Deleted User] said:
The discussion around Spirit is weird to me because people list things they try against her and express frustration that those things don't work. And people consistently list the same things as counterplays they've tried.
The reason it's weird to me, and I say this as someone who plays Spirit at a competitive level, is that those aren't even things that work against a decent Spirit. Apparently the commonly accepted counterplay, yet players CONSISTENTLY express frustration that those things don't work. Like...maybe those aren't the things players should do against a good Spirit? Nurse has a bit of the same thing. Doubling back will almost never work against a good Nurse.
Fast vault followed by a slow vault is the easiest thing in the world to hear for a Spirit. Same with dropping a pallet and vaulting it. You can even see a dust cloud on the pallet in the direction they vaulted. Doubling back in a straight line means you're going to breath in her face at some point. Want to chance that on a Spirit with $900 headphones, an amp, and an EQ?
So what do you do? Healthy breathing at a stand still has a distance of 8 meters standing still. Hard cut off at 8 meters. Running is 12-16 plus footsteps depending on the character. Injured is whatever. You might as well be screaming.
The answer is always make distance and create a 50/50 at a further tile. The answer is NEVER stay at the tile or go towards the Spirit. She has a finite amount of charge on each phase walk. You need to make her burn some of that closing the distance. It takes practice to gauge the timing, but I like to wait and bait her to commiting to one side of the tile and then vault or drop the pallet at the last second of her phase. It's the most effective counterplay but the hardest to pull off.
Lastly, it is 100% patently false that she has no tell when she goes into phase
https://twitter.com/SeyItAint/status/1384471343685582853?s=19
I think it's extremely unrealistic to expect a survivor to see such minute animation changes. You can only see that when you're right on the Spirit's ass. You can clearly see a Spirit "standing still" from a distance and not be able to see the animation resets clearly.
Also as far as I know, you can also see her husk or whatever light up as an indicator she's phasing on certain outfits she wears. But the point is that's such a pedantic detail to notice and you don't exactly have the time to strip analyse the frames you're looking at to determine definitively if her animation is resetting or not, if her husk is glowing or not.
The frustration from Spirit is that she has significantly more information on where you are than you ever will and people feel it's unfair. 50/50 is not a counter. That's guessing. And the odds are it's in the Spirit's favour considering she has more information to go off of than you do.
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@Crowman said:
Outplaying spirits is fairly satisfying given how strong her kit is and the limited amount of ways you have to play against her.
I have enough experience playing against spirits and some experience playing spirit myself that I can usually predict when she is phasing.
outplaying spirit is like outplaying a deathslinger. you didn't juke him, he simply missed. you didn't outplay a spirit, she simply misheard you.
it's reliant on how good she is, not how good you are
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@JimboMason said:
quentin face rework when doe???
From my understanding he already had a face rework on the mobile version. Presumably they can just export that over to the PC version like they already have then-mobile-exclusive cosmetics
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@nickofford said:
On the other side of the coin
Everykiller is swinging through pallets as they know they cannot get stunned because of the pallet bug
No, more like you're playing normally and you don't get the pallet stun by coincidence, not intentionally.
You play normally and because the pallets are broken, you sometimes don't get stunned. People aren't intentionally doing this to avoid pallet stuns.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2126581#Comment_2126581
Cool, you are objectively wrong.
And you're objectively evil you wretched witch
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@OnryosTapeRentals said:
Dead Hard is easily superseded by Sprint Burst in my opinion. If you know what you're doing you can easily make more distance with SB than you ever could with DH.
Sprint Burst takes much more effort to micromanage and people want the more brainless option, which is Dead Hard.
Dead Hard also extends chase, and is more fun in comparison. Sprint Burst denies chase. Whether you use it before chase initiates or amidst chase, you're still basically resetting the chase and starting it over from scratch instead of continuing on with the intensity.
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What's the point in Stake Out when Fast Track exists?
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I'm sorry but you sound way too ignorant on Legion to be such solidified judgements on the killer. Mending isn't suppose to down anyone; that's such a dumb thing to say. You don't even need to play Legion much if at all to know that. Just seems like you have basically no game knowledge if you think mending was supposed to down anyone.
Just because you play him poorly doesn't mean he's weak. I don't know how to play Ghostface well and can do much better with Wraith but I'm not going to say that Wraith is better. Same with Nurse; play her poorly and can do better with Trickster, but am I going to say she's worse than Trickster? No
I see a lot of people saying he's weak and they don't use his power properly. He's one of the few killers whose power is meant to be prepped before he gets into chase, not while he is in chase.
Frenzy is used for distance, information/tracking, as well as to injure.
What a lot of legion players will do is try to get all survivors injured in one frenzy usage instead of cancelling it and reactivating it when they're closer to the survivor. If you hit one survivor with frenzy and you see via killer instinct that the rest are far away to the point where you can't reliably make it within the remaining duration of your frenzy, cancel it. Walk to them and then reactivate it. My rule is to let the frenzy bar get half way empty, cancel, then walk and by the time I'm a lot closer it's full again.
Prioritising getting as many people injured early game is what you should do to spread pressure. If you only see one survivor, frenzy, and you don't see the rest on killer instinct, you try to go find them and spread the injuries.
On top of that, Frenzy can be useful in finding a survivor you need to get out the game.
With a Legion who can manage his frenzy decently, the survivors he comes into contact with are likely to be already injured by the time Legion is in chase with them. Constantly saying "just an M1 killer" in a pejorative manner doesn't mean anything when it takes one tap to down them in most cases. Even against these so called "God" survivors who apparently can't be touched by anyone but Nurse and Spirit, you smack them once. Not that hard.
The difference between Plague and Legion is that you can instantly delete Plague's pressure by cleansing. You give her more pressure by staying broken, and strategically cleansing is how you basically make her power useless. Cleansing at a pool takes no effort and doesn't waste much if any of your time. Constantly healing against Legion means you're not doing objectives, which is another form of pressure for the killer.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/244263/name-a-killer-that-ruin-is-bad-on
Any slow killer really, as they don't have the pressure to get survs off gens, making it useless.
I think there's a difference between it being inefficient/not as useful on compared to other killers, as opposed to bad.
I think Ruin is a universally good perk. It's better on some than others but it's not like it's an outright bad perk on anyone.
For example, STBFL is outright a bad perk for Nurse. She basically cannot utilise it in any manner, particularly with her power.
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@LegionOfDumb said:
It's because Devour Hope rewards the killer for effectively doing their job, whereas NOED rewards Killers that fail at their job, meaning survivors are punished for doing well.
On top of this, Devour Hope is a lot easier to cleanse as well because the hex is present throughout the entire trial that survivors can eventually stumble upon.
Doing dull totems in solo queue is almost always a waste of time and even more so if you have to manually inspect where every totem has spawned. If there was a totem counter in the interface it would make things a lot easier.
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@[Deleted User] said:
terminate dead hard
say it louder for the people in the back