Avatar

pseudechis

pseudechis

About

Username
pseudechis
Joined
Visits
0
Last Active
—

Comments

  • Sadly SWF is completely broken game wise because the coordination and communication just breaks everything.

    Playing with your friends though is a big draw so this won't change anytime soon.

    If people could opt out of facing SWF then so many people would do it that playing with your friends would just die off due to queue times. So that's not an option either.

    The MMR also takes queue time into account and if people have been waiting long enough then they'll get matched with any available killer and new killers will just get thrown under the bus. Undertsand that this is going to happen a lot and just roll with it there's not a lot you can do.

    If the survivors taunt and abuse you for it then that says more about them than you because rolling over new killers is nothing to brag about.

  • Anything I don't think is fun or causes me to lose should be removed from the game.

    Its called "me balance" it balanced solely for me.

  • I still play more killer than survivor but I just play less overall.

    Mostly due to the negative experience this game often is.

    Nothing wrong with killer but make your profile private/turn off messages because you'll get mountains of hate mail no matter what you do in game.

    Everyone shoulkd play both sides otherwise you are missing 50% of the game. Diehard allegence to one side is the province of fools.

  • It comes down to chases, in the current meta it only takes a tantrum or two without a down and you've basically lost the game.

    You can recoup that with a good camp given how well the saw works in that scenario so why wouldn't you.

    He's not trash by far but people get really pissy about camping but that says more about them than bubba.

  • While its a classic cheesy schlocky horror, I can't see killer based on it being that different from the clown we already have. Also the schlocky comedy nature of it probably grates on more than not.

    But then we are getting 2x Onryo with Ringu so maybe.

    You'd probably find pennywise more likely just because he's got broader recognition. Personally I think 'IT' kinda sucked as a story and film too. So I'm happy just with the current clown.

  • Because its PVP, which is an internet term for a collective of sore losers who take things to seriously.

    Kind of like...

    a herd of elephants

    a gaggle of geese

    a school of fish

    a pod of whales

    a murder of crows

    a PVP of sore losers

  • Its not unfair to have to pay for additional content. Its the economic system that the western world is built on.

    You can reach the epilogue and progress the rift without the paid content.

    Its just within the rift there is chapter related tasks and as this is a licensed chapter then you'll need to have that license to do them. Sounds perfectly above board to me.

    Anyone who's ever worked frontline customer service knows the "I'm a customer I deserve free stuff!" person, they are universally hated... don't be that person.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2780349#Comment_2780349

    if the content is making the game worse for me I'd be completely fine with it being deleted and I hated Hawkins you can disagree and that's fine but I don't miss it one bit and also wouldn't mind if a few other maps "lost their licenses"

    Yeah your dislike of a map is valid and there are plenty of maps that I think ah bummer when they drop, but to wish for content removal is really bad.

    If you got the same run of maps over and over again then things would get stale fast. Variety is far better than lack of, even if some of that variety isn't as good as others.

    Remember just because you don't like it doesn't mean it deserves to be removed, others may enjoy it.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/307866/whats-the-artist-counterplay

    Flashlights, similar to hag, totally neuter her at loops. And flashlights are probably the second most popular survivor item behind medkits.

    Hiding, similar to how you deal with any other really strong killer.

    Holding W, predropping, and if you get stuck at a loop trying to run it so that you run into the bird and just get crows instead of it damaging you.

    Faking right as you walk into the flight path of a bird, etc etc.

    But I just wanna run in a circle it works for everyone else. Why not her too 😣

  • loss of content is always bad.

    RPD is a crap map but I'd arther see it reworked than deleted.

    Hawkins was fun and the loss of it is kinda crummy. So few good jumpscare Myers maps.

  • none of what you described is toxic.

    Not winning is not a personal attack on your fun.

    The word toxic is now just a buzz word used by this community to describe anything they don't like.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779577#Comment_2779577

    I’m playing this game since the beginning, and yes, noed is a problem. Without noed I wouldn’t play against killers with 4.600 hours less than me. And that’s because they get kills they don’t earn

    You failed to 'earn' an escape by not anticipating and countering NOED. With 4600 hours you should know that.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779549#Comment_2779549

    You can’t escape from a one hit 119% speed killer. A killer with 1 hour in this game can kill you , totally undeserved kills

    For that to happen your team failed to evade an only 1 hour game experience killer.

    Failed to open one of two exit gates even though the killer can really only pressure one to two survivors with noed when it first procs.

    Didn't pay attention to totems during the game either cleanse them or note their location to go back and clense them/check for NOED

    Did poorly enough that you are down to only 1-2 team members anyway meaning NOED is directly threatening and escape was never guarenteed at that point even before NOED proc'ed.

    Still expected to escape and got angry that it was unbalanced while somehow being unable to recognise all the failings of your own or your team.

    Yeah NOED is the problem.

  • Actually I play less survivor because I often find that as team we are repeatedly matched against killers who just can't really compete. It often devolves into only one or two people interacting with the killer all game and the rest just smashing out the gens, if you don't get found first you're the gen jockey otherwise you're the chase and camp official.

    Also play less killer just because its getting stale.

  • yes but overtime its more akin to Scooby Doo than Halloween in a lot of scenarios.

  • ugh why does everyone hate on NOED seriously.

    You have to play through a full game of DBD for it to activate. Basically the argument against NOED is I expected to escape and didn't waaah.

    Seriously its not like old ebony moris where in 2 mins you were eliminated and basically didn't have a game.

    NOED makes the endgame exciting, challenging, thrilling all the things that make the game great but there's always someone with the...

    "its rewards bad play, we'd won but died to NOED, I didn't get to escape and I expected to waaah"

    That's all it is nothing more.

    NOED is great, why? Because when that last gen pops and the game is all but a forgone conclusion there is this last little challenge that ramps up the tension in the dying seconds. Its the exciting finale, the one last surprise that make for a good ending, real slasher film.

    Keys were just as unhealthy as old moris because they were half the game is done everyone can leave now booooo.

    If you are concerned that NOED inflates SBMM then that's a failure of SBMM that one perk could influence it like that.

    NOED isn't unhealthy for the game the sore loser attitude towards it is though.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778426#Comment_2778426

    The killer isn't supposed to automatically win because they are a "killer". There should be balance and fairness so there is an equal chance of winning when all players are playing.

    The fact a killer can play actually perkless and win basically non-stop shouldn't be possible. The game is heavily skewed, way too much, in favor of killer.

    @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778426#Comment_2778426

    Still doesn’t mean that it makes a game balanced. You shouldn’t be entitled to win as killer because you’re “threatening,” you should be entitled to win if you simple played better.

    Noone said anything about auto winning. Noone said anything about being entitled to wins.

    The threat of elimination is what drives you to escape but you have to admit that in a lot of scenarios that threat is virtually non-existant.

    As survivor there is little to no need to hide from the killer and you can play as bold as you like. Somethings off about that.

    Just because some 1000's of hours streamers can pull off perkless win streaks as killer does not demonstrate that killers are OP.

    "if you played better you should be enittled to a win" You are never enittled to a win for any reason, anything can and does happen in game that could undermine the outcome even if you played better you may die, that random variance is part of the excitement. Expecting a win because you feel you played better is part of the problem and leads to a lot of the in game toxicity. The I feel cheated mentality.

    I'm not saying killers are weak etc etc what I'm saying is that with the current game state survivors are often much less pressured to complete their object than the killer is. This creates a sense of game pressure that goes in the wrong direction in terms of theme.

    Survivor is a team event, if the team is bad then they will mostly die, but that makes solo queue players say its not fun, so they buff survivors 1v1 in the name of balance but what you get then is disbalance at 4v1 and that's what the game is overall.

    So chasing 1v1 becomes less viable and we see a jump in things like camping, tunneling, interaction between killer and only 1 player all game leaving the rest to just sit on gens, sitting on one gen each then becomes the most efficient survivor play, why do bones or interact with the killer when its better to sit on gens and smash them out.

    Everyone complains about these game elements while constantly calling for changes that kinda promote them as the most viable. Its like repeatedly punching yourself in the face to cure your bloody nose.

    Yet when you point this out the counter argument is always you just want easy wins as killer. That response is part of the problem. I don't want easy wins as killer, I want threatening games as survivor.

    Killers with antiloop, map pressure, unpredictability, power ups that slowly build them up into something threatening like tombstone Myers. Interesting varied powers that make facing each killer a different experience.

    Yes I will probably die more if I have to change up my playsyle against different killers but that's not a bad thing. What is a bad thing is every killer being countered by the same bland looping over and over again with the same meta of perks.

    That's dull, stale and predictable but that's the 'balance' everyone is calling for, while complaining endlessly about the staleness of the gameplay it promotes.

  • Custom game bots would be great.

    Outside of getting used to a killer power it wouldn't have that much use as practice mode as basically the AI would never match a human opponent so the most you could practice was killer power.

    But that would help for billy curving, nurse blinking, bubba tantrum cornering, hatchet accuracy, Doc shock timing etc etc so its not a bad idea.

    The other great thing about custom bots is the PVP experience in this game is incredibly negative. I think the reason people play 2 games and then don't play again for 10 days is often the player base is just unpleasant to play with.

    Custom bots would keep players tired of this playing longer, increase their enjoyment overall and as a result their investment in the game.

    The more people have fun the more they tend to spend on DLC's and in game stuff.

    I still playa lot of largely dead PVP games because hey they have bots and that's still fun. Simple but fun.

    There is nothing wrong with fun, but it seems like people here not only hate fun but especially other people's fun.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2778435#Comment_2778435

    Even if it is 55% thats still astronomically better for killers than survivors.

    Um ok thanks for telling me? i have a job as well? If you don't care why respond im here to have a discussion.

    I don’t care to trawl about for the numbers because it’s take more time than it’s worth to me.

    My rationale for this is I have other things to do so I don’t bother or really care. Your daytime is irrelevant to this statement. But I can see how it implies that you don’t have a job and you’d want to clarify that. That wasn’t my intention though.

    The point is they released some numbers not long ago and things looked much more even than 70%.

    Yeah 55% still falls in the killer favour from raw counts but its raw counts so other than being mildly novel there is really not a lot to be gained from it.

    I’d say 55% isn’t a high enough killer win rate to say it’s significantly more than survivors overall, so claiming the game is killer sided from those numbers is a fools interpretation born of ignorance as to how data works.

    Sadly most people misinterpret how data is reported and it’s significance because they don’t teach real statistics until a tertiary level.

  • Bleeding out is not bannable and perfectly fine..

    People will say its toxic, not nice ect ect, but basically its in theme to let survivors bleed out, so do it if you want.

    I'll crawl from one side of the map to the other and fight for every last gasp and then die with dignity.

    Bleed out is 4mins, if your time is so valuable that 4mins is to much then get off the computer your time is to valuable to waste gaming!

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772625#Comment_2772625

    wdym the kill rate sits only just above 50%? It was basicalyl 70% when those statistics were released? 70 is a lot different to 50. And considering the game has only imporved for killers since that point its safe to say they havn't decreased at all.

    you wanna crawl through the threads and find the last post about numbers it was probably three weeks ago now, I'm pretty sure the highest kill rate was sitting ~55%.

    I'd look for it myself but I have a day job and don't really care either way.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739300#Comment_2739300

    So if you are a good killer and you sweat you'll win most times with no perks? That's still very killer sided.

    That's not a bad thing though. It means killers are threatening and playing survivor is dangerous and thrilling.

    Which is exactly the slasher theme this game is built on.

    Everyone complains about camping, tunneling and survivor being m1 simulator... well that's what balance looks like enjoy. 🤮

  • Unfair doesn't have to mean unfun though.

    The game is asymmetric survival horror I want a killer I have to flee from or die, not one I have to loop around to waste time ala scooby doo.

    (This is just my opinion, I've voiced it before and people react like I asked them to murder their grandma so I won't be responding further about it).

  • Hannibal Lecter

    Anthony Hopkins model in face mask and prison jumpsuit.

    Then whichever chapter introduces custom game bots.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2777693#Comment_2777693

    Regarding point 1: I think the devs have a huge blindspot here and can't afford to be stubborn. And I'm not saying I disagree with you at all in saying MMR isn't intended to be a ranked ladder. But that's how players in a pvp game *will* treat it. That is an inescapable fact. They can hide it, obfuscate it, whatever. The pvp crowd is still going to focus on it. The devs can't have this both ways, and they need to accept that/make concessions IMO.

    The further point to this to is they said they didn't want to foster the high mmr elitism that tends to develop in PVP, but its not like you can act on that elitism in anyway.

    You can't boot people from the lobby because they are lower than you. You might get more lobby dodging but rank is hidden at game start and only available post game so again no impact.

    Anyone who's a douche about rank will be a douche without visible rank so again its kinda zero sum.

    It's not like an MMO where people boot the guy who isn't dressed in all epic garb from the raid because their group is so "leet", so I don't see where the whole elitism argument comes from.

    Unless you are struggling to find a SWF group based on rank, but really you don't want to play with those kind of people anyway... they are the sore losers/bad winners.

    It strikes me as an odd reason to give for hiding DBD MMR.

  • I like Haddonfield.

    They just need to break up some long fences and hedges and remove staircase straight into window house iterations really.

    Also the garage safe pallet.

    As has been said its also one of my favourite trapper maps because all those long barriers become death traps rather than chase extenders.

  • @Sonzaishinai said:

    Sadly we couldn't get the godzilla licence but no worries we got something just as good

    https://us.v-cdn.net/6030815/uploads/87I39IJ2VLJD/reptar.png

    gold.


  • @Ripley said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776722#Comment_2776722

    This is the problem with current matchmaking system. It prioritises those survivor teams getting a match if they have been waiting a long time particularly if they been dodged by another killer. During peak times are the worst, I don't find fair matches at all as killer.

    This is just my opinion but I'm genuinely starting to believe you should dodge the first 2-3 lobbies as killer when you first log on.

    My first couple of games each evening are always a very sweaty, obnoxious and toxic mess. Players are often skilled, have a lot of hours, outplay me like you wouldn't believe and all that is fine, but its often coupled with a high level of obnoxiousness and a lot of post game abuse which I just don't enjoy.

    This is a pretty consistent game experience and when your first couple of games are like this you don't feel like playing anymore really and why would you.

    I find dodging those first couple of "these people have been waiting a long time and you are getting the MMR shaft for their enjoyment" matchups makes for a better starting run of games. When I say better I don't mean wins I just mean less sweaty, closer in feel to my own MMR games.

  • The counter to Myers first of all is deny him stalk.

    Its not a run straight scenario but a block LOS and be mindful of positioning. Key is this relies on all team members to be aware of it and a lot aren't.

    When chased by tier 3 tombstone Myers its lockers that will save you from insta kill. You can also Deny the insta kill with actions, gen repair, totem cleansing you want to be grabbed not mori'd so run with this in mind. Play around structures for time and then get into a grab scenario/locker. He's either going to wait you out in the locker or pull you out for the hook which denies the mori.

    There is nothing mean about this, its the counter play. I say this as a primarily Myers player who enjoys a good tombstone.

    Deception works great for this as a lot of Myers will assume you jumped into the locker to deny the mori and stand there waiting while you escape. Head on can also be a big help and buy you that extra time to get away. I'm pretty sure the DH iframes deny the mori also.

    Once he's Tier 3 don't waste time healing injury state is no longer a factor and dead hard is your best friend in that scenario.

    The real counter to Myers is caution to not get spotted and stalked, but often people want to play bold (run everywhere) which can feed him a lot of stalk early on.

    People may get pissy at you for doing this because they are trying to get the achievement. But people need to realize that achievements don't matter and another player is under no obligation to let you kill them just to get it. If folks play enough they'll get it eventually just have some damn patience.

  • I get why people like them and get them, but at the same time they really are just place holder junk in the rift.

    Outside of a couple of brighter ones to easily see hooks I have no use for them. But that's just me.

  • Its a poorly implemented mechanic that can be powerful in certain circumstances.

    Its not a toxic attack on your fun and people aren't being toxic just becuase they use it.

    These survivors were toxic douche bags for taunting you in post game when what they are breagging about is using a busted mechanic to win.

    That sucks because ######### players are what ruin this game. Its a shame that strong perk combos are what ######### players use to enable them to be ######### players, it doesn't mean every strong perk combo is some ######### player trying to ruin your fun and its best not to take it personally.

    Report people for abuse and if you have a ######### game with ######### people then realise its because its random PVP and you sometimes have to play with ######### people, shrug and then move on.

  • I'm sorry but so many posts in this thread are just stupid arguments.

    A killer defending a hook, chasing down an injured survivor which is wekaer than a fully healed one, slugging 3rd survivor to give time to find the 4th for the 4k is all valid play.

    Time and again you see people constantly call on the killer player to attenuate their playstyle so that survivors can have the maximum chance to complete their objective in the name of fun.

    Getting downed, hooked or killed early is part of the game.

    "Why are survivors always so desperate to escape, why can't they pause doing gens and get caught to slow the game down" See that statement is just as stupid.

    There are a bunch of posts here that just assume that the killer taking his anger out on people, when the very point of the game is killers kill survivors.

    The more efficiently they do that the quicker they win. Same as survivors repair gens and the more efficiently they do that the quicker they win. Why is one of these scenarios a toxic attack on others fun while the other is gameplay as normal? Its bullshit.

    Projecting your anger about losing onto your opponent is just you trying to shelter your bruised ego. Stop being a sore loser.

  • Yeah the game is a great map, marred by just a few too many pallets in very safe places.

    I play a lot of jumpscare myers though so... Surprise!

  • It is the one thing I want from this game.

    I hope they eventually do but don't hold your breath.

  • There are no unfun killers only unfun players.

  • @AlexisFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773453#Comment_2773453

    If you took the time to read the post and apply some reading comprehension skills you'd notice that I said this is an idea to prevent facing the same killer multiple times in a row. IE giving the phobia a chance to calm down before facing it again. Even horror movies have calm spots to let the audience chill before it scares them again.

    I read the post and comprehended it well.

    The downtime is your between game time and it would do nothing but increase queue times if an auto system had to deny match ups with killers from the roster.

    If it went further and you could choose to not face a killer then people would just boycot facing strong killers or killers they don't like. Its just an abusable setup. So neither of these systems would work mechanically.

    The rationale that this is to help people from being triggered by phobias. It boggles my mind that people could be more triggered by a scary clown than the idea of being repeatedly stabbed, maimed and then hung on a meathook to die.

    Phobias are irrational fears, concern over being triggered by one when choosing to play a game with a theme and design like DBD is just as irrational. Implementing mechanics on that basis is even more irrational.

    I disagree with your idea on the basis that I think it is impractical mechanically and the rationale for it is silly given the game.

    Have I demonstrated my reading comprehension to a standard you'd like?

  • You're kidding right.

    Its a horror game and you don't want to be scared because some of the elements could be triggering of very specific phobias.

    I've heard it all now.

  • camping especially proxy camping isn't a toxic attack on your fun. In fact as chasing gets less and less viable (validation, 1v1 second chance meta, fast healing, wriggle buff, etc etc) then camping becomes more viable.

    A survivor hooked in the basement... bird in the hand and all. Unless you are actively in another chase or have found survivors and are directly pressuring them by getting them off a gen, then circling back to the basement on your patrol makes perfect sense.

    Two people in the basement dead space one of whom is injured... spicy, you'd be daft not to pressure that scenario and even more daft to expect someone else not to.

    Your second example demo closed the hatch before hooking you, its worth BPs to do so and you have a much greater chance of escape if its still open. Again demo wandering around to close it makes sense and is in no way a toxic attack on your fun.

    It doesn't matter what your build was as both of your examples are valid gameplay.

    Quitting because of them is just silly and genuinely game ruining for others.


  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/306964/survivor-entitlement-and-the-devs-who-bred-the-expectations

    Killer entitlement, complaining about survivors when killers have an over 70% winrate...

    They released those numbers (from december I believe) a lil while ago and while you can't read much into them the kill rate sits just above a 50% average and by the look of the numbers not significantly above. Although its raw count percentages so take with a grain of salt.

    If you are going to make an argument with numbers then find the relevant numbers, they don't lie, don't just pluck one out your backside.

    You are entitled to your own opinion but not your own facts.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772574#Comment_2772574

    Ok purely theoretical cause i haven't been able to play the update yet.

    But couldn't you drop the survivors from the roof and then wait a bit untill their wiggle bar goes back down?

    I know the wiggle bar goes down again after being slugged but i don't know at which rate

    Maybe. I was just thinking that chucking people off stuff to injure them would be pretty interesting.

    Players hate on bleeding out all over these forums and in post game chat, but those that hate on it are often the ones likely to be running boil over and hook offerings. Then running to that unhookable area where boil over gets the most value resulting in slugging/bleed out being a much more viable option.

    If people hate waiting to bleed out and there is likely to be a lot more slugging and bleed out as a result of recent changes, let the killer chuck you off something and eat a bunch of that time.

    I'd carry survivors up stairs just to chuck em off something if that was the case it would be particularly evil to do.

    Its like old jedi knight where force choking a stormtrooper and chucking them off a cliff was actually a lot of fun. It just felt sufficently evil as a darksider.

  • Maybe if you throw a survivor of a two story height they lose a big chunk of bleed out timer, that way if you can't hook you can at least chuck em off the roof.

  • not even a practice mode but just custom game bots.

    I'd like to be able to have a funny game without the need to sweat and engage in the never ending negativity that makes up the DBD player base.

    Even if the bots are crap it will still be more enjoyable than a lot of the PVP experience.

  • Basically people are sore losers and don’t like to die.

    This is especially true when they are anticipating having won by getting to the endgame.

    NOED doesn’t reward bad gameplay because games can get to the endgame even when both sides play well. So that argument is weak tea at best. It also lets you blame noed rather than any mistake might have made in said endgame so sore loserism in a different package.

    Could noed get extra kills that you may not have gotten, yeah because it’s a strong perk. This is no different to DH saving you a health state it’s a strong perk. The it rewards bad play argument could be made about anything in game that makes it easier to complete your objective so basically every perk and add on does this and only the perk less add on less players can be considered remotely skilled with this thinking. A stupid argument made by stupid sore losers again.

    If you get extra kills due to noed might it inflate your sbmm rating, yes it can but that’s a failure of sbmm not noed, that one perk may influence it so much. It’s a weak system.

    noed is fun because it makes the endgame intense. Killers become threatening so they feel threatening as they should, and chases become high stakes and exciting as survivor because it’s so threatening. People should enjoy noed for those reasons it embodies this game as advertised.

    You also have to have played a full game to conclusion for it to proc so you aren’t missing anything except the ease of escape in the endgame. The killer plays a perk down all game and it can be snuffed and removed from play. So it has downsides and is directly counter-able.

    There is no reason to hate noed and any conversation that starts with I hate noed, it’s scummy, only crap killers run it etc etc means that changes and suggestions made by that person are marred by emotion and probably best taken with a grain of salt or ignored completely.

    mechanically it’s strong but can be quickly removed and only activates in the endgame making it limited and vulnerable. Is that enough of a downside to counter how strong it is maybe, perhaps exposed without the speed boost would be better. Exposed alone is pretty strong. The window for its use is relatively short though so the speed boost can be justified.

    Basically if your whole team dies to noed then you and your buddies ######### up. That’s on you not noed. Stop being a sore loser about it and own your loss.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758024#Comment_2758024

    There's no way to prevent camping without completely blocking off the area from the killer and that in itself would be hugely exploitable so I'm trying to come up with an idea that discourages it while also not completely neutering killer hence the global gen slowdown which is admittedly not the most elegant solution, which I why I'm trying to get ideas out of people to improve the idea. Idk why since it's pointless but I'm bored.

    Yeah but the proposed solution opens up so many more problems if you create 10 problems trying to fix 1 its rather bad troubleshooting. I think @SuzuKR is on the money with just this short list of issues alone. The whole point of hook timers is to add a sense of urgency to saves.

    Lets go for an example, first hook, why bother saving them just keep doing gens you only need to go save them if a second person gets chased and hooked. Even if the gen time is longer its still more valuable to just keep doing gens because the hooked survivor is under no threat.

    You could just leave the person on hook all game complete the gens and then unhook them and leave. No real threat to being hooked. Hook state makes up part of killer pressure. Survivors become less viable as their hook state increases, so you need to save people before second hook state or you greatly reduce their capacity to interact with the killer, making it riskier for them to go for saves etc.

    2 full hooks required to have any pressure across all 4 survivors, gen speeds would have to be abysmally slow to rebalance the extra time sink of forced 12 hooks.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759023#Comment_2759023

    Because we have a mix of "casual" and "ranked" mind sets.

    (Also, I doubt anyone has fun when they get camped+tunelled. Same goes for killer when they feel like they can't do anything)

    But it does strike as odd that people enter a zero sum elimination type scenario and then get upset about being eliminated. You are gonna get eliminated and you may be eliminated first or early it happens that's the game.

    The threat of elimination is your motivation to escape, its the whole theme of the game, but somehow people are really upset by it to the point they want any threat of being eliminated watered down as much as possible.

    I say if you get upset when you are eliminated DBD isn't the game for you. You need a game where you re-spawn and get lots of second chances not a zero sum you're out experience.

    This includes so called tunneling and camping which is often just efficient play by killers to secure eliminations.

    It boggles my mind that people think its harassment when its the very point of the game to eliminate the opponents.

  • @Trwth said:

    I've been playing Slinger with Distressing lately after the nerf, and I've noticed that people get very confused A LOT. I tend to catch people off-guard more than I would with a smaller terror radius. I might be low MMR, but it's worth a shot.

    I run Distressing, Coulrophobia, Nurse's Calling, and either Infectious Fright or Dark Devotion. Very fun stuff.

    I've been trying but the mechanic itself is just so clunky and the speed increase while aiming really doesn't add much. I'm not sure I'll fin da build that really works because the faults are at base level, when you are running perks just to counter the faults it isn't saying much.

  • @Dino7281 said:

    you have to be right on top of them

    That doesn't really work, because of his slow turning speed while ADS. It's quite hard to shoot them, if they start to dodge.

    That's why I say by that point its better to just swing. Haven't played against him since the changes so thought I'd give him a go tonight after a few games he just feels so clunky.

    Something is seriously missing, I'm not adverse to change but it has to be change for the better and this isn't it.

    I m1'd most people to death the gun was more of an after thought used very sparingly.

  • If only the traps buried under the sand that would be really intense.

    But its better to gimp the power than make people unaware of what might happen thats not fun, because we need to know where the killer is at all times and have a large number of notifications if they even consider using their power.

    Otherwise we'd have to pay attention and maybe show alittle caution in our gameplay but thats just to much to ask.

  • Are you sure they are tunneling and camping because from my own games, my frined's games, a lot of streamers and just vids on youtube in general it seems like players call tunneling and camping even when there wasn't any.

    Often tunneling is the result of just really dumb plays by survivors that lead to them being hooked again that only a fool would ignore.

    I'm starting to think that players are just heavily conditioned to blame everything on tunneling and camping so they are never in the wrong if the game doesn't go their way and they can shield their fragile egos.

    It does happen but its hardly the disastrous epidemic people seem to be making it out to be.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757116#Comment_2757116

    Why do you guys always want to nerf everything that is slightly different or out of the norm? If this continues in the end every killer would just be M1 with some slight flavor thrown in on the side. Killers SHOULD be different and sometimes surprise you.

    I realize the comment was a jest but that reply is spot on.

    The scenario given by the OP is a failure of team mates to deny Myers stalk. Another team mate may get the short end of the stick with this but its still the fault of the survivor team.

    It can also hurt Myers in the long run because when you kill someone you haven't stalked with tombstone piece it eats a lot of available stalk for future Tier3. Without the Tier 3 he is just an M1 killer. Yes 3 on 1 is far better than 4 on 1 but if you can deny his power its still winnable.

    So the argument always goes people don't know how to play around this particular power/addon/perk and someone else gets eliminated because of it, I'm annoyed by this so nerf it that way we don't have to ever change up how we play.

    Because needing to do anything different, having to be cautious, observant or react to killer powers is somehow frustrating and unfun, but running around the same rock 4 times and dropping a pallet then running to the next rock/pallet to repeat the process is somehow the pinnacle of survivor fun, and in no way repetitive or dull gameplay, and should work for every killer no matter what powers perks or addons they have.

    Tombstone piece is fine it makes the game thrilling and requires survivors to be mindful of LOS and observant of their surroundings.

1 … 43 44 45 46 47 … 73