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pseudechis

pseudechis

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  • I don't think I was ever 'nice' I just play the game.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570516#Comment_1570516

    It does change up the normal gameplay I do agree to that but all that guess work you are put through it's all in a heavy disadvantage from the killer. That's what makes it so unfun. But uncounterable in a sense where you have no input that you can do where you will effect the outcome of the chase.

    That's true but I still find no reason for it to matter whether its productive the devs dont look at this forum for ideas that's why they're off topic categories. I can say when it comes to a discussion of balance I do agree it's preferred to be productive.

    I actually wasnt trying to be aggressive in my response I thought it was obvious because people who interact with me know that I'm a survivor main and I made a post about this a couple months ago.

    I find the guess work of it fun. I guess you could say the counter is guessing correctly over your opponent. There is less predictability about it than say killer and survivor mind gaming the shack. After long enough the typical plays become predictable, where and how to moonwalk etc, so you start switching up your gameplay to catch your opponent off guard.

    A killer ability like say the spirit's, adds a mechanic which throws predictability out the window from the offset. Now it's a complete guessing game, still possible to pallet stun her and loop her but you gotta choose correctly on little to no information till you've interacted with her a couple of times. The stakes are high and its hard to adapt to it but that's what I love about it. No other killer really does that. But there is a constant scream for nerfs and changes because of the way it works, the typical survivor plays of just loop this rock don't really work against her.

    I often feel like when people talk about changes to killers they find hard to counter, when you read between the lines the thread is often "change this so I can loop it like any other killer". I think this is unhealthy for the game for both killer and survivor, but given the topic is a killer nerf its gonna get more killers expressing their doubts and it will seem like the thread is more killer biased.

    But for all players the last thing I'd want is the game to be watered down into nothing but a loop simulator. I find red ranks often devolves into that very quickly as people know the strong loops and return to them endlessly. You either drop chase or waste time or utilize an ability that shuts that ######### down quickly. The third option usually upsets more people and we get the nerf threads.

    As a killer main I am a lil biased here but I play enough survivor to know I don't really enjoy running a killer around the same bus for 2 mins either but I'll go back there to do it because it works.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570103#Comment_1570103

    No I will not refrain from using sarcasm the exchanges I have in my posts are always aggressive because I think about the survivor side a lot even though killers need buffs. Im gonna ignore slinger for a moment as he isn't the topic of this post. Nobody is moaning about anything this is an open forum to discuss the devs don't even look at the forum when thinking about the games patches. My point being whether or not something is "productive" simply doesn't matter.

    Sure the argument of things being boring is subjective the devs do make patches and tweaks based off of fun and word it in patch notes. However my friend where you are wrong is things that are uncounterable are fact. That is not subjective.

    I disagree that un-counter-able is fact, perhaps not as easily directly countered by the current typical plays i.e. looping etc. It involves more guesswork but that is the play. Its unique. Interesting and dynamic killers that change up how the game plays keep it fresh. I enjoy playing it and playing against it precisely because it shakes up the typical gameplay.

    Productive does matter when discussing game mechanics or changes to how things play because if it is biased or opinionated, or just people unconstructively complaining then its really not addressing the issue and just inviting tit for tat argument.

    I never said stop using sarcasm but you may have fewer aggressive exchanges if you understand why it gets easily misinterpreted in text format. You can't react aggressively to someone not understanding you were being sarcastic as there is little indication of sarcasm in text, so it often just comes off as passive aggressive or just downright aggressive.

  • I see elements of both survivor and killer bias. The whole killer vs survivor narrative is weak and does nothing for the community and the idea that the forums favor one or the other is somehow factual is fanciful. Its opinion, not fact, don't confuse the two.

    The best suggestion I've seen for slinger is to have more slowdown when you fake an aim. To prevent the aim spam tactic while closing ground for a quick scope shot. Other than that he lacks map pressure and serious nerfs would just likely make him unable to pressure survivors off far away gens.

    Split up on the gens and he's largely counter-able.

    Pissing and moaning about perks, tactics, mechanics etc etc is unproductive unless there is some constructive feedback to add. The argument un-counter-able and boring is not constructive as they are subjective at best.

    Also sarcasm doesn't translate well in a text format because there is no intonation to denote it, if you want less aggressive exchanges then its best to try and avoid using it.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568747#Comment_1568747

    This is where I think people underestimate the power of holding W. She's extremely slow without using her power so she is going to waste ages chasing after you if she doesn't use her power to run you down. In this scenario you don't care about telling whether she is phasing or not. If she uses it to catch up then now you know she is phasing. If she faked it then you just left her standing there like an idiot while you leave. Also the fact that while holding W you will leave her TR very quickly so you will be able to know if she's actually phase chasing you almost instantly. People are trying to sit at a loop and mind game her which is where they lose as that was a mistake in the first place.

    I think the reason people actually hate her is because she forces you to play completely differently from the other killers and people don't like adapting. She also puts much more of the outcome into how good the Spirit is and less into did I just mess up. Which is inverse to like 80% of the killer roster where much more of the outcome is how good the survivor is and did they mess up.

    The way many survivors feeling facing a "good" Spirit is how 80% of the killer roster feels facing "good" survivors.

    This is exactly it.

    "No counter play" = "different counter play from what I want"

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568938#Comment_1568938

    No it's not odd at all really, survivors are the power role and need nerfs. Too many killers are weak at the higher level. You just don't like to hear it.

    I think he just whines a lot in a very non-constructive way and isn't as good as he thinks he is. Personally I'm not a fan and don't watch him.

  • Its primate psychology. Why think for yourself when someone higher up the social chain can think for you. Welcome to the majority of society.

  • No never. I just play the game. There is no need to be obnoxious or abusive but I don't feel the need to be overly altruistic either. Sometimes I'll give the hatch sometimes not, sometimes I run with a mori sometimes not, sometimes I'll run around smacking people sometimes I'll go hard for the win, but in the end all I do is play the game.

    Remember while there is no need to actively go out of your way to ruin someone else's game, you are not responsible for anyone else's fun.

  • all the whining... just play the game.

  • The issue here is the whole "you unlocked the next rift" notification is really "check what you could unlock if you buy the rift pass."

    If you haven't bought the rift pass then it doesn't affect you but don't expect free stuff every unlock. The rift is there to get you to drop cash on cosmetics, the freebee ones are the bait element of this. If you want to buy it you'll unlock something every level, if you don't you'll get a cookie every now and then to make you come back and look at it again and maybe buy it this time around.

    Its really no that annoying and its far better than "watch this add" between every game.

  • I love the "should have survived" element of this. No you expected to survive and due to how this mechanic works you didn't. You learned something, that is valuable. Don't cry nerf because you learned something.

    The other thing you could have done to survive is not risk extra points and just exit the match. When you exit the match survival is guaranteed.

  • There is nothing wrong with that strategy but it doesn't take a lot of skill or planning or prediction to use guess you could call it "slug camping"

    The point here is the loaded question. Your friend likely didn't want an honest opinion, they wanted you to agree that they were good and that anyone who sent them a nasty message as a result of how they play was in the wrong somehow.

    When you didn't do that... they, rather than look at how someone else may have a different opinion of that playstyle, instead just dismissed your view with the "you don't understand" motif.

    How viable Myers is etc etc are all irrelevant points, play the way you want to play but don't be surprised if some people find a style of play annoying and have a go at you for it.

    Also echo chamber people often make for tedious friends, as usually they have their one view and dismiss all others making any real discussion impossible. Find better friends.

  • The whole "good girl" "bad girl" element of this thread reeks of creepy uncle.

  • Its been said, but from a killer perspective I get the best use out of it when running doc. You hear gens exploding all over the place especially on smaller indoor maps. Otherwise I don't feel it makes much of a difference.

  • I like how the title of this rant is in no way addressed by the content.

  • I get what you’re asking for. Essentially this problem should be fixed by mmr. When matched well the ‘this is just impossible feeling’ is largely gone.

    having a very mismatched one sided game is usually crap but often it’s just a gen rush and is over quickly so no big deal.

    The issue I think the OP has is the ball is kinda in the survivors court when it comes to this because if they decide to stop doing gens and farm up points a mismatched killer kind of has to just suck it up till game end.

    A mismatched survivor game is usually quick death and move on but a mismatched killer game can be either gen rush or 20 mins of ineffective chasing while better players farm them.

    good matchmaking is the key rather than a quit function in my opinion.

    Also to the more toxic posters on this thread. You are either too dumb to understand what the OP meant or you’re a complete arsehole either way think before you post next time and you’ll look less like a twat.

  • Basement and hatch ones seem more helpful to killer. If they are hidden though then I'm sure you'll see a surge in key x offering synergy.

  • He is a mad looking killer and the idea is great but after watching some gameplay videos, the 'ping pong' hits seem weird as a mechanic.

    Your idea is probably not feasible as its a complete rework, not just a tweak but a whole redesign of the killer and their power so that is probably not gonna happen.

    Its not a bad idea though, couple of caveats within the confines of this game's mechanics, you are basically changing him into semi clown clone. With the added issues that he now has the disadvantages of both trapper and clown in that he has to find and harvest the flowers and mix the bottles. While creating a genuine alchemy element, that amount of downtime alone would make him completely nonviable.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1552143#Comment_1552143

    This.. I was on the PTB earlier and the difference between Low and Ultra settings is insane. Low makes it 100X easier to see in maps and ultra makes things super dark.

    I have that problem now, I run on medium as ultra runs perfectly fine but is way to dark to see, I mean crippling disadvantaged dark. As a predominately killer play the dark atmosphere is great but I'm completely blind as a result, I need predator heat vision or something.

  • I think you need to take a break from the game. Never come to the forums after a bad game you'll end up posting a vitriolic rant.

    No need to take it so seriously, its just a game.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549979#Comment_1549979

    Very true.... my post here was about the DC's and quickly people were saying i was mori'd after the dc's without asking more information! lol I didn't feel that was necessary because i honestly didn't care i got mori'd, and I actually enjoyed getting mori'd in that match because it was spirit's mori! I might think first hook mori isn't the best but meh it's part of the game. the real problem is the dc's, it's rampant!

    Yeah it kinda says something that folks fixate on the fact that you got mori'd rather than 3 DC's. I

  • Sadly anytime you get a one camp or the other kind of scenario people dive into a 'them and us' rhetoric without a moments thought. Killer vs survivor now console vs PC. Basically anyone hating on console because they play on PC and vice versa are really just talking BS.

    I've had competitive players and potatoes from both platforms over the last few days and the only real change is my super fast killer (and to a lesser extent survivor) queue times at any time of day, which I value highly.

    I have started to notice a few trends gameplay wise but this is purely anecdotal. I feel like frame drops and stuttering have been worse since cross play, making survivors whom 360 well, trickier to hit. I also feel like console players can pull off a smoother juke than most PC players (probably due to joystick) and as such that is a common go to in games with lots of console players.

    Its predictable though and providing I don't stutter out, usually it only works once.

    PC gamers may appear more toxic but they are the ones who can type easily in post game chat... so of course you see more post game BS from PC players. My general experience is mostly positive though so no biggie here, typically GG's all round or a laugh about one particular play. I get a lot of unsolicited friend invites which I generally ignore. Given the stories folks tell about messaging on consoles it goes to show that toxicity lives on both sides of the divide. That's not to say that these invites are all going to be toxic but I really don't need to befriend everyone. A good game is good enough.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549979#Comment_1549979

    Idk where you're getting all that from. I only called a killer scummy.

    And that was unnecessary and unjustified. Which is my point.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549668#Comment_1549668

    You can play however you want, but scummy plays are scummy plays.

    This embodies the very point I'm making. Its not inherently scummy, you only think it is because you are unable to attribute anything but malicious intent to the action. The survivors DC'ing may not have been scummy either we don't know, but generally there isn't a lot of reason to DC as a survivor purely because you can just suicide on hook and still get some BP's.

    I see you don't understand the point I'm making, so I guess just think what you will. Sadly we will see more rage quits, accusations of scummy play and general toxicity until the community stop trying to project their emotional fragility onto the other side and just play the game.

    After all its only a game.

  • OK if you feel that way, but can you see that this mentality is a problem. Half the toxicity in this game comes from people applying an arbitrary standard of play to others. Then you add on the mindset that anyone who doesn't match that standard of play is a scumbag.

    Basically you have a single piece of info that in no way explains when the mori was used or why. Its part of the game and its use is legitimate but you'll call someone a scumbag for playing it.

    Also my point doesn't defend its use, it calls out the uniformed judgement made by just looking at one picture.

    Once again the onus is on the killer to justify their play while the real culprits here are the DC'ing survivors. You don't know when they DC'd or why "but the killer used a mori so they must be a scumbag". Its a very uninformed and narrow minded way to look at things. Shrugging your shoulders won't change that.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548156#Comment_1548156

    https://forum.deadbydaylight.com/en/discussion/comment/1548172#Comment_1548172

    Why is the killer a scumbag? With 3 DCs his only change for decent points and to try preventing depipping is at least hooking someone. Tell me why the killer doesn’t deserve a chance to get points and a kill but the survivor deserves an escape?

    It amazes me that people still blame the killer in this situation instead of their three teammates

    exactly 👍️

  • How do you know everyone hadn't been hooked twice that game? I've had people DC at all points in the game I never understand the play the whole game to dc on last hook play but it happens, do I still owe everyone else an escape in that scenario?

    Basically there is an absence of facts here and in the absence of facts humans make up their own narrative in line with their emotional opinions. It is the basis for conspiracy theories and religion. If you are unhappy when you get mori'd its natural to attribute scummy play on behalf of the killer based on the picture alone, when in reality you have no idea so should save judgement.

    Jumping to misconceptions helps no one.

  • @dugman said:

    It bugs me when people say it’s “random” when you want to guess what Spirit is doing. People aren’t literally random, they’re naturally predictable, and making good educated guesses about what someone else is doing is a skill. It’s why the top poker players are consistently in the top ranks, getting into people’s heads to know their intentions is not just “luck”. Likewise acting in a particular way to make an opponent do the wrong thing is also a skill.

    Outwitting a Spirit isn’t just a coin flip, if anything it’s way less “boring” than mechanically watching for a visual cue of an attack and then dodging it 100% of the time.

    This is exactly it. Even mind gaming is an educated guess to outplay your opponent. Anyone who says spirit is random has no idea what randomness is. Basically a lot of no counter play can be summed up as "I can't loop this killer the same way I can loop anyone everyone else please nerf them".

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548148#Comment_1548148

    I see what you mean there and that makes a little more sense as something to complain about, for sure.

    Isn't a killer unable to hook someone when the hook is being sabotaged? Or unable to kick a gen when someone is still on it, break a pallet when someone is sliding on it, etc.? Fairly different examples but still things that show that the killer's action doesn't ALWAYS take precedence over the survivor's actions.

    Good points, I didn't consider those as they rarely come up. Often its better to hit the survivor in most of those cases so I've rarely seen the prevent the killer animation. The anti pickup healing happens a lot though so I guess its a lot more noticeable.

  • @[Deleted User] said:

    Killer still felt the need to Mori you after 3 DC's. What a douche.

    The killer doesn't owe you an escape just because your team DC'd. MORI or otherwise.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548049#Comment_1548049

    Thank you omg

    What he is complaining about is a non issue if you run STBFL (which is a really good and meta perk, anyway- not like some weird barely useful niche perk- it is actually a GREAT counter to SWF teams who hook bomb/commit to gens in your face/etc).

    The "tech" he is talking about takes some effort from both survivors- downed survivor has to make sure they don't tweak and start crawling too early, and other survivor has to be there and know what to do himself. It takes knowledge and (at least a slight bit) of skill on survivor side.

    I don't think he's complaining specifically about the escape though its the mechanic whereby healing takes precedence over killer pick up animation. Logic would dictate that killer animations should take precedence over survivor animations given that a huge killer grabbing at them would likely prevent you delicately patching up your buddy.

    Killer animation takes precedence in pretty much every other scenario but this, so I can see where the disparity lies even though it doesn't really bother me as killer. Its tech that is backward compared to the rest of the game.

  • Here's what you do. You play games with perks only not wasting any blood points on addons or offerings. You keep doing this every game as its zero cost 100% gain on the BP side of things. So it doesn't matter what happens really as rank really shouldn't matter.

    If you 3-4k and pip up great feel good, if you get destroyed then yay you derank towards your preferred less sweaty level of play.

    Either way you win. With this mentality I never lose, ever. I only go up and down to the tune of a successful win or a successful derank and I rake in the bloodpoints at zero cost. If folks want to say gg ez, then I agree it was an easy derank for me yay.

    Doing this I spend less time trying to get kills and more time having fun playing, and then the kills just come to you. Also you focus on basic skills as killer so when you do chuck on a few addons it feels kinda overpowered to have these little extras that help you along.

    About the only killer I don't do this on is trapper because well he needs a bag at least. But thanks to my pool of BP's I always have plenty of bags.

    I get sad when I pip into red ranks, because red rank games are always the same, ring a ring a rosy simulator.

  • Both are fun in their own way.

    You always smile when you destroy a team and there are 3-4 gens up, but that satisfying last hook at one gen or egc is even better.

  • Because its a game. everyone needs to stop taking it so seriously.

  • Yeah being able to undo regression by just tapping a gen always seemed silly to me from an immersion and realism perspective. I don't think it would be game breaking to make survivors crouch and enter the repair animation in order to stop regression.

    It doesn't need a skill check as we have perks for that.

  • Oh man another console vs pc to add to the killer vs survivor BS just stop it already and play the game.

  • Now we are complaining about a killer using their power as intended. Where will it end?

    I’m starting to think this community is made up of nothing but whiny morons.

  • This whole discussion comes off as basement neck beard creepy.

  • I've been playing hillbilly all evening, just for fun no addons. Its been a 4k or 4 escape yoyo fest but every game has been fun. I never played him much before the changes and probably won't play him much after either but I had a lot of fun with him today so I don't see what the problem is really.

    People take this stuff to seriously.

  • @Popcornchicken11 said:

    Honestly jekyll/hyde, Wolfman, alchemist, or whatever I'm still excited to see what comes of it

    me too, I'm more excited about this than the SH dlc.

  • Breaking glass, maybe more likely jekyl and hyde kind of scenario.

  • Queue times are fast as killer but the lag is killing me. I'm getting all kinds of crazy frame drops, stutters, suvivors who seem to teleport away.

    Several times I've walked through a door only to port back into the room and be walking into the wall next to said door.

    Thought the survivor mistimed the pallet stun, started breaking the pallet, get the stun animation and then stand there in front of pallet while survivor has vanished. Its been a real circus today.

    Chases are so stuttery its really just guess work at this point when to swing.

    My ping is all over the place. spiking and dropping.

    It's not my net, its super fast and works just fine for every other game.

  • Great as if a Survivor vs Killer mentality in the community wasn't bad enough, we are now gonna be inundated by pc vs console wankers.

    Stow the partisanship and just play the game.

    By the way if you are making a post belittling PC players for belittling console players guess what, you are now no different to those players who belittled you for whatever platform you prefer, well done. Collect your hypocrisy badge at the door.  

  • Yeah just eat the DS. 4 Sec stun and its gone for good. The loss of momentum can be a pain but if you are applying good pressure DS shouldn't sway much. Half the time its a non issue in my games and the other half I count to 60 in my head while applying pressure elsewhere.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531358#Comment_1531358

    Agreed, except I wouldn't base it off of hours. I would just start your baseline MMR a bit higher for any killers you haven't played yet if you already have other killers with really high MMR.

    Yeah something needed to take rank into account. I know rank is a better representation of time online than ability but time online eventually equals experience. If I play demo, who I never play, I at least know enough about how to run tiles and where survivors are likely to be that even with his abilities being new I can still chase down folks who don't have that game experience yet.

  • sometimes, I mean if people aren't pressing ready and you gotta wait out the full timer then why not.

  • No you're not alone overall I felt most of my games were rather closer than the typical I stomp them or they stomp me (usually the latter in the evenings when I play) scenarios. I still got the occasional swat squad but you get em now and then and they are usually really toxic to play against so you just roll with the punches and ignore em. I definitely didn't feel the need to tunnel and camp as often.

    I don't know how some survivors might have felt after our games though as there were a lot of 1 red rank and 3 yellow rank games where I'd focus a lil more on the higher rank player, (you can tell by the quality of chases), and still no gens would pop even after they looped me really well before the down.

    I guess if one person says hey that game was great and everyone else goes ugh horrible then there is a problem.

    Most games felt 'fair' though win or lose.

    Playing survivor was a bit more of a mixed bag but I'm a complete potato who doesn't play survivor that often so can't really speak about that with any authority. We'll have to wait and see what comes next.

  • Yeah I think the new MMR was a bit of a mixed bag but overall my experience was positive. I get the feeling I'm gonna be back facing players way above my pay grade again, as the last few days have been mostly balanced in terms of how I felt the game went (mainly playing as killer that is).

    Although I did see a number of one player in red ranks and 3x level 20-15 in survivor teams. I'd try and chase the red guy mainly as generally they were a challenge, to give the others some game time but eventually you gotta go down em.

    I agree with the devs that the rank system is a better representation of 'time spent on line' rather than ability, but more time on line usually means more experience and greater challenge in some way. I guess at red ranks the difference between good and bad reds is more obvious but in the green to purp where I like to hover the line blurs a lil more. Although sometimes I am surprised how easy a team of reds can be to 4k.

    I hope a new system that integrates elements of the two comes out soon. So we don't get the rank 1 killer with 1000+ hours vs the team of yellow survivors with 50 hours each etc etc. In the meantime I'm still playing. See you in the fog :)

  • Yeah queue times are going up since the changes. I used to get into killer lobbies pretty quick but now its a bit of a wait. Usually no more than 5-15 mins but any longer than that and I go do something else. I have no patience for long queue times and frankly the payoff from a game usually isn't worth a wait any longer than 5-10 mins max.

  • Not all DC is rage quitting, a lot probably is but if I do DC, its usually only as killer and only when against a really obnoxious group of survivors.

    The constant noise notifications, the tea bagging and flashlight clicking at every pallet. I think to myself I could probably have a game against people less obnoxious so why would I spend my time online with these people that I wouldn't play a game with at any other given opportunity.

    I don't really care if it counts as an escape for them its not about winning or losing, sometimes you just think I'd rather play with different people.

    I never rage but I have to admit sometimes I do quit and the post game chat usually tells me I made the right choice.

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