pseudechis
pseudechis
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yeah but it'll go from 10-12 matches an evening to 4-5 then 1-2 then a long break and this game needs more killers, but its the killer HUD that is turning me off it.
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@[Deleted User] said:
Before the update you could already have this setup, it's pretty stupid.
I thought this might be the case I had never seen it before though till now.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1932337#Comment_1932337
Yes they did. A lot of people wanted to buff solo survivors information wise to be closer to swf. And thats what the new ui starts. Yes, the totem counter some requestet isnt there, but a hook counter is.
Take a look around the forum, and you will see a lot of people requested such changes. They might not be aware that the way to do that might take a new ui, but they still requested it.
Yes the new information is good but they could have added that to the old UI and had the best of both worlds.
I think you are missing the point.
People asked for additional information on the hud, not to explode the hud outwards into all four corners of the map in a really unintuitive manner. Almost any new HUD could have been a better, more intuitive design than this.
We are not against new or change but it has to be an improvment and this really isn't, its a substantial design downgrade that looks really amateurishly implemented.
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I don't think anyone is complaining about the new information but rather the intrusive and unintuitive way its presented.
I found until I played around with resizing it and changing res, having all the extra crap in the corner of my eye rather than below my eyeline really made me motion sick. But that's just me.
The chief problems are
1 its to busy, the information is so spread out its incredibly unintuitive to scan it all. It used to be all in one place
2 It obstructs field of view, its in the way which is not only annoying but also immersion breaking
3 The info surrounding the screen as it does creates a form of visual claustrophobia which restricts view more than it adds to it, its very poorly mapped out purely from a human eye perspective.
4 Its lost is subdued look, its bright and colourful like somekind of tutorial hud. This makes it look cheaply designed and more like a mobile app hud than a game hud. which feeds into...
5 A lack of aesthetic character in line with the theme of the game, why isn't the hook counter a grisly tally similar to the dbd logo, no its bright red circle of lights that looks like it belongs in a sci fi FPS HUD, its very out of place. Which again is ugly and visually jarring.
6 yes we will all get accustomed to it but that doesn't mean its better, so why settle for getting accustomed to worse when we can ask for better?
The rest has been said and I think the arguments against this HUD are very valid in game and design terms. Its uglier, less functional, poorly implemented and not in line with game aesthetic, making it a real failure and kind of breaking the game imersion for me thus reducing my interest in playing.
If it was customizable to the point I could move items around and position them where I wanted, then a lot of the aesthetic failings would be countered by pragmatism but at the moment its aesthetically unpleasing and functionally worse.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1931490#Comment_1931490
Clearly a player who dont play Clown at all.
https://forum.deadbydaylight.com/en/discussion/comment/1932432#Comment_1932432
Read the posts pls, Clown has been nerfed...
I play plenty of clown and have been doing just fine with him, now that I've gotten over my HUD nausea. Only thing I miss is the exhaustion addon. Otherwise he has a very situational speed boost and needs better timing on his bottle throws. 3 second reload is great, haven't tried all the addons yet but otherwise I think he's better. But each to their own.
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There's nothing to miss really you can just play him old style using only the one bottle. Hes got better reload time, when you leverage the speed boost well though it can have a difference.
Hit a strong loop one side with slow down other side with speed up and boom safe pallet becomes very unsafe. Its been a goo dchange I'd like to play more but new HUD is doing my head in.
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@Slendy4321 said:
https://forum.deadbydaylight.com/en/discussion/comment/1932312#Comment_1932312
Oh my god the aura update was sooooo bad. Who knows if they UI will ever get changed back though
Probably not a full revert but some QOL changes would be good.
Consolidation of the info firstly, and lowering to the bottom of the screen to be out of direct field of view, (I know like the original right)
Perhaps some movable HUD boxes allowing people to customize it as they see fit, if every other online game can do it why not DBD.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1931857#Comment_1931857
That's BS. We already gave them tons of feedback on it, a lot of it was very articulate and sensible. They didn't give a #########.
I never said ti wasn't a bonehead decision on a design part, or couldn't have been avoided and yeah they should have listened to the damn feedback during the PTB. But if history repeats itself, which it often does, this will hopefully end up like the aura changes.
A week of crap that was then reverted.
You can spit your dummy out of the cot but it won't change the past, all you can do now is continue to give constructive negative feedback till changes are made just like the aura changes.
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@Enlyne said:
Honestly this game did already give me a plenty of motion sickness before and stopped playing it, the overall terrible optimization along with the awkward killer default FOV was just obnoxious (to me), unplayable without shadowborn.
If you're telling me now its even worse, I don't even know what these devs are doing at all with their game :l.
Sorry for you too.
Been playing around with settings I'm nothing i fnot commited to making it work. REducing HUD size a lil but still big enough to be readable and basically just ignoring checking the survivor infor at the side and I'm doing ok. Even got a 4k as Myers. Just need to ignore the screen edges a bit and it doable.
Wish I could move the HUD items to the lower half of the screen though. Would help a lot. Because I'm ignoring a lot of the info I just wrecked this poor survivor not realising there were stiil 4 gens left. Its so unintuitive that the information is spread across the screen like this.
Just ugly and disfunctional.
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@[Deleted User] said:
You vomited...really. C'mon.
Yeah as a sufferer of recurrent occular migraine I know the value of a good headache/stomach churn reducing yack.
Not the first time visual effects have done that to me, Cyberpunk 2077 gave a bit of that but the worst was the Doom remake, I gave up on that after a while.
Occular migraine has sent me blind in my right eye twice, first time was for four days and required a CT scan and a visit to the neuro opthalmologist to find the source of the blindness. Scared the ######### outa me first time, second time around my vision came back after 2 days so no biggie.
I realise I'm an extreme case of discomfort due to visual queues but that's my feedback based on game experience so far and if the UI can be modded to the bottom of the screen again I'll heppily keep playing.
Also I think its a bit bright and not within the theme of the game itself and preferd the subdued old UI on that basis as well. If they could recapture that in a modified version of the new UI then that would also be great.
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@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/225562/new-ui-gives-me-motion-sickness
The Doc gives me seizures.
Lol
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I couldn't agree more, but after 10 games tonight the UI gave me motion sickness and I went and yacked post game.
I'm gonna play around with it but unless I can customize it to the bottom of the screen again like I do with most FPS or just 1st person view games, I don't think killer will be very playable for me.
If I can't really play killer then I can't really play DBD its the best part of it for me.
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There is a feedback section about the UI as it seems to be the biggest issue. I'm sure if you are constructive in your feedback and raise a legit concern as to the design the feedback will be considered and eventually communicated on.
As you say its only been 12 hours that's not that long when it comes to acrued feedback even if its overwhelmingly negative. This will probably be like the aura changes. 1 day of unconstructive, unobjective kneejerk anger, couple of days of feedback and then a reasponse.
FYI I really hate the new UI, but have given my feedback as comprehensively and objectively as possible otherwise they won't be taken seriously.
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@Rullisi said:
You could try different eye height or distances to monitor perhaps. I hope they could add fov slider for people who easily get motion sickness. Of course you can also use shadowborn perk too but that isn't really fair but I've heard high fov greatly helps.
I often customize UI to place items at the base of the screen and get them out of view, adjusting size made it less nauseating but made it even harder to see the info. Larger icons made the motion sickness effect worse.
Went and added my concerns to the feedback.
Its not the end of the world but it might be the end of DBD for me for a bit. At least till a more workable option is tabled.
Also I found it a bit to bright and immersion breaking, it felt more like a tutorial for the game than the more subtle and subdued UI that was.
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@Eareland said:
Everything on the screen is spread out, character icons change was unnecessary, and they look way too "out-of-place", also they're a bit distracting, exhaustion icon outline color is bad, so it's hard to tell when your perk is ready to use again. Also, please, get rid of those small button icons on your item or killer power, because that is some tutorial stuff. Make better and longer tutorial where you teach all that stuff.
Game is from 2016 and it has very few in-game options (compared to game file options). I have an option idea!:
Revert back to old UI
And this has been posted tens of times already:
https://us.v-cdn.net/6030815/uploads/JVP8JLGS9K9X/dookie-5b1-5d-5b1-5d.png
Thank you.
The picture quoted here looks like a great way to do the UI I whole heartedly second it.
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I went into this with an open mind even after reading all the posts about it. I didn have some doubts after seeing the pictures and the video feed.
I don't play a lot of games in 1st person view it tends to make me motion sick, but I really enjoy playing killer. The old UI was uncluttered and being at the bottom of the screen and out of my side periphery, much like Skyrim, I had no issues playing DBD.
The new UI feels too busy and having static icons with a fast moving background on both sides and above, gave me a terrible sense of motion sickness during chase especially when looking back and forth between them.
I didn't try survivor, I suspect much like many other games it won't bother me as much in a more zoomed out third person view, much like MMO's but as it stands killer doesn't feel playable with this set up. Which is a shame as killer is the most fun aspect of DBD for me.
Some additional points,
The new UI is kind of immersion breaking, previously it was unobtrusive with all the info tucked away at the screen bottom, allowing you to stalk and hunt survivors without icons breaking the scene up. The icons were subtle and subdued.
Now there are bright little ticks, circles and counters right in your field of view its kind of jarring. It flies in the face of the dark and gritty aesthic of the game, I don't want to be mean but its kind of ugly as a result.
I don't expect it to be reverted but definitely some chages are needed. Moved to the bottom of the screen again to give unobstructed view and localized for easy information grabbing.
Customizable UI would be great as I typically set up my HUD at the base of the screen to avoid motion sickness issues and headaches.
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No I think I'd find it less distracting in 3rd person view but in first person having the still icons at both sides and above with the background rushing past game me motion sickness tonight.
I prefer killer to survivor but I really couldn't focus in 1st person view with that UI it felt cluttered and made me nauseated after a few games. I tried to ignore it and push through thought I'd give it a good go and get used to it but now my eyes are strained and I just don't want to look at it anymore.
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Ungrateful is the wrong word.
I think you mean untactful, yes there is a lot of overeaction and a lot of people are rediculous in how they have responded, but much like the aura changes, the new UI appears pretty bemoaned and I couldn't agree more. I found it really hard to play this evening in the killer first person view.
I don' tplay a lot of games in first person view it often gives me motion sickness. DBD is one of the few exceptions, along with Skyrim another game where the hud is uncluttered at the bottom of the screen.
New UI made me nauseated today and I'm gonna stop for the night, if it doesn't change I may not be back because hell the dizziness and headache isn't worth it and something was really off puting about that set up.
Couldn't really appreciate the other changes, the UI was to distracting.
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When they get that third down you could go up to them and let them down, and then hook you to avoid the slug game.
I think its very selfish to try and escape forcing the killer to look for you if they plan on fulfilling their goal by sacrificing all survivors. How dare you force them to slug for the 4k by wanting to escape.
Same goes for opening the exit gates when all gens are done, I hate the way survivors keep trying to open the door just because all the gens are finished without letting at least one person get killed first... how dare they all go for the escape which is, you know, their goal.
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@Slendy4321 said:
https://forum.deadbydaylight.com/en/discussion/comment/1930357#Comment_1930357
It wasn't just meant to bm you know. I used it to mess with my teammates and thank them for healing me but now I can't do that because of the new animations. Not everyone used tbagging for bming
I see that and the last statement was hyperbole rather than directed at you specifically. Its sounds like its still possible to bob up and down to say thanks etc but its just a lil janky.
One of the major uses as a killer player you see over and over is the pallet/exit gate BM and if that looks monged and undermines people's attempts to be obnoxious jerks then I say awkward jank it away.
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Yeah I haven't seen anyone BM yet but I hope it looks as wonky and dumb as the people who engage in that obnoxious behaviour.
Oh they ruined BM'ing, oh my heart bleeds you toxic sack of #########.
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Its an odd one as from a thematic survival horror stand point the killer should be OP, making them a real threat and survival should be the exception not the norm. The game would then be really scary.
Problem is its competitive multiplayer, so if killer is very OP then nobody wants to play survivor as a massive amount of player base only have fun if they win and if the hope of winning is minimal then they won't play.
So inevitably you get calls for competitive balance which means killers tend to win one-on-one but get wrecked by coordinated teams. Making SWF broken to the point of being a joke, killer feeling really punishing for even minor mistakes and solo survivor a bit of a crap shoot in terms of outcome, which is where we are now.
This is why I was bummed out when the mori changes came in, as the ebony mori was the one thing that made killers really scary and now its basically gone (I'm well aware of why it needed changing it was very abusable).
So when killers are powerful it gets abused and the game is no fun for survivors, but very scary.
When killers are weaker then they get dumped on regularly or have to sweat to get kills and players quit killer, or reduce their playtime, because its to much effort. Resulting in long survivor queues due to lack of killer players.
You also get a survivor experience where you can taunt the killer constantly being pretty safe they can't do much to stop you and escape is all but guaranteed, making the horror survival element of the game incredibly watered down and dull. I've had many boring survivor games where you hold M1 for 2-3 gens and the killer gets one hook, this is a bad thing.
This is why I'm not a fan of red/purple ranks as killer, the gen rush can be oppressive and it really is just run around the same rock 4 times till pallet drop rinse and repeat. Mindgaming hasn't really been a thing in high ranks for a while as holding W is typically more effective and the goal is to waste time and then apply perks/mechanics to counter being caught rather than avoid and escape the killer.
I played a game last night as Myers against survivors all with DS, UB, sprint burst, adrenalin 3x BNP and 1x styptic agent. Basically 3 gens had popped by the time I'd got my first tier 3, now the end result was a 3k but only due to complete bonehead plays by the survivors. The lead time up until that snowball in the endgame had every survivor leveraging every second chance they had prolonging chase like you wouldn't believe.
If you watch a lot of "elite" killer streamers, they have great game, map sense and prediction but often leverage survivor mistakes to get the win more often than not, it shouldn't rely predominately on survivors making dumb plays for killers to be good.
After that game I logged off and changed my shirt.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1927677#Comment_1927677
the first line in this entire thread is how dc penalty only benefits killers, and I didn't bother to finish his post, but now your post is telling me that this thread has some good potential before it gets closed lol
perhaps I misread it but I’m done here. Folks can say what they want I won’t be back.
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Ah the gift of free pressure,
Hanging around the hook rather than forcing me away from it, 2 even 3 people off gens for the price of one chase and typically second hook stage for one hook. How many times have I seen this scenario with kindrid while working on a gen.
Unhooking so close to me that its basically an easy double down.
Unhooking next to me then sprint bursting away leaving your teammate behind to be instantly downed again. I don't have to rehook them but I probably will and you haven't regained the pressure you lost, while also perhaps killing your buddy off.
Following me around clicking a torch at me, trying to initiate chase, I don't need to chase you... you aren't doing anything.
You notice how its always the killer's fault, rarely do you get survivors call each other out its always the killer's fault.
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Wait your rant starts out as if you are a survivor playing against toxic killers and being forced to DC and then switchs to you facing multiple red ranks as killer being the problem. Which is it or is it an incoherent both?
For the first part why would you have a DC penalty as survivor I've never understood this, you can just suicide on hook and get out, I'm not advocating it but seriously how do you get to 48 hour lockout as survivor? It just seems incredibly dumb.
48 hours how often do you DC? If that's your go to when you get upset at the game then maybe this isn't the game for you and you should look for something else.
Not having a go just baffled, its why as I always say never come to the forums if you are mad at the game, you end up leaving a post like this and usually its an incoherent rant.
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This game is horror and has grit, if you undermine it you undermine the entire game.
Go comedy or serious but never both it always feels disjointed.
To qualify that the ghostface is irreverant in his murder lust making him rather disturbing more than comical.
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@AGM said:
An abandoned cruise ship. Like the Titanic or something.
classic cruise ship with uppder deck and indoor lower deck, maybe tower structure for the bridge, exit gate could be switch to open ramp down to life boats, or maybe cargo ship.
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@Jarol said:
A parking lot, I know, but at night and with few cars it's scary.
That's a great idea cars, a loading bay with pallets, flickering lights.
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@kylerabdcgamer10 said:
I'd want another snowy map. How I'd like it to be is a large lodge or cabin in the middle of a snowy forest at night, and the ground would have differing levels of elevation like the cabin being the highest one, or the walls of the map being covered in snow
I was thinking the snow covered hedge maze as in the Shining. Danny boy!
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I main - Hag, Trapper, Leatherface, and Myers (my new fav). Change between them every 3-4 matches or so and usually play at least all of them once a session.
I play a lot of - Spirit, Slinger, Clown, wraith and Doc (old main when I first started but am a lil tired of him).
Once in a while, but often only if I have a daily - Oni, Huntress, Plague, Legion,
Really only play if I have a daily or a Rift - Billy, Nurse, Freddy.
Rarely never and generally skip the dailies - Demo, Blight, Pig, Ghostface.
Don't own the twins or pyramid not a big fan but may get them for the perks eventually if I don't catch them in the rift.
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@Zarr0ch said:
https://forum.deadbydaylight.com/en/discussion/comment/1926910#Comment_1926910
Ok, cool.
So what killer perks should we nerf now?
They are nerfing undying so that it synergizes less with ruin and becomes less oppressive. I'm excited for that as it will interact better with token totems like Devour and Huntress making them more likely to see use and less of a burden to guard.
But that's an apples and oranges kind of argument.
The reality is that DS was often leveraged aggressively as an anti-momentum perk when it's goal was to limit tunneling or at least punish tunneling. When combined with UB it lead to 1 minute of virtual immunity to game state, be it picked up or left down, and provided a second chance crutch for practically any bonehead play a survivor could make, that alone is problematic.
Regardless of personal feelings on survivor or killer nerfs or buffs which are largely irrelevant to the topic at hand which is changes to DS and why.
I was bummed when MORI's changed as they are virtually useless now and I miss how threatening they used to be. A mori really upped the fear factor in the game which is often lacking. But they were used really oppressively to scrub someone out in under 2 mins, whether they ran DS or not, which is a problem and needed changing.
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All the DS change really means is that it can't be used aggressively to jump straight back onto a gen, that's the biggest impact. If you get chased off hook it will still do what it used to and if you lost the killer then heal up or jump back on a gen.
The goal of DS was to give you a chance to escape if downed again after hook and that's what this does.
Jumping back onto a gen straight away post hook is risky business and DS giving folks free license to make bonehead plays is all that's changed.
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I've decided like a fool to prestige him, using up my addons and give him a good go prior to the patch.
I'm not that bothered by the prestige cosmetics but clown's bloody face just looks really thematic. First time I'll bother to get to prestige 3 on any character.
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Nah you'll be fine, that's a bad case of sore loser-ism.
A 3 gen strat is an effective way to play and if the survivors fail to bait you off the gens and rush one out then that's how the game went.
I often start up Trapper and Hag picking a good 3 gen spot and setting up accordingly. You want the last and most critical gens to be inside a web of traps. It not essential to win but can be very effective. Especially if you are also hooking survivors inside that web of traps.
Its using your power in an effective way with a lot of late game snowball potential to claw back the initiative cost of the gens you lost setting up.
Its pretty obvious when a set up killer is rigging up one third of the map for a 3 gen and survivors should adapt to counter rather than whine about it after the fact.
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@SilentPill said:
I don’t know how the devs will take the stance of “do bones” when they are gutting undying because “doing the same hex 2-3 times in a row is too much” even though NOED is effectively the same thing because all 5 totems need to be cleansed for it to not come into play.
There’s still nothing more annoying than playing the entire match, the killer is getting dumped on, then you take your first hit of the entire game and hey it’s NOED and you are in solo Q so you die on first hook from one attack.
But surely you've had a rich full match, that got all gens done, probably a chest and a totem plus chases and maybe a few saves/heals all that was missing was the escape. I don't really see the issue.
I've never de-pipped because of NOED, or felt it was a toxic tool to ruin my fun because you have to get to the endgame before it comes into play anyway and if totems were done or if its found then its out. So you get a full game (perhaps even dump on the killer as you put it) and they get a couple of kills at the 11th hour due to it.
If the killer gets 4 kills due to NOED that's on the survivor's heads and more power to em.
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Don't judge it by the "discussion" area of the forums as this is often where people come to whine about it. (I to have made the mistake of coming here after a run of bad games and making a rant post, its a bad mistake).
Basically there are very few games that capture the horror movie style, I mean the slasher horror movie style. DBD has done a great job of that. You can even be the antagonist something that very few games achieve well. A good game of DBD can feel like a real survival horror slasher flick.
The con is that its multiplayer online, now everytime you have that you get the competitive bad winner/sore loser crowd who can be as awful a human being as they can because its online with few real world consequences. These are the toxic sociopaths, cry babies, entitled wankers, inferiority complex sufferers, basically the people who don't get invited to games night because they are so insufferable to play with. (You know who you are, but that only makes you angrier).
These people ruin the game for others and exist in all online games. They are often some of the most vocal in the community to just look at all the posts that...
Attacks on the devs, without any real rational concepts or suggestions.
Un-objective opinions that when (even politely) questioned result in aggressive responses often involving just personal attacks and no real discussion of point.
The faction nazis, I am survivor or killer and that's my crowd and all others are the enemy and I hate them. Console vs PC etc.
I'll quit if X happens posts <--- (remember that kid who would threaten to take the ball and go home if he didn't get his way, that's this kid in adult form).
I could go on but you get the idea.
People say DBD is more toxic than other games but I'd say its on par with COD back in the day, and WOW when it comes to just unpleasant players.
Maybe the darker horror genre attracts more of the emotionally disturbed, poorly socialized, invert crowd and that's why you get more toxicity. I don't know that's all just speculation. (Personally I dislike people too, but that doesn't give me free license to just be unpleasant to everyone).
Most of my interactions in this game have been positive and its a lot of fun. I keep coming back to it because I'm yet to find anything else like it and as a predominately RPG and strategy game player, a few games of DBD doesn't require the time investment that a story driven rpg does or a massive 5 player game of civ would.
It worms its way under your skin and you find yourself always coming back for another romp in the fog. If you are questioning investing time into it I say the goal is to have fun, don't worry about ranks.
Accept that it can be hard for either side depending on who's playing and how they play, appreciate the horror theme when you get killed understanding that by default you're not really meant to escape if you were it wouldn't be very good survival horror.
If you get wrecked by a good team as killer then shrug and gg onto the next one. If the team BM and taunt you for it then just realize this says more about their inadequacies than your gameplay, pity them for a second and move on. Same goes for the angry face camping at 5 gens killer, hang their for two minutes and move on, yeah it sucks but its a game and not worth getting worked up about.
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Just what do you propose to do about camping and tunneling?
These are core parts of gameplay that can be played in a certain way, not some perk that provides a situational buff that can be tweaked.
Also they tried doing paused timers ect on hook but survivors just ran around the hook giving themselves infinite time for hook rescues.
Its a mechanic that can be played in a certain way, like survivors leveraging smaller hit boxes for tighter turns on loops to extend chases, or choosing to split up on gens rather than group up.
There are perks available to counter this and you don't have to take them to do well.
Also DS when paired with UB is basically a minute of invulnerability that often gets used aggressively by survivors to stifle killer momentum, if you are injured and fresh off the hook then jumping straight onto a gen should be a bad idea. But no, as you can leverage your free minute aggressively and that's what needs to change.
Camping works because survivors either aren't coordinated enough to get the save off, or stop doing gens and just get eaten playing around the hook. Smash out gens and then go for a save as a group and its a very poor strategy.
Its not much fun to be the person hanging on the hook during that time, perhaps they could get distraction points and an up-ticking BP reward for the duration that the killer remains within range of the hook. I'm sure this will also be abused but at least there is some benefit to hanging there for 2mins at 5 gens.
In my experience folks will often cry camping and tunneling no matter what you do as killer, so at this point its really just mute.
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...or you could stow the melodrama and just keep playing, its only a game.
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Ok then from not feeling it to wrecking face in 2 days.
Main problem taking swings in Tier II forget about it get to Tier III and smack down.
Don't lament not getting two downs in tier 3, if the chase would drag you to far away from the first down then go back and just hook em, you'll get em back.
Vault the windows he's so damn quick at it just vault it.
Timing the tier 3 for the insta down straight into a new chase for the second down is the key and its getting more consistant.
Rewatch halloween 1, 2, H20 and the latest release, the four best of them all.
Play it like Myers, stalk creeply, only swing when it counts and chase on your terms.
So far only 4k's and 3ks with hatch. Typically lose 1 to 2 gens at the start but it snowballs everytime you start the hook trading. Mid game is a tier 3 slug fest for added pressure. Someone will often bleed out and I apologise for nothing.
Probably tunnel a lil more than I would like but so far that seems to be part of it all and typically tunnel into a slug not a rehook just for the extra pressure and to avoid DS. Unbreakable is the main enemy but it aint that bad.
Current build till I unlock other perks is M&A, BBQ, Discordance, infectious fright.
Discordance is great for getting that early multiple survivor stalk over quickly, infectious for the next target tier 3 downs, M&A to crank up the creept factor, BBQ for the 'hellavit' or bonus BP.
I haven't had to kick gens much and the only time I'v estruggled was with a coordinated team that spli tup from the get go so discordance was useless for most of the match. It was still a 3k in the end but it was sweaty. Think I found my new main for a while.
Time to get a wider perk spread and try some fun builds, jumpscare, infinite T3 killfest etc.
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I don't know anymore, I really don't care if people DC, AFK, suicide on hook, I just play as I always do. Yeah its crappy to be in a survivor group when that happens but its not the killer's job the make up for it to ensure my fun, I just make the most of it and move on from either side.
I really want the new MMR to work so that people will hopefully get less focused on pips and ranks, its completely meaningless and is a big source of toxicity in the community.
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You don't need an overwhelming amount of tutorial as a lot of DBD is intuitive and the tutorial is there to teach you the mechanics which it does.
This would be solved with custom mode with AI, you can crank out practice games against bots with a new killer and earn a small amount of new player bonus BP's for achieving starter goals.
Add a new player BP bonus when you start and that could be enough to lessen the grind and give people the opportunity to learn something new in a less competitive environment.
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1916734#Comment_1916734
Yes but there's waiting out a DS and then there's the survivor is under a hook practically begging for death and killer sits there laughing like a maniac whacking the ground and if it's fine then I'm gonna start doing it hell all killers should
That's a lil different from the scenario described in the original post.
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Bm'ing and trying to flashlight blind at the gate when against all odds I got a blinded and still managed to harpoon drag and then hook the flashlighter for a final 3K, I called it a day after that because I don't think I could top the satisfaction of that one.
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If the killer shut the hatch then the EGC would have started which probably ticked down quicker than the bleed out timer, its hardly holding the game hostage.
I've done this when the gates are 99'd and there are no hooks nearby just because hey unless they pick themselves up or crawl towards a close hook I'm not taking the chance of losing them, especially if they were really good at evading me, even moreso if I'm waiting out a DS, no malice just business.
I guess you could put it in the same box as survivors waiting at the gate to BM, just leave, you don't have to wait out the timer its obnoxious, kinda like well just hook me you don't have to wait out the timer its obnoxious.
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Cheers for the feedback and some build ideas,
Not much more to do then but time my activating closer with tier 3 for an auto down and get better at stalking for quicker tier up. Have yet to unlock M&A on him.
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Your post makes no sense.
If you ran a killer for 5 gens and they have only you on the hook and nothing else in the endgame then that's when camping is really the only option. A bird in the hand and all, its more likely to end in multiple hook trades camping in that scenario and more bloodpoints than it is to hang you and run after someone else while the gates are being powered.
I'm willing to give you the benefit of the doubt here, in that you got camped, got upset, foolishly came to the forums to complain about it while still upset and therefore unable to make an objective point. We've all done it at some time.
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I'm doing my best but I only got so many games in me each evening. Killer queues truely are instant at the moment on west coast Canada, I haven't bothered to touch survivor tonight. Tried but the wait was to long.
Haven't encountered any toxicity tonight though which is refreshing.
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@gusm09 said:
https://forum.deadbydaylight.com/en/discussion/comment/1914213#Comment_1914213
https://us.v-cdn.net/6030815/uploads/LHNY1QHSC8RN/20210203123339-1.jpg
I'm about to try this build, it seems decent, saw it on one of Monto's videos, the change is not having Huntress Lullaby, but having STBFL instead
Sweet, good luck, doc doesn't have any real mobility tricks so often huntress' lullaby gets busted before you get any value out of it, I usually run a chase perk like STBFL or even just enduring or brutal strength to get those gen kicks off quicker.
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Oh if you get a lot of items in the lobby then the "do you want that back?" build
Franklins, sloppy, nurses, thana/make your choice/STBFL/monitor/pop.
They take a hit, drop an item, you trap it, or the approach to it, and back they come for the free down. It sounds so obvious but you'd be amazed how many times you can down the same player or players in a match with this very simple play even at high ranks.
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As a Hag main I don't think I've ever really leveraged much out of corrupt intervention. I'm not a big fan of it. Its a slight reprieve in game start that can be countered by good survivors.
Don't fear losing a gen or two early, Hag is a snowball killer, get set up first and if you place traps well you'll gain back the initiative lost.
She's an M1 killer so does well with M1 perks like sloppy. Doesn't need a lot of tracking as your traps do the job for you, lacks in speed and slowdown.
I often run Sloppy, Thana, Devour/nurses/pop. You port around smacking people and typically have 2-3 or even 3-4 survivors injured at all times so thana gets some traction here. Its easy to defend your totem just port back and smack anyone foolish enough to try and get it.
Monitor and abuse goes well with nurses, lets you plant traps near that ticking gen before survivors know you are there, also the heal aura is further out than your terror radius so again you get the drop on survivors really well.
The speed boost for devour is a big help and her kill animation is one of the best.
She is crazy good at setting up a solid 3 gen but its not necessary to go for the 3 gen every game in order to secure a 4k. Its more about intuitive trap placement and knowing when to port and when to ignore it.