Avatar

sulaiman

sulaiman

About

Username
sulaiman
Joined
Visits
5,047
Last Active

Comments

  • I think its not the killers in themself, i think its the map reworks.

    In my opinion, a map should either provide pallets and ways to loop and extend a chase, or line of sight breakers so you can juke the killer and play stealthy. The best maps have both (but not together, but getting a pallet stun into a juke is very nice. on good maps, both playstyles are possible, but not unbalanced).

    However, the last 2 map reworks negate both. There are some safe pallets, especially in the game, but once they are gone, its over. But Autohaven and the game became much more open, with way fewer hiding and juke spots.

    So chases are significantly shorter and the survivor has next to no options in a late game chase (even if its his first chase, because the other survivors wasted all the pallets), and i think that changes the power dynamic on those maps, making killer seem op.

    On other maps, they are still fine to me.

    But dont get me wrong, i play solo survivor 100% of the time, and i do belive the game is survivor sided. Most matches get not won by the killer but lost by the survivors. Take a perk like bound or kindred and pay attention of what your teammates do, and you will understand why you lost.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944626#Comment_1944626

    Keys objectively were more broken then Moris.

    Moris changed the game significantly to the point where the killer was winning, however the survivors could still just play well and counter the Mori with some counterplay on their part.

    Keys instantly ended the game, allowed all living survivors to escape, winning instantly, and once used there is nothing a killer can even hope to do to counter play it except hope they open hatch near him before they all leave.

    Keys instantly end the game after the game is basicly done anyway. How does a key "instantly" win and save 4 survivors? Or instantly save 3?

    Maybe you and i have different opinions of what "instant" mean.

    However, moris made me win games i would have lost overwise. Keys let me escape in games i lost. I still think thats a difference.

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942519#Comment_1942519

    Sounds like you are playing against rank 30's if people can't counter that addon.

    Well, hag is not a killer you encounter very often, and i personally never encounterd a hag using those addons, i just played her myself. So people just dont realize what is happening until after the game.

    And yes, the "skill" level of red rank survivors is not what you expect from a "real" ranking system.

  • I do encounter it, but its rare enough to not run ds or bt.

    I sometimes think that the ones that claim to be tunneled and camped every game might be teabaggers that get annoyed when they are caught. But i have no evidence for that, and there are killers that tunnel and camp no matter what.

  • As i said, i play solo and i dont complain about any killer. I like the different killers and that you need different approches to deal with them. Most survivors just go for "the usual" instead, and call them op afterwards.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803951#Comment_1803951

    I realize you specifically aren't on the balance team but wouldn't it have made more sense to update keys and moris in the same patch though? Since they go hand in hand being the OP items/offerings people bring, changing one and not the other is sparking some controversy in the forums (more than usual, or at least the norm after the buggy mess of the chapter release).

    I dont think keys are as op as moris were. A mori changed the outcome of the game early on, by tunneling out a survivor far too early, making a 4v1 based game into a 3v1 game.

    Keys usually dont change the outcome in my opinion. For 4 people to escape, you still need all gens done. For one to escape, its still a win for the killer. How often do more than 1 survivor escape with a key? It might be more in swf, but for solo survivors, a lot of them just leave the rest behind.

    The problem with keys is not that its op, its that killer feel cheated if the last survivor escapes instead of being at their mercy. Funny thing is, that most killers feel they deserved that kill even if they would have gotten it due to a dc or hook suicide in the first place.

    I play only solo survivor, but when the key change comes, i will most likly switch to swf. In solo, a key (or finding one in a chest with plunderers) gives you a fighting chance if the game has one leaving his team behind. If thats no longer an option, you need more reliably teams.

    1. I think its survivor sided. I think most games that dont end in favor of survivors are lost by survivors and not won by the killer. I have games where the other survivors hooktrade, i am the only one doing gens and stuff, and you go down and see noone near a gen...
    2. Red ranks on survivor, green to purple on killer
    3. steam says 4k+ hours.
    4. I have 4 survivors with all perks, and all killers have all perks
    5. I am a survivor main, and i play solo survivor 100% of my time. I used to play killer too, but since the mori change i have nothing left to battle good swfs, and its neither fun nor worth my time to play killer anymore.
  • @darktrix said:

    Wondering what the death rate has been at these past few days.

    I would say keep stats of your game, to get a view over your own and your teams performance.

    I havn´t started my stats yet, because they always drop after rank reset anyway. Once i hit red rank, i will keep stats of my games again

  • Funny, i play female characters in this game, and i never notice. Maybe because my attention is on something else than the pixeled bodypars of virtual people.

  • Opinions vary, i think stealth is what makes the game fun in the first place. Juking the killer during a chase, not being found while you stay around the gen you worked on, wasting the killers time searching for you, i think its thrilling.

  • Why is the game lost then? 3 gens should have be done by the time he is dead, unless you go for unsave unhooks.

    Also, most killer dont tunnel to make your game worse, but to make their game easier.

  • I actually like Hags Shoes. She has 2 addons that deny her teleporting ability, and people have no idea how to play against her. I had so many people try to run to a pallet through a phantasm that just keept bodyblocking them and they have no idea why.

    Sure, after the game they claim you are a hacker until they actually read your addons, but its really fun.

    Those addons can change the hags playstyle completely. Thats a way better use for an addon than many other killers have, who partly have to take certain addons to be viable at all.

  • @HollowsGrief said:

    Hey man, if I only have two survivors left and one of them actually tries to do stuff while the other hides waiting for hatch you better believe I'm gonna let him go if he rats out the blendy

    While i believe you, its quite rare. I am always the one that still does gens, while the other is hidding. I had a killer down me, and search for the other guy, not finding him, and then hooking me anyway so the game would end (or maybe he was just slugging for the 4k).

    But still i wouldnt rat out the other guy. i did it only once, because i was in a game with a 2 man swf, one with a map, one with a key, who both were never near a gen at all. Whenever i could see them (with kindred or going down) they were always just hidding far away and let me and the other guy do the work.

    Yes, that was the first and only time i worked with the killer and lead him there they were. I didnt care about that game anymore.

    But it turned out bad, because it turned out it was a 3-swf actually, and the other 2 were new and just very cautious. Yeah, i wouldnt do it again, i would just hook suicide next time if i think half the team isnt playing.

  • Well, i think the hook counter is helpfull. I play solo, and there are times when i dont keep up who has been hooked how often (usually if the killer camps and the rest decide to hooktrade in circles). To be fair, i never noticed you could see someone ws being healed in the old hud. How was it shown? I am colorblind, if it was just a colorcode, it was useless to me.

    do you think the new hud is the endresult, or just some basic groundworks to expand further information on?

    And you didnt answer my question. You insisted noone asked for a new ui, and i asked how they display new information (which people asked for) without changing the old one. Because that answers the question about the hud.

  • The game was a good map in my opinion, it always had strong pallets in the lower level, as well as so many los-breaker that you could easily juke any killer. Now the top also has more strong pallets, but a lot of the los-breaker are gone. Stealth on this map has been heavily nerfed in my opinion.

    Yes, the pallets are strong, but once they are gone, its just a big wasteland with nowhere to hide (not exactly true, but compared to before).

    Also, there are lots of breakable walls now, that makes every room into a possible deathtrap for the survivor.

    So while the balance and tone of the map has changed, i am not sure if the balance actually changed from before.

    The question is what happens if the map is well known to all players.

  • IT can be scary if you play a) solo survivor and b) with the premise of not being found. The lack of information helps with the atmosphere ^^, and if your premise is not just run around a loop 100 times but not being found or juke the killer, it still gives me a thrill (although not a scare) after 4k hours.

  • I dont think the see-through-stairs are an improvement. It just forces the same looping mindset most maps have anyway and makes juking the killer much harder. While its fun for some, for others its not.

  • @Verconissp said:

    The amount of bs that happens in this game rn is quite sad. Nobody asked for the New UI / Animations for survivor, i could make vaults and actually get some legitimate hits, Now everyone can get a hit a mile away without trying,

    Ok lets talk about nobody. Nobody asked for a new ui. Do you deny that people wanted to buff solo survivor informationwise? I see them ask for a totem counter quite often. How do you display more information while not changing the ui in any way, can you explain?

  • @kcwolf1975 said:

    This is fine with me. Bodyblocking hooks is typically only used by SWF and they could use a nerf or two. I play solo survivor and no-one ever tries to body block hooks for me.

    I do it sometimes, depending on the situation, if the guy is on deadhook and my have the chance to wiggle free, and i play only solo. But usually, i dont do it on the first hook or something.

    And i dont think its toxic either, but i am also ok with camping, tunneling and slugging.

  • Hmm, i wonder how many people couldnt count to three before the hook counter. People who intend to do it do it either way.

  • @solidhex said:

    How is your experience so far? Mine is that most survivors don't care to take a hit for a stranger if someone else is on death hook. There is always that immersed one with 0 hooks after escaping and then some still die early while the others don't bother. So it was probably not a lack of information but the general mindset of most solo survivors. There should be some kind of tutorial or hint ("You can only survive if you work together. Try to get the Killers attention to help the other survivors, who are close to death") to change set.

    Other than that, the new hook counter for survivors is great, you just have to use the information.

    The one for killers is ok'ish (it helps in certain situations but general hook count is not a super useful information) but i get why they don't want to give killers the hook-per-survivor information, it would encourage tunneling and it's something that every good killer should remember without handholding.

    Yeah, its too late for that. I used to take hits for strangers, but after saving people and then left to die on first hook while the others leave even against a non camping killer, you just stop doing it.

    Although the counter always tell me i should do it, my bad experiences with random survivors just overwrite it.

  • Yes, people dont like killers that cant be looped easily, because it requires different skills to survive, and people like the same running-in-circles-playstyle every game as long as it wins them the game.

  • I am ok with it, if killers get the option to ban swf from their lobbys.

  • Well, a user in another thread said they have announced this was the first step to add further informations. But i haven´t seen anyone else commenting on that or anything from the devs about that matter, so i cant confirm it. But i still think this is because they going into that direction.

  • yes, i was refering to the guy directly above my post...

    Context matters.

  • I think this would be too much, because survivors have the ability to avoid distrubing crows, most killer have not.

  • @pzuxcsld said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933432#Comment_1933432

    Do you play surv? You can't avoid a hit, the killer hit you 100% of times. We are not crying, we want to play a videogame

    Oh man, i am such a special survivor, these threads make me realize that. Because i escape the killer time and again today. And i avoided hits. I am magical!

  • @Aven_Fallen said:

    Ok, to make it clear:

    Devs changed something which nobody asked about. They bring a PTB for Feedback. 90% dont like it. They STILL bring it to live.

    Explanation: They want to see what Console players think so that everyone can test out the new UI. Meanwhile: They say that there is no going back.

    And you really cannot get why the Community is pissed?

    This is basically: We change something. You dont like it, we still change it. We pretend that we listen for the feedback later, but in fact, we cannot do anything about it anyway.

    People didnt ask for that change, you are right. But they kept asking for things that might make this change nessessary. A LOT of people want to buff solo survivors to swf level informationwise. So the hud needed to change. Maybe not in the way they choose, but you cant display additional information by leaving everything like it was.

    It is just that people dont know what it takes to deliver the things they demand. More information, but dont change the ui? show me how its done.

  • Because the idea is to buff solo survivor, so they become closer to swf in regards of information, so you can then balance killers properly.

    At the moment killer tend to be stronger to solos but weaker to swf. IF you can close the power gap between solo und survivor, then you can buff killers and make for a fair game all around. SWF already have the information who did how many dull totems, you know.

    I think that is basicly the idea of the new HUD.

  • @golubushka08 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926258#Comment_1926258

    And still you will wait an eternity in the lobby as a killer. Because many many many many many many many many many survivors will stop playing.

    Yay, instant lobbys for me then.

  • @ShadowRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1932812#Comment_1932812

    The majority hate it.

    They should just drop those future things then.. this isn’t worth it.

    Well, but a lot of players want this future things, because they want to buff solo survivors up to swf level informationwise to get a basis for actuall balance in this game.

    You might not be intrested in balance, especially if you play mostly as an swf survivor, but solos and killer might still care.

  • I think there are more, and i think this is a good thing, because the game was nerfed in aspects where it was very strong before:

    Stealth. I could juke most killers on the game because the lower level was full of sightbreakers. Now, a lot of them are either gone, or see through, making stealth and juking way harder. Also, with breakable walls, you always run at risk as survivor to hit a dead end, and unlike the killer, you have no way to play around.

  • Another problem for survivors is that a lot of previous sight-blockers can now be seen through, if they are still around at all. Stealth is no longer that good on the map as it was before. I think thats why they added several awefull (for killers) loops to compensate.

  • I saw someone integrate the hook counter into the old hud, but to be fair, while it is fine being about half the screen in a picture, ingame i doubt i would have seen the hook counter. Expanding the survivor status to the left side is very fine to me, as it also opens up opportunities to extend the information given on that hud.

  • While i agree that there are plenty of safe pallets in this version, i like to point out the other side; The Game used to be a map where you could easily hide as survivor, i liked the map because at the bottom level there were so many line-of-sight breakers that you could easily juke most killers.

    However, a lot of those options are gone in the rework. Breakable walls leave only one entrance in some sections, a lot of prior sightbreakers are now look-trough, and a lot of spaces are just widly open with few hiding options.

    So i think the pallets are actually needed to prevent the map from being to killer sided. Its just sad that it became a loop circus, because it was one of the best stealth maps before.

  • @dezzmont Thanks for your post, i think it is really good. Just a short reminder (not that important, just to complete): there are perks you need to look at to see if they are active, like Spine Chill or Devour hope. There are perks that make you use your perk tile all the time.

  • That might not have been what you meant, but it was what you said.

    If i see your rework, it would not be usable on my screen, because, while i can see the hook counter in this format, on my screen ingame its a lot smaller, and i cant stop the game to see those details. So i doubt your option would have been viable. I am not saying the new hud was nessecary, i just say its not easy to make a new one.

  • @Karao_Ke said:

    It's not about "hating" the new UI, it's about expressing opinion that they shouldn't have changed something that never needed changing in the first place. Sure, the hook count & portraits are cool, but that's as far as it will get.

    Nobody asked for a new UI.

    Yes they did. A lot of people wanted to buff solo survivors information wise to be closer to swf. And thats what the new ui starts. Yes, the totem counter some requestet isnt there, but a hook counter is.

    Take a look around the forum, and you will see a lot of people requested such changes. They might not be aware that the way to do that might take a new ui, but they still requested it.

  • That is true for a long time. When the first additional killer was introduced, the game changed and the game was different.

    Do you want a stale game, with just the basic survivors and killers, and the original balance? You might find yourself playing that version alone.

  • Hmm, i played it yesterday, and it seemed fine to me. Thats far from unplayable.

  • I like the new ui, but i already have all dlcs, so there is not much what my wallet can say.

  • @lowiq said:

    I'm all for progress, and am glad that the devs are making the effort.

    But nobody asked for the character movement and New UI updates. And to make it worse, when 80%+ of people voted that they didn't like the changes in polls, on top of the hundreds of threads in the feedback section, the update was still forced through.

    People have spent hundreds and thousands of hours in this game and have the right to be upset. However, personal attacks on developers and staff should never be ok.

    Yes, a lot of people asked about ui-updates.

    Usually they said they wanted to buff solo survivor with information to swf level, a totem counter was the most common request. They dont got that, true, but the new ui does provide more information to solo survivors than before, and i dont read anywhere that it is the final iteration and no other information might be included in the future.

    And i think a lot of people dont like it because it is different than before, because thats the reason people dislike something a lot of the time.

  • @Yanthegamer558 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924084#Comment_1924084

    Well i’m sorry if i want to do the best strat in this game.

    How is teabagging another survivor in the basement the best strat in this game? Can you explain, i am always eager to learn new things. Maybe i did it all wrong the last 4k hours.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/1928172#Comment_1928172

    It's not that it can't be done, but I find it particularly troublesome in solo queue for a variety of reasons. There were many times I did four totems for example, hoping my team did the last one, only to get slapped with NO ED, but I had to go do other objectives instead of looking for the last totem, such as needing to rush a gen due to the circumstance of the game/needing to do a save/etc.

    To be true, it does happen to me too, although very rarely.

    However, that is not the problem with the perk, its a problem with your teammates. If you do 80% of that job, and they cant be bothered to do the last 20%, i dont think its the problem of the task at hand.

  • Well, what is your goal? To survive? To carry the team? to get more points than the killer? All of these can be done, but not in one build.

  • @whammigobambam said:

    Can we stop ignoring the fact that if you stay in the game against a strong camping killer you give that killer snowball potential that you need a perk to survive get out of? If I'm running no second chance perks as I'm want to do and I'm deep in the thralls of trapper camp the longer I stay there, the higher probability someone gets snared in the trap. If you've played 20 or so matches playing super altruistic god forbid you just don't want people dying on your behalf. It's not exactly cowardice. Even chess has a forfeit option.

    Last time i checked chess was not a team game. And i would not want to play chess if the queen has the option to quit and i have to play with the remaining figures but highly disadvantaged.

  • @IsJustMe said:

    Iam so excited to see the posts tomorrow^^

    Rainbow-Lobbys, because the MMR will do his work :)

    Rainbow Loobys is not the problem, its a skill difference you experienced the last time the mmr was active.

    And i am not sure how the MMR will work. Will it put 4 survivors of the same skill together vs. a killer with a similar skill level?

    Or will it take a killer, and 2 survivors above his skill level and 2 below his skill level? The average skill level might work out for it, even the result 2k 2escape might happen, but that still does not mean it makes for good games.

    Devs have shown time and again that they chose priorities in matchmaking that i believe are unhealthy/unfun (like the second possible example, or prioritizing queue times over match balance) so i am not convinced that it will work out this time.

  • I always wonder...i play solo survivor 100% of the time, and in most games i get 5 totems done alone if needed. And it doesnt even take to much time, because i do gens, and when i move to the next one, i just check the totem spots on the tile i am on and the tile i move to. Then i do the same after that gen is done. When only one gen is left, i start searching the remaining totems. Yes, it wastes some time, but thats the purpose of that perk. It is meant to slow you down or get punished for ignoring it.

    I just dont get the "it cant be done in solo"-mentality when i can do it perfectly fine on a regular basis. Am i that extraordinare as a survivor?

  • And a bad experience when the next survivor does in in your next game, and you are there down one guy. Yeah, you win nothing short term by staying on the hook, but by suiciding you lose out in the long run.

  • actually, you are not giving him the finger, because his game just got easier. Instead, you give the finger to your teammates, because they could use your time being camped to finish gens and get out. If more people did that, camping would become very unattractive. But as long as camping leads to either everyone rushing to the hook and not doing gens or in hooksuicide turning the rest of the game very killersided, they have really no incentive to not camp.

1 … 30 31 32 33 34 … 60