pseudechis
pseudechis
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yeah its like this. I can usually have half the games more balanced at my rank and half all red/purp looping, taunting, gen rush smack downs. I stopped worrying about rank and started each game with what do I want to do this game. I'm gonna try and hit everyone with a hatchet, I'm gonna insta saw everyone at least once. Been just over a month and it gets worse when I pip up into green ranks. Still learning a lot of killers so you just set a goal and go for it, last game with huntress I hit 90% of hatchet throws, hooked em all at least once and sacc'ed one survivor (wish I had a mori that game), all 1 and 2 red ranks that got very salty with each other over the sac. I call that a win, took a sip of tea and re-queued. This game would be unplayable if I took it too seriously.
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I just started clown and he is really fun, except for the lack of map pressure. If he speeds up in chase making chases quicker that should by default increase his pressure somewhat, we'll see.
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you can't grab someone healing? Seems odd I thought you could grab all survivor actions.
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Yeah I got into this game for the horror theme but some games feel more sccoby doo theme with all the looping. Lately I seem to be humming the Benny Hill chase music when playaing against a strong looper. Keeps me sane.
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yeah nothing worse than trying to get to 40 for the unlocks and still no BBQ and Chilli on that killer. The thought of prestiging and potentially having to do another 30-40 levels without BBQ is daunting. I don't think I'll bother to prestige. I have some killers I'd love to play more but no BBQ yet.
I know I know it's just one perk but its a very good perk and the best for grinding up the BP's while also havinfg broad application to the game. If they ever nerf BBQ I'll probably quit, it sounds extreme but without it I'd find games would be so much harder and grindier.
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Just bring franklin's and you drop your stuff problem solved.
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I think before checking/adjusting gen speed repair or regression up or down perhaps gen tapping needs to be changed, good survivors can tap a gen mid chase and then start to run off leaving it for their friends to repair with little to no negatives from having kicked it.
I think gen tapping needs to be addressed, making it a full start repair animation to remove regression, otherwise there is absolutely no value in gen kicking without perks specific to gen kicking. Since the ruin changes I run pop on nearly every killer, its the only way to get some pressure from a gen kick.
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This sounds more like I'm a one trick pony and this one killer doesn't let me use my one trick. I can't endlessly loop someone so its not fun for me nerf him.
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It’s the anti blendette add on. Light em up like an Xmas tree for all to see.
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Yeah who cares. If folks want to mash their keyboard and buttons knock yourself out. The best is if they do it at a pallet and then bam hook. Try running next time.
it’s been said already but it’s really not tea bagging let’s call it what it is. Butt dancing.
I look at it as obscene gestures, you arbitrarily pick a finger to show me and I’m meant to feel bad. Butt dancing is the same. If You want to bob up and down like a fool then great knock yourself out I couldn’t care less.
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yeah I got a lot of suicide on hook and DC last night using clown. If you get an early down it seems like people just quit. Last game was 3x suicide and a DC.
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Yeah they are fine leave em as is. Survivors escaped on you early who cares queue again. You got mori'ed off first hook who cares queue again. Its a game.
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Yeah with the difference in MM skill level lately I'd say camping and tunneling become more viable strategies especially when you can't down the first survivor till two gens have popped.
Evenly matched game then no need to camp or tunnel, horrible one sided game well if you loop me for a minute and the difference in our level of experience is palpabal you won't get a second chance to do that. Viable strategy.
As a new player the number of times I get boddy blocked and flashlighted by survivors at 2-3 gens left and this is my first down and hook, well yeah I'm not letting you off that hook and your exploitative buddies can watch you die with me.
I appologise for nothing.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1308227#Comment_1308227
It's called custom game. Plenty of people are willing to hop in and ######### around. Network a little.
good point well made.
I wasn't complaining just sometimes there ain't a group to get together, not many folks I know play dbd. Guess I'll hit the forums.
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@InTheWoods86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1308227#Comment_1308227
Yeah i didn't want to bring up the toxicity topic even though i've think about it, too. Another good point for an offline mode however.
yeah it gets talked about a lot and I didn't want to commandeer the thread, its more difference in skill and match making is the biggest barrier to learning new killers. Its the catch 22 in that game experience is also dependent on the other team. You need good people to practice against but they also kinda need to recognize you aren't very good and maybe afford you a chance to do that.
Once or twice I have been steamrolled only to have a couple wait at the gate and let me do some wall slides with billy insta saw, or nurse teleports at the nearby jungle gym till the EGC ran down. I down one the other one would heal em up and then we'd chase and down again. Everyone escaped and I got some practice it was a good outcome.
I often think it'd be great to have some bots to face off against and just have some fun but then where is my incentive to go into public servers and potentially face game after game of crushing defeat when I can have a friendly solo game in story mode. Hence the potential for dilution of player base.
Maybe if the game was playable in a limited capacity, only base perks at first rank and no bp or add-ons at least you could trial run mechanics and get your head around gameplay then head out into the murky depths of online play.
Sigh as an old school gamer from the 80's I'm quoted having disparaged the hand holding tutorials of most newer games, but now I long for one hehe the irony.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1299594#Comment_1299594
If I pay you to get kicked in the balls, you're still getting kicked in the balls, the money doesn't change that. "Bribing" people into playing unfun/tilted matches isn't the right course of action.
Not the same thing though. The only injury obtained here is to ego.
I'd take extra bloodpoints for facing or being added as solo to a SWF team with increasing stacks based on how many members there were. you wouldn't even need to identify them as swf, the odd increase leads to the same speculation as current games do and its rolled into post game bonus. You avoid the lobby dodging and get a reward for what may be a less than ideal game on the solo/killer side of things.
SWF get the unhindered advantage of playing with their friends and everyone else gets compensated for assisting in their fun.
Everyone whines about SWF and everyone whines about the BP grind lets lessen the hurt of both with one mechanic.
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Having just started spirit I'd be happy if more people suicide on hook so I can get some kills with her. She has a learning curve.
Have you considered that the reason she sees a lot of use is because her counter play is outside of the usual meta counterplay meaning more effort is put into it, making her appear stronger than she actually is.
Rather than dodging spirit perhaps more playtime and practice against her would work better before breaking out the nerf gun.
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yeah it kinda got off topic there sorry bout that.
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As a newer player, having had the game for about a month now and maining killer as I'm a potato with survivor, I have to admit an environment where I could practice shutting down loops, billy saw steering, timing nurse blink stun ffs, without getting brutally bullied and taunted by survivors would be nice.
But hey what can you do I'll keep burning bps/addons/offerings till I have BBQ on every toon and dive into youtube, forums QandA till I get the hang of it. I'd say 2 of 5 games are fun/great win or loss, 2 of 5 are average what could I have done better?, and the last 1 is a no fun bully squad who taunt, body block, endlessly loop, sabo hooks even on the last down with no hooks when the doors are open, butt dance. The really funny thing is when you shine and kill the bully squad they are also the most toxic in post game chat.
Guess bad winners also make sore losers.
I agree though that an additional play mode is likely to dilute player base rather than improve uptake resulting in longer queues which nobody likes.
Maybe new player BP bonus kinda like MWO where you earn double xp for x number games so that you can jump start outfitting your build and generally get a feel for which killer you want to play before settling into the grind.
My advice to new players is buy Leatherface, learn Leatherface (to chase, counter loop and mindgame, not the campy version) get bbq and chili. Go from there.
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I have to admit with trapper I almost don't like running into a survivor early, that lucky I found you straight away hit and down would be great on any other killer but sometimes on trapper I think "Shite I'm not even set up yet"
I don't know if he needs all traps but maybe more than one, bags are basically the only addon I use for him.
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@matchmakingsuc said:
https://forum.deadbydaylight.com/en/discussion/comment/1303037#Comment_1303037
Its not every game but 7/10 of my games. And its like i have 70% chace queueing with challengers( highest rank) in bronze Rank in LOL, and someone tell me dont cry about it lol. It should never happen no matter how often it is.
That's some bad luck then man, I play a few games each afternoon and evening and I have to say I get this once maybe twice and the rest are either balanced matches that could go either way or my own complete face stomp to the point I feel sorry for them and give the last guy the hatch.
Either way I find it fun, win/loss who cares. If you aint having fun then by all means stop its up to you.
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Gen tapping shouldn't be a thing you can stop the regression in a second without any animation. If they are going to leave gen regression speed where it is then a survivor should have to start repairing it to stop it. I don't think that will tilt the game. When was the last time you ran past something and tapped it with your finger and it magically repaired itself.
Just a thought.
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Yeah its Different.
Lets face it Jason is iconic but they have a killer basically based on him already so what more can you do, you'd get another hill billy bubba rework the insta saw kind of scenario. Also only the lawyers know who owns jason at this point so it aint gonna happen. Isn't litigation fun.
This killer looks unique, is from a well known franchise, (although I've never played it hehe, more of a resident evil, alone in the dark kinda person).
I'll read up on it and give him a go when he's released. Why not. It's not the end of the world if they didn't pick your horse, its content amn content is usually a good thing. Plenty more options for the future...
psst.. Hannibal Lecter.
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@gofu said:
candyman hardcore fans explain to me what the power would have been.
Shoots bees at the survivors? That's the doctor.
Wait, the bees actually intoxicate the survivors. That's the plague.
The bees swarm the survivors causing them to slow down. That's the clown.
Plus in all honesty we can agree more people have heard of silent hill rather than "Candy Man", especially around the globe as a whole.
'Release the dogs or the bees or the dogs with bees in their mouths and when they bark they shoot bees at you' - Homer Simpson
I agree that pyramid head is probably more iconic than candyman overall. I'm not a big fan of the film anyway but on the other hand I never played silent hill back in the day either. So not to fussed either way.
I'll have to read up on the characters lore and maybe get an old copy of the game to check it out. I find the traffic cone head a lil silly.
As much as I love the alien franchise I don't see how a xenomorph fits into the sacrificing things to the entity theme either.
I'd still like to see Hannibal Lecter make an appearance one day. Although we already have one cannibal.
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Meh, never really played silent hill so am kinda indifferent. Will be fun to try out new killer, but still have to level so many others that this will probably go on the backburner.
So why was the iconic horror bad guy from SH wearing a traffic cone on his head?
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I'm not trying to have a go here but you got a bad match up, lost and then came to the forum to tell us all you're quitting because of it.
MM issues are known, its been getting better I have more green games than green paired against red. I get the red/purp face roll every now and then, you GG and move on. A pairing like that is a learning experience its made me a better looper/chaser/mindgamer. Heck I can even catch and kill half that group now without much sweat I reckon. (boy the red ranks get the saltiest when that happens)
Are you sure your issue isn't just taking a loss to a bad matchup poorly. It's that old saying 'if you cry about dice rolls maybe you shouldn't play games with dice" Bad matches happen but I'm sure not every match up you play is like this.
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@Slival said:
https://forum.deadbydaylight.com/en/discussion/155236/unfair
One important thing to understand is that proxy camping isn't real. It's something survivors invented, along with gen/hatch camping, to try to take a good tactic (monitoring the route to the hook and beginning a chase with the first rescuer/slapping them for an easy injure) and make it seem shameful.
Camping within about 8-16 meters of the hook is pointless. You lose visibility and survivors - solos and SWFs alike - feel super safe when they know what you're doing. Camping within 24-32 meters of the hook can be a great idea and often wins games, it is strategically sound. I'm not saying you're not experiencing true camping/face camping (camping within about 16 meters or even 4-5 meters of the hook with bubba) but a killer "proxy camping" is actually just exacting a strategic price if you want to unhook your friend, proxy camping isn't real.
Tunnelling works at all ranks because which surv you go after is about an analysis:
Do I know where the survivor is?
Do I know no one has DS?
Do I know that I was stealthed so the person doesn't have BT? Is one injrued and the other healthy? If the running surv does have BT, can I force a vault into a grab (if no DS)? etc. Tunnelling as in making BAD target selections, does get you de-ranked, because you get DSed or hit BT or otherwise waste your time.
But the answer is that there is nodisincentive to proxy camp (camping at 16+ meters away), because the devs think it's often a GOOD strategy to watch the hook from a distance while doing other things, and as a red-rank-every-season killer, they're right. Being closer than about 16 meters, is a bad idea. Tunnelling, as defined by survivors (going after the same person twice in a row, possibly 3 times in a row) is a choice that is sometimes mandatory because the sooner you get from 4 survs to 3, the sooner you can relax.
If you think of it, killers who want to be rank 1 have a lot of objectives. They have to hook you but they ALSO have to apply enough pressure and get enough breathing room to injure you lots, chase you a long time, and keep you from doing gens too quick/opening exit gates. So the objective of killing 1 surv and putting the others on 1-2 hooks AFTER that, can enable them to have more chases, dole out more hits, and to slow down gens (this is also why slugging works, slugging directly raises the gatekeeper score by slowing 2 people while you chase a third, and often results in complimentary hits into malicious/chase. When a killer is chasing you around a downed friend? They are raising their gatekeeper, chaser, and malicious emblems all at once)
So, in light of RANKING, slugging, "proxy camping" and tunnelling, are all actually incentivized by the emblem system, heavily, and by design.
This
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I think like most online games people mistake rank for skill, often a more accurate statement is, rank = time spent online.
You play enough games you'll usually safety pip or pip up, more often than you pip down... with enough time spent online.
Ranks are a general guide for matching players, but you'll always get those who have put in effort to be great whatever rank they are at and those who are potatoes who have been sprouting long enough to get into higher ranks. It's all time spent online.
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Yeah my experience is that if you are a killer and you do anything that results in the death of a survivor you are a camper/tunneler/trash killer etc etc etc.
Also patrolling the hook as part of your new route is not camping either, I've crossed the entire map and back to catch a guy unhooking and been called a camper.
Can we call the survivors who try and unhook 2 seconds after you've hooked, reverse campers? How about that survivor who runs back to the same gen every time and wonders why he gets smacked again?
Basically this game is fun but its fun that must be had while sometimes surrounded by whiney, sore loser, bad winner, online douchebags.
Placing traps isn't camping, you can run through hags traps and disarm them before the unhook, or crouch through them, you can disarm trappers traps, it is just a strat that takes a lil more time, effort and maybe teamwork to get around. Calling it camping is really just being a whiney douche and really there is enough of that in this game as it is.
Roll with the wins and losses and have fun that's my motto.
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is that what this is? I thought the sims had gone extreme.
But yes I enjoy otherwise why am I here?
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It's scummy but its not toxic.
A toxic player is one that goes out of their way to harass, harm, belittle, bully generally upset other players by trying to ruin their game experience.
I feel here the word gets used for anything that makes me not get what I want, makes things a lil harder, makes me have to put in effort to win, boo hoo its all toxic.
I have seen 3 man swf teams leave a solo on the hook at the game start, I have seen solo's hide while others get killed. Its scummy yes but toxic no. and I don't do it I only play killer. Which means if I do anything to get any kind of hit or kill ever, I'm toxic.
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Yeah if you try and unhook 2 seconds after I've hooked someone then I'm gonna smack you. That's just game play but I get a lot of "you camper" salt in the after chat. Also gen rush crew that get the gate early and you lucky hook one in the basement in the end game, I've had games where all survivors go down trying to run one after the other in there to unhook. Barely have time to get up the stairs before the next one runs in... now is this camping?
Yeah I'm not gonna chase you across the map while your buddies unhook that guy and all run out the door that would be dumb. So I don't chase you I'm a dirty camper but I do chase you, you all call me dumb for chasing you... can't win, well I get more points for the camp so I'm a gonna camp it.
Standing in someones face and reving your chainsaw is obnoxious and toxic, adding a hook to your patrol because its a place where survivors will be is gameplay. But whiners gonna whine what can you do?
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Just reply "I thought this was minecraft, that sales guy tricked me!!! What game is this then?
One survivor told me to uninstall the game and kill myself. I haven't got around to either of those things and probably won't sorry bud.
Sadly the internet is the dumpster fire of human psychology and competetive gaming is an incendiary to that dumpster fire. So far most of my post game chat is gg, gl hf and generally pleasant but you do get the salty ones. If they are truely abusive / racist / sexist / threatening, then by all means screenshot and report them.
Toxic people online can only make you feel bad if you let them. "You are a random person on the internet your opinion is irrelevant to me" not only is it fact but it is all the mindset you need.
As a pure killer player I get the gen-rush steamroll from time to time and occasionally a person letting me know how crap I am and how 'leet' they are (at gaming not spelling apparently), if your grand achievement in life is personal perception of elite status in a computer game you probably don't have much else going on, so let the baby have his bottle and just queue for the next match.
Meet toxicity with humour or kindness and it loses all sting and as always GL HF.
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@EldritchElise87 said:
Think of the map as tiles, with dead zones inbetween, there is an optimal path through every tile, so as a killer you have 3 options-
-Survivor makes a mistake you can capitalise on
-Using your killer power/perks to bridge the gap
-and the main way you can deal with loops, mindgames and prediction, can you cut across to get to the tile they are running to? Is there a wall high enough where you can double back and catch them off-guard? Some smaller loops you can easily get hits if they are greedy. It's something that really takes a hell of a long time to pick up, but it's worth sticking with to learn.
Ohtofu (a dbd youtuber) has some really great videos on the tiles and how to run them.
https://www.youtube.com/watch?v=p6QYjInzLeM
Watching what good survivors do is always the best way to get better at killer.
Thanks for the post mate been getting better and better. Watching a few vids both killer and survivor, finally got LF to 40 and have been BBQ and Chilli'ing it, I can see why everyone recommends it. Wracking at least 2 kills a round usually. Got a bit of salt off one guy I slugged but in my defence I was chasing three and after hooking the other two I couldn't remember where I left him hehe. This really is a great game I'm hooked.
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As a killer main I typically am happy to hook and kill half the group, that is the sweet spot for a game that seems like fun for almost everyone. The problem here is the problem all games have, people who play for fun vs people who play to win.
You can be a fun person if you play to win, but If you only have fun when you win then you are no fun and probably shouldn't play games.
Yeah I get rolled by SWF teams and flashlight sabo teams usually what they are holding on the load screen tells me if this is going to be a great game or a beatdown. In those circumstances you're forced to meta a little and slug, camp etc becaus otherwise they'll just out meta you. You make me loop chase you for five minutes I might just camp your hook a lil and take you down again, becasue I don't want to chase you again. You're good. I want you dead it makes my game easier and probably hinders your team more. This is strategy and what the game is about.
I have fun regardless, a couple of chases, one hook no sacs bummer oh well reload and have fun again. I think the issue in online gaming is the ranking system people feel they need to rank up and get angry if they can't or don't. I know its used to balance out who plays who but it does seem to create a lot of resentment. Also I learned a long time ago that the top tiers of any online game is where the real dumpster fire of human psychology exists, I'll stay low to mid ranked thanks.
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After racking up a few sacrifices I can see how some looping circling etc are valid escape options for the survivors. Its not as hard as it seems to shut down, often loopers will clip edges allowing you to zap em.
By the same token I can also see how some camping, slugging and devious play by killers is just as valid.
I still think a trip chance mechanic on fast vaults would increase the tension of the game but it may be to punishing on survivors.
I think a lot of the salt comes from people searching for balance in asymetric play. The whole point of asymetric play is that it is unbalanced. The goal is to balance a killer with offsets that make the advantages specific, and then the survivors counter that with playstyle. I reckon DBD has done a good job of this and most of the "this is broken" whining seems to come from people who just shouldn't be playing games like this in the first place. What's the old saying if you get upset about dice rolls maybe you shouldn't play with dice.
I can see how facecamping a hook can be a problem, as I'm leveling leatherface and the grind up two people with the saw freebee double hook save knock down is really really tempting. Is there a perk that gives you knock down immunity after rescuing someone off a hook or maybe thats too strong as it would completely veto basment play.
A couple of loops that seem extra punishing are the staircases in hawkens lab, I really hate that map hehe. I've taken to just using noone escapes death and just beating everyone down at then end. Although you have to leave em on the ground and come get em later for this to be really effective. People do seem to complain about that but the alternative is to let you walk out the door so what did you expect would happen. But I don't feel so bad about that when I spent the match chasing two guys around the same stairwell.
Good game all round