savevatznick
savevatznick
About
- Username
- savevatznick
- Joined
- Visits
- 716
- Last Active
Comments
-
Hit the unhooker instead. It's pretty simple. If the Unhooked tries to body-block you, just slug them to waste their time.
-
Killer's job is to stop gens from being done.
Survivors' job is to do gens.
Both sides will use the Most Effective Tactics Available. Somehow, survivor are still able to pump gens despite them.
-
It's funny because both The Pig and Ghostface are really more costumes throughout the series than they are the specific faces behind the mask. Jigsaw passes the Pig identity down to Amanda, and even then the costume itself is donned by others in the series. This is just like Ghostface throughout the Scream series.
So really both are rather "unkillable" as long as the intent behind wearing the costume itself remains.
-
It's because they like to beat their meat.
-
@KiwiCoattails said:
Honestly, I have no issue with it. If people want to wear cosmetics that make them harder to see, than so be it. I can be extremely good at stealth, when I want to be. Heck, I was playing as Felix last night in his bright orange skiing outfit and I still didn’t get found all game. Because I know how to hide from the killer when it counts.
I’ve loaded into matches as killer before and seen an entire lobby of P3 Claudette’s and still managed to win. They sent me to Yamaoka and I was playing as Michael without Infectious Fright and I still managed to 4K.
They definitely had the advantage on that map of being able to camouflage, but when you know what gen they’re working on, there’s only so many places you can hide and most players I’ve encountered aren’t that good at stealth, as they just sit in one place which isn’t good because I’ll eventually look in that spot lol.
With perks like Spine Chill and Urban Evasion in the game, it’s so easy to hide from the killer in plain sight. As long as you stay behind cover, you’re golden. The cosmetic has nothing to do with it.
People know when they’re choosing a cosmetic to wear how visible they’ll be at certain distances. Every character in the game has at least one cosmetic that makes them stealthier, so I don’t think anybody is at a disadvantage when it comes to the survivor they play as.
While you may be able to "hide when it counts", I'm not talking about "hiding", I'm talking about camouflage. It's not how good you are about concealing all of yourself behind a LoS blocker, it is about you being able to be in LoS and still be unrecognizeable. Think about the Dead Dawg Saloon, and how survivors could just *become bush*. It even got patched, but it can still work to some extent.
I'm talking about outfits so dark that your eye more easily stops tracking them in chase when LoS blockers come around, or female characters having smaller frames that make them objectively harder to see when crouching behind objects. The Blendette is the best example of a mechanic that can quite honestly drastically affect the match. A few missed swings is the difference between a gen popping or not.
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1958780#Comment_1958780
Hard disagree on Bone Clapper being his second best add-ons.
Coxcombed Clapper isn't even his best add-on. His best add-on by far Is Windstorm - Blood. Wraith doesn't need more stealth, he needs more speed. Maybe it's because Coxcombed and Bone Clapper don't go into my playstyle as Wraith, but I think they're far from his best. Coxcomb Clapper is really only good with Ghost, as the heartbeat still starts up immediately- And even then, the "Whoosh" sounds always plays.
Both All-Seeing variants are better for the information they give. All-Seeing Blood is honestly in a league of it's own. Coxcombed and Bone are good, just not his best. Wraith can trap unaware survivors without Coxcombed anyways- And unless they're near a pallet, hiding behind a tree or a wall is bound to get you a hit anyways.
I'd actually agree on the bone clapper. The universal cue combined with a brown addon he has : the one that keeps his TR suppressed for a while, ends up being very nice anti-loop, like a pseudo-Ghostface shroud without the debilitating cooldown.
Though yes, you give up windstorm addons for it. And yes, he needs windstorm addons to be even worth playing.....
Why haven't they modernized this killer yet?
-
@Shaped said:
If someone is hiding most of the game they don't pip.
Even the ability to hide momentarily, or escape the killer's gaze for a split second is powerful. Blendettes can win not by sitting in a bush all game, but just by crouching in a dark corner when the killer looks to them, and since the killer doesn't have time to search or look closely, they get an intrinsic benefit.
Is it balance?
-
I think it is less a "light and dark" and more a contrast problem. The devs seem to make the darks SUPER DARK and the lights SUPER LIGHT, so a blendette is basically a black hole in a human silhouette, but a neon feng is visible from 100 meters away - oh wait, we don't render that far.
This isn't even considering the balance implications of camouflage. Do you think they balance their cosmetics around their camouflage value? Do you think camouflage should even BE a balancing point?
-
Achievements are stupid. They're not worth your time.
-
Honestly, the core problem of the game is that it has an identity crisis.
On the one hand, it wants to be accessible to new players - easy and "fun" to pick up. This leads to balancing decisions that, quite honestly, are oblivious to the actual state of the game.
On the other hand, there is a ranking system that some people (like me) take as the conditions of victory, and that is where the game falls apart. For a competitive crowd, survivors who want to win will 100% outmaneuver most of the Killer roster regardless of Meta perks. A competent killer, in contrast, will be able to quell most of the struggles of a un-coordinated group of individually good survivors.
You're right, the maps suck and are terribly unbalanced. Individual tiles/loops are poorly balanced. Perk balance is probably the most markedly polarized it has been, with there just being "useful" and "not useful" perks. Gen times compared to chase times are stupidly biased to survivors. Core game mechanics and concerns are "patched" via perks. Meta is meta for a reason.
None of this gets addressed, because there is no clear identity for this game. There's no clear win condition. Is this a competitive game? Should Killers try to 4k every game or face loss? Should survivors try to altruistically attempt a 4/3 escape every game to "win?" Even the devs fall silent here - it is clear they don't even know how to separate players into skill categories for matchmaking - let alone talk about the goals of their game in general.
DBD's problems stem from a root cause : A lack of clarity. No one knows what this game is supposed to be. Those who play competitively will hate it because the game is clearly not balanced. Those who play for fun will hate it because there are sweatlords in their hee hee hoo hoo bing bong smacky smacky pallet go brrr killer go splurch game.
We need clarity first. What is DBD even supposed to be, besides a cosmetics vendor to make ugly character models less ugly? Come on, you know you could go to Overwatch, LoL, or some other game if you wanted to rain cash on some waifubait character. What is DBD supposed to be?
-
Dead Hard is a great perk to play against and with. We need more perks like Dead Hard that promote critical thinking, mindgaming, and decision making, and less perks like UB/DH/BT that give flat benefits as a band-aid fix for terrible game flow. If people complain about Dead Hard, they should be complaining more about the total balance state of the game as opposed to the perk in general.
-
Yes and No.
Honestly, if you're playing survivor, the tenets of the game remain the same, just your windows are narrower.
- Do Gens if you aren't doing something
- Get Ruin down if you can, but still do gens
- Loop the killer for as long as possible
- Abuse your perks.
A lot of new killers have been added - PHead is probably the one that takes the most getting used to, because you need to predict his ranged attack through walls, but to be honest, the game hasn't changed much for survivors and likely will not for a long while.
For Killer? Ruin got changed and now takes up two slots now (Ruin Undying). Aside from that, not much has changed; stop gens and down survivors quickly. If you're playing a low-tier killer, you'll have to play way better than the survivors to win, and the map will still cuck you no matter what you do. Haddonfield still the worse, Shelter Woods still the best.
-
Because they flip the playing field of normal survivor vs killer chase interactions. With most killers in the game, the survivor is reacting to neutralize the killer's movements. The killer will not get a hit unless he "moves right"
Ranged characters flip that on its head. The survivor has to move pro-actively to not get hit. They need to be the ones to force a killer mistake, not the other way around.
-
It's a very mechanically shallow game, yes. Most of the "gameplay" of DBD comes from making correct reads on where the enemy is going to be, and then budgeting your time / making decisions about how you're going to best stop that. It's why this game is super feast/famine when it comes to balance.
Versus a group of solo survivors, a killer who makes good decisions can dominate the game because the survivors simply cannot communicate about how to most efficiently spend their time.
This flips over rather markedly in any sort of SWF play, because the survivors now can basically exploit their main strength over the killer : There are 4 of them and one of the killer. It doesn't matter how "skilled" the Killer is in terms of mechanical input, holding down W will always make you move at 115%, you're always going to be animation-locked while picking up, hooking, kicking, etc. Killer will never be able to keep up with survivors who communicate effectively and have a modicum of skill in looping.
You're right, there really aren't many mechanical elements in DBD that you can improve on once you've got the basics.
-
If all survivors were good at the game, the game would be unplayable.
Fortunately, there are not many good survivors.
-
Yeah, this event is hard because the toolboxes and survivors being even more incentivized to complete generators. Might just be best to be less hard on yourself for a few weeks.
-
I do gens and run Hope. Chases feel like they should when I have an extra 5%movespeed.
-
Ghostface, especially because leaning is serverside, and is just as broken /delayed as desynced killers hits right now. Enjoy bumping into trees and walls waiting for the stalk lean prompt to show up.
Effing unbelievable. They broke one of the things that kept me coming back to the game.
-
Because despite all of the powerful killer chase powers, survivors who are efficient on gens will escape a majority of the time unless the game puts them in a spawn of the map where they have actually nothing to work with.
-
@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1948448#Comment_1948448
Or in the recent update just glitch to the other side of the pallet.
ahem I believe we in the killer community refer to that as a "BHVR-assisted outplay".
-
Left Behind....
-
When I disrespect a pallet, get stunned AND get the hit on the survivor.
-
Demo to C, Trapper to C, Legion to D.
-
Legion. His gameplay is absolutely awful to play against as survivor because it involved more stand in one place holding a button down. He isn't stellar at downing people and the counter is no more engaging than "Just do gens because if you're injured he is an m1 killer" AKA just pump and dump the game asap.
On the Legion's side, he has to self-stun for something like 4 seconds? which means using his power in a solo chase is just as inefficient as actually hitting the survivor twice. If survivors spread out then you're actually toothless, and again, you're an m1 killer if people play injured much like plague.
-
People like to be terrible and justify it after the fact. Then when you challenge them, they get indignant about being called a liar and then further entrench themselves. That's toxicity for you.
The "Favoritism" complaints stem from the fact that this game was not balanced to begin with, but the players did not discover how to use that imbalance for a while. So as people get better and better at the game, the cracks become more and more unclear as people leveraging that imbalance becomes more widespread. BHVR patches things at the speed of soon(tm), and so when they finally fix one aspect on one side and don't to another, people view it as unfair. There's a skill re-adjustment period many people don't like going through, where they cannot rely on what they had before. That is what upsets them.
That and a lot of BHVR changes really don't seem to be well considered.
-
Fix Blight's camera being Yoda's height. This is just for the basic functionality of the character.
Survivor Hair physics are still completely silly sometimes.
-
This game has an incredibly low skill floor and is not at all mechanically intensive compared to most other multiplayer games (and even some single-player games), even if you're playing Nurse. Being good at DBD is probably 80% to 90% game knowledge - that is, knowing the meta, the maps, the killers, the timings, game states, perks,etc so you can anticipate what the other person is going to do. Beyond that, it is a glorified rhythm game where you hold W.
-
Well, both are correct. Dead-Hard is great because it is always available once you are injured, as opposed to other exhaustion perks, and therefore can be used in almost any chase. It is that last bit of distance you need if you overestimate yourself on a loop, or the little burst you need to make it to a pallet or window and extend a chase. It's extremely powerful.
It just doesn't give as much distance as Sprint Burst or Lithe does. It can't fix the major oopsies like working on a gen in a dead zone and here comes the killer, etc. It lets you be incredibly greed in a chase while injured, but if you're healthy and mispositioned, you're basically a free hit for the killer. At the same time, if you're really outpositioned, the perk is pretty useless because once it is baited out of you, you're going down.
-
Most people (including OP) are terribly misinformed about the "Hitbox" issue right now.
It's not hitboxes it is desync. From the Killer player's perspective, them swinging and hitting you looks the same as it did before. From the Survivors' perspective, however, it looks like the killer is lunging much farther and still connecting with hits. A lot of survivors are taking hits they shouldn't not because of the "hitboxes", but because they are unable to accurately judge the distance between them and the killer because that distance is being misrepresented.
So on the Killer side, and from experience, all that is happening this update is that survivors just aren't dropping pallets quickly enough for some reason. From the survivor side, yes, it feels awful.
-
The art team redid the map, so I think they placed the pallets as well.
-
Probably the Pig. Half of her power is useless - the stealth attack is worse than just uncrouching and swinging in a sneak attack scenario, and it's only useful at loops that are unsafe to begin with. Her traps slow the game down for an unreliable (rng) amount of time. She's basically an m1 killer with a power that she has no say in. It's not "If you use it well, you benefit", it's just raw timewaste numbers you throw at survivors and hope it is enough.
-
I've actually been having the opposite problem. I used to never get 360'd, but now it seems like the autoaim is hurling me into walls or corn. It feels like I'm fighting the game more than ever.
-
Hawkens Top-floor single person gen.
-
Iron Will is fine.
Sound bugs are not fine. Even if groans of pain are muted, footsteps, breathing, and dying state moans shouldn't be muted.
-
@SMitchell8 said:
Id rework Ghostface
Make his night shroud only breakable by either;
1. Survivors that are healthy and looking at him, thus removing the ability for slugged and hooked survivors to break him out.
2. Misses a melee attack. Ghostface should be able to chain successful stalks and attacks without being penalised by losing NS.
I would also remove the chewed pen in order to make NS a longer recovery due to the buff in its power.
Just make it so he gets a refresh on down.
-
They didn't just preserve The Game's "Safe pallets and nothing else" style. They actually added god pallets that completely section off the map until you break them.
-
There are some downright stupid loops on this map, after playing it about five times.
They kept the ultra safe loop(s) above the Bathroom section of the map.
There is a super safe loop with some tables.
There's still God pallet near basement, as well as the jungle gym pallets on the lower level.
The worst one so far is that ridiculous cowshed trailer-tier loop with the conveyor belt machine on one side. Why did Matt think it was OK to put that pallet loop in the game?
No to mention the breakable walls turning The Game into even more of a nightmare tk navigate.
At this point I just assume the "Map reworks" are handled by the art team because my lord, BHVR doesn't have the slightest clue how most of their maps are balanced.
-
Keys are stupid.
They let the survivors avoid the phase where the killer is most powerful. It even scales proportionally. At best, 1gen left, 2 survivors escape, where the Killer should be able to secure victory as a result of playing well.
The hatch as a whole needs a rework.
-
Lol, that was exactly my thought. They can clearly do cross-killer add-on passes to standardize certain effects, but they can't just think of a good replacement for Iri head (or even take some of the very reasonable community suggestions) and implement it. They have the power to, they just won't.
-
@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1931067#Comment_1931067
It's worse now, though, since they removed a lot of the clutter. Now you can see the killer for half way across the map due to all the empty space. There's only, what, two pallets that can be mindgamed? While the map looks good, it's terrible to play on. Worse now than before, in my opinion.
Honestly, I don't think the devs factor in the mindgameability of loops when they do maps. If you look at any of the recent maps or reworks, most of the pallets are de-factor strong or weak.
-
The Game wasn't survivor sided before, it was just terribly boring because the Killer / Survivor gameplay was run, kick pallet, run kick pallet until there are no pallets. Then the map is so small that each chase is a quick down.
-
I run Small Game, and it's funny because when NOED lights up in my games (if it does while I'm in the game at all), the Killer never defends it because - well, they need to NOED camp.
So I just cleanse it and we 4 escape anyways. Seriously, information perks help so much in Solo.
-
@Toblerone007 said:
Nice post. Killer kill rates are all above 50% in red ranks. Yes it isn't SWF exclusive but it does say out of all the games you lobby up you are getting above 2 kills every game.
I've been playing killer a lot lately and I want to emphasis how much playing survivor and mastering it helps so so much with chasing as killer.
Well, you need to get a lot of hooks to pip in red ranks so 50%+ (2kills or more) is expected 🤣. Plus as you kill survivors the games gets easier. I think 3k+hatch or 4k gets more and more likely the less survivors there are in the game, and 4escapes are obviously more likely if the Killer doesn't kill anyone at the beginning of the match,
And yes, playing both sides really is necessary to comprehend the game. Time passes so slowly as a survivor, and you can definitely feel that the time you take to do something like heal or do a totem as opposed to doing a generator. Whereas as a killer, when a survivor heals quickly it seems like it takes 5 seconds. Definitely why people get stressed as killer - their brain is working overtime. If you calm down and think about the raw times things take, you won't stress as much.
-
What do you think survivor counterplay to this tactic is? I'm curious. The main complaint about clown is that he is strong in chase / forcing survivors to waste resources, but not spectacular because that is all he does. I'm just wondering, does the Antidote first Bottle second work optimally on survivors out of position, and then for loops there is a different strategy? Or is it just a mathematical speed kill on the survivors given a certain amount of distance?
-
There is a different between change for change's sake, and actual improvement. The new UI is terrible, people told them it was terrible in the PTB, and like most things in the PTB, nothing changed despite feedback.
People are less mad about the UI change (which A. was unnecessary and B.is terrible) and more mad about how they tested it on the PTB and even though they said it was bad, BHVR put it in anyways.
-
Pale Rose can spawn the random pog log which is completely safe and chains into the Pale Rose structure. Remove the log.
-
Ghostface and Trapper.
-
A 3gen isn't holding the game hostage, a 3gen is a killer (rightfully, in my opinion) capitalizing on the point in the game where they are strongest.
-
I often get complaints that "Mindbreaker requires no skill." Presumably because the sprint-burst Meg can't instantly scoot away to safety after being Exposed on a gen.
-
Always break safe non mindgameable pallets.
Unsafe or mindgameable pallets you might be able to swing.