savevatznick
savevatznick
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Make the screams from shocks that stop survivors from vaulting or dropping pallets more reliable, in order to give him good anti-loop.
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If survivors play moderately well, they are generally guaranteed to win if you factor in good perks. A killer can only pressure one survivor if they position correctly, while the other three are free to work on objectives. There are enough loops on the map that, if used in an efficient way, can waste far more time than what it takes to do the generators. No brainer once survivors get out of green ranks.
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People who whine about a spirit without prayerbeads at are the kinds of people who lose mindgames at safe loops.
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I play killer going all out to win, but it's pretty clear this game is not intended to be a competitive one. Most of my complaints and frustrations with the game stem from the game's balance falling apart when played in a competitive manner.
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It does that just to show the total effect you could have had if the totem never cleansed, in order to help you realize it's a terrible perk when you can just use Ruin instead.
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Salt.
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For people complaining about survivors hovering around to drop a pallet on them, just stand still a sec to fake a pickup. You cann get free hits off it.
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I don't know. Relying on ghostface's stealth is, well, unreliable, because most survivors keep their head on the swivel and see you coming.
The way I see it, ghostface's stalking stops being worth using the moment the /Time you would spend chasing a survivor for one hit / is less than the \Time you spend sneaking up on them and fully stalking them\. The stalking stage essentially becomes the first part of the chase, of which the survivor may or may not be aware of.
If most survivors see you coming and are able to put distance between you and them, then you're not really getting much out of GF's power, especially if survivors know how to use that distance. Combine the time you take to sneak up on them with alternative pathing and crouching and whatnot, you're giving up a lot off time twisting yourself into knots to use his ability. The most success I've had with actually stalking is to 99% a survivor and Shroud before I hit them, which isn't really stealth at all.
Try using his no-stalk build that just uses stealth for free hits and mindgames. Thanato Sloppy Nurses Dying Light. Its far more successful.
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Removing Plague's apple addons would pretty much remove her Corrupt purge from the game because once survivors grow a brain, they'll never cleanse versus her.
Any survivor above what, yellow ranks (?) knows not to cleanse against plague and to simply loop her. Looping plague is easier than looping most others killers due to her height, which means she cannot mindgame as effectively. Without the apple addons, she would just be an m1 killer.
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Make a DC give as many points as 3-hook sacrifice.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/738161#Comment_738161
I know they are terrible add ons it's just hilarious watching people die from tinkerer
If you really like that sort of thing, try running Tinkerer with Dark Devotion. People will whine that you're abusing Moonwalk Legion all over again. It's hard to get it to happen, but in the rare event you get a multi-down with it, your sides will be in orbit.
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Not enough to be worth it when the timer is paused while mending. Avoid those addons, they're noob traps and should be brown rarity like the pin addons. Run something like Frenzy recovery time, or Frenzy Duration / Killer Instinct range.
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Search for their weakest link and exploit them to force other players to take hits for them.
You can only capitalize on survivors' mistakes,and so against an SWF you need to twist their social bonds to force more mistakes.
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Ruin is inconsistent because it's a noob filter. Players who can hit great skill checks or just know where to find ruin make short work of generators with or without it up, and players who flounder around while its active lose time. That's all it does.
Ruin is just glorified Overcharge. Any skill-check-based perk - or any perk/power you let survivors interact with, in the end, is a noob filter. Ruin is the Plague's power, cross-killer. A good survivor group will make you feel like you just gave up your perk/power slot for nothing, and it stomps bad survivors / new players / whoever bhvr is trying to get to spend more money on this games' microtransactions.
It doesn't work, but the game's balance is such a mess that ruin is a necessity for certain killers, and works well for many killer players. It's just like DS.
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Camping is a non-issue above brown/ green ranks tbh.
Knowing when to and when not to be altruistic is a basic survivor skill. If a killer camps for the entire duration of a hook and they don't leave the hook, they just plain lose the game, period. Gens will pop if the survivors aren't bad.
If a single survivor goes to unhook, and fails, the killer still has a massive detriment to them. Probably only going to one-hook the person they camp, and lose the rest. Maybe a two hook if they hook early enough, but certainly no pip.
If two or more go to unhook in the killers' face, and you fail to unhook, you're just plain bad survivors - excepting a leatherface or Billy pick. Unhooking when you have another person to distract the killer is stupidly easy in most cases.
Killers who camp lose rank points from being near the hook and lose tons of points from giving up map presence and not chasing other survivors. If a killer is pipping while "camping", maybe they're just prudently defending hooks, or your teammates are running around the hook in a way they can notice, and you just perceive it as camping because you're the one losing. In the end, killers who camp consistently sink to the bottom. They're already being punished.
Yes, your terrible team may keep the killer in the area. Yes, the killer may be camping and your team isn't punishing the killer for it. Them's the brakes in a 4v1 game. One person having all the agency, but needing to juggle 4 people against four people with split agency needing to combat one unified will. In the high ranks, when the game is played well the survivors have an advantage, but if there are four suboptimal players, the killer will exploit your entire teams' lack of information to make openings for themselves. Your team screwing up is equivalent to a killer failing at a loop, or losing a chase.
It's not fun to lose, but honestly, if you just change how you play to (easily) pip without surviving, you'll be out of camping killer rank in no time. As you get up in ranks, survivors know to punish killers for camping more and more.
TL;DR Literally, and uncritically git gud and this stuff will stop happening to you.
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Devs probably know why each of these things are problematic for balance for their own reasons (there is no blanket explanation) and they probably have no idea how to deal with them, and so they're gonna let the wound fester by leaving them unaddressed.
Also this isn't a competitive game, so why balance for a competitive environment? lol.
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Or, you know. They could make an unranked mode so people could try new killers and more relaxed builds without risk of losing their pips and confidence to tryhards.
I doubt the game has the population to support both unranked and ranked lobbies though.
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God forbid a killer be able to use their power without hobbling themselves.
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BHVR doesn't balance the game around the high ranks - they don't balance around 4 players playing the best they can to the meta versus one person playing the same. They balance around survivors making mistakes, or playing sub-optimally, and everything tends to center around that.
As a result, a properly communicating / sufficiently skilled survivor party is able to operate at near-full efficiency, doing gens on time while wasting as much of a killer's time as possible. Throw in how perks balance doesn't take in mind that each survivor can have the same perk (going up against 4 DS / BT / DH / ADR is a trip) or items (Try dealing with a kitted out survivor team).
On their own, a lot of survivor perks or items aren't a big deal. But when they stack up, it becomes clear that this game really isn't balanced around being played at a competitive level.
TL;DR this game isn't meant to be played at a competitive level, and I don't think the devs want it to be. That's why high rank is such a chore.
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They're gonna make it so she can't turn quickly in her ambush to remove her loop mindgame.
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He was my favorite because his ability was about large numbers. Forcing survivors to blow up gens simply to come back to them and resleep them just as they awoke. The complaints about not being able to see him from the survivor side, and the whining about the 7 second delay from baby killers' sides drowned out the people who knew better.
New Freddy is definitely easier to make viable and much easier for newer players to perform on, but the old freddy's stalling power felt so thematic, because when you're in a nightmare, you move as slow as molasses.
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Game isn't over till all four survivors escape or die. NOED is usually active for about as long as Haunted Grounds in my experience,but you don't any people complaining about that perk.
Recommend running Remember Me / Blood Warden / NOED / whatever perk you want just to see how powerful investing in the lategame is, especially if you play well normally.
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This was before EGC. I was trapper on Suffocation pit, and I placed a trap against the boundary of the map behind some random tree as a hail-mary, and then a trap on the nearest loop.
Whole game goes by, mop the floor with the first two survivors, the third gives me trouble but goes down. It's hatch time.
I catch sight of the survivor and hear the hatch. He knows I'll make it there first, and runs to the nearest loop, but then sees the trap I placed on the loop. He swings to one side and runs behind....the tree I trapped behind before, right into my 3000iq random trap.
Much rage.
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When you lose because the game is balanced for casuals / mid ranks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/700254#Comment_700254
https://forum.deadbydaylight.com/en/discussion/comment/699365#Comment_699365
You have to understand what Bamboozle is actually useful for. Yes, many windows are mindgame-able, but survivors are playing the tile too. These talking points rely on the assumption that killers win mindgames most of the time. Survivors inherently have the advantage at many of the windows, which is why they have to be mindgamed by the killer in the first place. Just because something can be mindgamed doesn't mean it's always worth the timesink for a non-guaranteed result. I agree that Bamboozle is counterproductive in places like an L-wall/T-Wall. But it can save a game if a survivor happens to be strong at shack or has Ironworks window.
Well, Ironworks is a good example of what I mean because Bamboozle doesn't often stop you from being looped there. If the survivor has eyes and ears, they'll see the bamboozle and by the time you've vaulted the window, they've gotten to one of the jungle gyms that are very close to the window loop. At worst they have to settle for the unsafe pallet up against the ironworks before going back once bamboozle expires. While you've technically "saved" yourself two loops around the god window, the survivor simply falls back on the nearby pallets or gyms sooner - either way, I feel the chases that happen in that area are generally game-losing.
The solution ends up being run something besides bamboozle and just don't chase in the safe area of the map, because you never truly win that loop anyways.
Ironworks is probably the best example of what bamboozle actually counters in my mind right now besides abbatoir... I think most other central buildings make a monkey out of bamboozle. I still don't see it being a worthwhile perk when it doesn't help against most god structures, and you can outplay the other ones.
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Bamboozle is bad at solving the problem you take it for. A lot of "god loops" that exist either have multiple windows, or can spawn adjacent to a pallet or jungle gym, making Bamboozle not really do anything. Most other windows that aren't god loops, you can predict or mindgame, meaning you don't need to vault in the first place (so why run the perk?).
I think Cruel Limits is probably better against good survivors. If you arrive just as a gen finishes, you can catch people out. It's very chancy, though.
Why run them at all in the end?
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This happens more often you might think. Sometimes when picking up a survivor while being pallet slammed, I'll do what you did and get pushed outside the pallet while not taking a stun or dropping the survivor I'm carrying.
Other times I'll just magically appear standing on top of the pallet, completely unslammed, and jump off and hit the survivor.
Game's broke, hah.
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I don't know if it's an honor code,but I just don't tilt. I don't facecamp people, I only "tunnel" them if they somehow manage to gk down after I've killed the unhooker, I don't "punish" people for taunting me.
It seems like most survivors like to take solace in their loss by going "I only lost because the killer was toxic!" or "Wow he was really mad!". Denying people like that the satisfaction gets them tilted, makes them play worse next game, etc. Just don't tilt.
As for other survivor rules like "Let one escape" and all that? Lolno, points please.
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I actually want to be pallet slammed out of frenzy because the pallet stun is shorter than Frenzy. It saves you time in the long run , IMO.
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I tend to gravitate towards Remember Me or Blood Warden when I'm still fleshing out a killer's perk library. Rank 3 ends up being such a nice delay and saves quite a few games in the ending stage.
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It's really good with Windstorm, yeah.
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Well, generally I run Corrupt Intervention on killers that beg and plead for setup time even Ruin can't give them.
Trapper and Hag want as little survivor contact as possible in the first minute of the game, as they essentially have no power until their traps are set. Corrupt works nicely on them.
Plague can actually use Corrupt Intervention to locate survivors in the beginning of the game by puking on all generators in a circuit while Corruption lasts. It forces survivors to touch infected generators, starting your infections early and letting you know if they worked on a gen.
It works nicely with Haunted Grounds, because survivors look for totems if they can't do closest gens in my experience. It might drive them to do a totem and trigger Haunted.
Other than that,it essentially makes the map smaller for the first few minutes. You have less to patrol and thus need to check less places for survivors.
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Because the addon system as a whole is stupid to the core. First of all, they're not "Rare", you can stockpile a ton of top tier addons no problem. Second of all, just because you "Don't go up against it every game" does not make an overly powerful game addon any more justified balance-wise or enjoyable to go up against. Rarity does not justify the existence of balance-problematic elements.
It's like people telling you "Uh, you don't go up against 4 instaheals every game! " "You don't have to deal with 4man optimal swf every game!" "Nurse doesn't run multiblink every game!" Etc. It's not an argument.
Lots of things in this game just break balance,because this game is balanced like Mario Party, not a competitive game. It's only natural that once people start playing to win, the cracks (or fissures) in this games' balance start to show. Iridescent Heads are yet another symptom of the core problems this game has.
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Survivor sided. The way it's mapped, there's almost always either the central building or a jungle gym within running distance, meaning you can't catch a survivor out of position without wasting time prior getting them to drop pallets. Given the size of the map, though, it's unlikely they ever run out of them...
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Jason Vorhees. Take away the variety of kills he performs (the game wouldn't support that) and what do you have? A big strong guy who kills teenagers. Basically trapless trapper. There's nothing to work with when it comes to Jason aside from nostalgia. I'd even go so far as to say Bubba was a mistake.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/691345#Comment_691345
I have been winning though, some play styles just make it harder to pip.
that's what I mean,I feel your pain. Few weeks back I went on a depip spree because I ran apple / corruption time Plague and snowballed into early 4k's that 1hooked everyone and depipped from rank 8 for it.
Playing fast and merciless depips you. Playing dumb and letting survivors have many chances gets you rank ups. What other game asks you to pretend to lose?
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I'd like a "well balanced" map theme please.
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You have to be efficient enough to win but suboptimal enough to pip.
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You're right in a sense. Since you're scored
@TragicSolitude said:
I posted this in a similar thread:
The Emblem system isn't a way of rewarding "better" killers, it's a way of rewarding killers who play in the manner devs want them to play, aka fun for the survivors. It's a problem with the game design, it doesn't organically promote both sides to play in a way that's fun for the other. So, survivors don't get emblem points for stealthing, they get points for being around the killer. And killers don't get emblem points for being fast and efficient, they get points for dragging the game out so the survivors have a chance to play.
It would be better if such things were promoted organically; this is a band-aid fix that frustrates many players who play in what they see as the most efficient way to win.
So yeah, efficiency is pretty much the opposite of the thing devs want to encourage; they want to encourage a specific playstyle that increases the interaction between both sides, so that's what they'll reward. That's the answer to your question.
This sums it up pretty well. If you hook all 4 survivors early on due to snowball, you still only 1pip /depip because you only hooked each survivor once or twice. It gets to the point where a killer needs to intentionally let a survivor unhook before hookstate progresses just so they can get more sacrifice points. It's ludicrous, at times. Stuff like ending chases before they start,instadowning, etc. ends up hurting your emblems score.
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Blood Warden / Noed exists already, dude. Make the survivors cry. You don't need an Adrenawin equivalent to spank naughty survivors.
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Pennywise is garbage and the new movies are marvel-tier trashfires.
Give me Charlie from Firestarter as the killer. She goes with the entity after the tragic end of the book, forever consuming people with fire.
Or let Bhvr get original -make them improv a semi-original killer by making them have the Gypsy from Thinner be a killer thst curses survivors a la old Freddy. I think they could riff off that really well.
Just anything but the stupid special effects clown.
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Loops aren't "infinite" per se, they're just completely unmitigatable unless you have a power to do so. Even if you do, oftentimes chasing those loops will just flat out lose you the game. I don't think "b-but it's not infinite!" really means much when you could theoretically catch a survivor after a couple minutes of precise looping to get a single hit while they move on to the next pallet. Your game is over by then.
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The new IT movies (both) were popcorn munching garbage. They weren't scary if you had a basic understanding of how jumpscares work, and the character development stuff was just that generic "Stranger things / super 8 / insert "Remember when kids use to ride their bikes"" in a nutshell. The clown isn't scary, he's just a Freddy Kreuger knockoff. No IT chapter, please.
Give us an original killer.
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DC from survivors puts points into your "Brutality" category instead of "Sacrifice". This means that if you max the far easier Brutality category, survivors can deny you points by DCing. Furthermore, Sacrifice is a requirement to pip in ra king, so by denying you hooks, they are griefing your ranking.
You might say - this is an easy fix! Make DC's count as hooks and sacrifices! But this is BHVR we're talking here. None of thst makes sense to them.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/689342#Comment_689342
I'd even accept disabling it after two hooks. I had a match where, after a Laurie got unhooked, I hooked two other survivors. I came across the Laurie again, downed her, and got DS'd.
Ridiculously unlucky: it was about one or two seconds from having been a full minute since she'd been unhooked. But it does demonstrate that DS is more than just an anti-tunneling perk.
yeah that's what I'm saying. RN it punishes efficient killers vs bad survivors in additiom to being a good antitunnel perk. Making it go away once there is a separate hook removes the invincibility it grants.
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wiggling is fine as is.
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Trapper bag to base kit, maybe honing stone to make traps actually put survuvors into dying. That'd make him Freddy-tier.
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Disable it if you hook someone else.
Other than that it's fine.
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Nothing will be done.
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Just rank up. There shouldn't be more bandaids that fix mistakes made by either side make. If your teammate is terrible, unhooks you unsafely without BT then doesn't take the protection hit, then your team is going to suffer accordingly. Asking for a fix for unsafe unhooking will generally (knowing BHVR) create a balance where survivors can just unhook in a killers' face with impunity. Just don't make the mistake in the first place.
You can definitely and relatively easily pip without escaping as long as you know how to loop and read basic mindgames. As you get higher in rank, the amount of potatoes should lessen to the point where you don't have this problem anymore. It sucks to be "farmed" on hook, but it's a mistake that the other side can't help but capitalize on.