thesuicidefox
thesuicidefox
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Guys they said numbers can change. That means conditions can change too. They could add something like "failing a skill check" in there.
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@Micheal_Myers If no survivors are on gens then they are bad survivors honestly. I don't see anything OP about blocking all the gens if they aren't doing what they should be doing. On top of that, it's only 16 seconds which is relatively short, so in this case it would actually help to slow down the game as opposed to being a tracking perk. But I don't think it would happen in a high ranked game unless it's like 1 gen left to do or something.
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You have to pick up a survivor from dying or grab interrupt them. Has nothing to do with being on a generator.
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@KingB said:
Wouldnt it be far easier to hide progress on the doors? It doesnt even have to hide all progress. Just like the first 2 lights.
That could work too but it doesn't solve the issue that hatch is rather worthless at this point. Like why not just have EGC start instantly when the last survivor dies? That's what I'm trying to get at here.
@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/499136#Comment_499136
You've already outplayed them and their whole team. The fact that they get an extra chance at all is good enough.
Did you really though? If I'm a top tier survivor but I'm stuck with 3 potato survivors, there is only so much I can do. On a 1v1 basis I could outplay you all day, make you chase me for a long time or rush gens if you are chasing others. But if the others aren't doing gens while I'm being chased, or if they get caught super fast while I'm on a gen, there isn't a whole lot I can do. Eventually the odds just stack against me for no reason except OTHER survivors were bad. I'm getting punished for them being bad. And no it's not a team game. Other players being bad shouldn't negatively affect me so much that it's an automatic loss beyond my control.
Furthermore, if survivors DC or kill themselves on the hook, that screws over other survivors. This just exacerbates the above situation. No matter how good you are at survivor, if the others are bad or give up you are screwed in the process.
What you are basically saying is that you outplayed 3 survivors therefore the last one was outplayed as well. That's not the case, you actually outplayed 3 survivors and the last one was just SOL and had no options of recovery. That's part of the reason hatch exists in the first place (the other part being a way to prevent endless games of hide and seek).
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/501100#Comment_501100
Interesting. We were wrong.
I don't really think it works for a slugging build though imo.
I actually like this perk a lot. I just don 't think it needs a cooldown and the duration of the block needs to be 30 seconds.
If it had those changes I think this would make the meta. At least worth trying on the PTB anyway.
The blocking makes no difference though, since it's only generators not being worked on. This effect would only help in specific circumstances where a survivor had just finished a gen and went looking for another. But as I see it, 90% of the time it will only be useful in tracking which gens are being worked on.
And it would work for a slugging build as you would only use it if necessary. The moment you slug someone, IF would reveal anyone nearby. If no one is revealed, you can check nearby gens for other survivors. If you still can't find anyone, pick up the survivor and see what gens are being done, then slug them again and go after the next target. Think of it like BBQ without the need to hook.
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@Elegant said:
It's not more popular because it's a terrible game. The game failed once massively and they didn't do much to fix the issues people had with the original version. The game is going to be dead again within two months. Hunter is brain dead easy and you have to play really really badly to lose a game.
"Hunter is braindead easy"
This is kind of how I feel after watching some gameplay. The fact that you just kill people when you catch them make it seem like Hunter is just ridiculously OP. Maybe if you couldn't do it until the second or third down it would make a difference, but as it stands it seems to me that if you have good aim you should always win as the hunter.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/500964#Comment_500964
That's not what I was implying. I meant they have to be actually working on the gen when you grab or hit them.
Actually we are both wrong.
It's when you pick up a downed survivor or grab a survivor. So it would still be great for slugging, if you want to see what gens are being worked on you would just pick up the survivor, look around for a second, then drop them. Since you are slugging, this survivor will likely get saved anyway at some point meaning the extra wiggle bar progress should be moot if you are on top of keeping them slugged.
https://youtu.be/JyWcUp8RcSE?t=8065 -
The Trapper - Can carry 2 traps at base. Can reset a close trap on the ground without picking it up.
The Wraith - Not sure.
The Hillbilly - Carburetor Tuning Guide, The Thompson's Mix, and Doom Engravings changed to a purple rarity. Speed Limiter changed to a white rarity. Death Engravings, Shop Lubricant, and Primer Bulb changed to a green rarity. Pink add-on 1 (Max's Custom Clutch) let's you break a pallet and continue chainsawing (I think you got this from me 😋). Pink add-on 2 (Iridescent Chain) inflicts Broken for 120s on survivors after doing chainsaw sprint for 3s, will instantly kill survivors that have been hooked twice after doing chainsaw sprint for 7s, and increases chainsaw charge time.
The Nurse - Blink range add-ons do not stack and the blink accuracy decrease would actually mean something. Extra blink add-ons reworked to instead increase her base movement speed, which also do not stack. Pink add-on 1 (Sally's Last Breath) makes first blink completely silent and second blink silent outside of a certain range. Pink add-on 2 greatly reduces fatigue on blinks where you do not attack (less than a half second).
The Huntress - She can get bloodlust 5s faster and bloodlust will remain for up to 5s after a chase has ended. Iridescent Hatchets inflict Deep Wounds with a 10 second timer and only reduce hatchet count by 3. Pink add-on (Ivory Haft) makes hatchets stick to surfaces where the Huntress can recollect to inventory (no animation, just touch them and they get put back). If it hits the floor or a survivor the hatchet is lost.
The Shape - Fragrant Tuft Of Hair removes extra lunge and vault speed buff. Allow stalking of multiple survivors (I put this here after reading other people's posts, I don't play him so I didn't even know it wasn't a thing).
The Hag - Add notification aura when survivor disarms a trap with a flashlight. Disfigured Ear increases trap durability against flashlights. Mint Rag removes the camera jerk effect when a survivor triggers a trap.
The Cannibal - Not sure.
The Doctor - Increase range of shock by like 10-15%. Madness 3 no longer prevents you from healing a downed survivor. Shocks/screams no longer prevent you from vaulting but instead force a slow vault. Pallet break/vaulting during treatment mode is faster than normal. Gains 5% speed boost for 2s after a survivor's Madness tiers up.
The Nightmare - Not sure because rework. I would list a bunch of stuff otherwise but it would all be moot as it's based on his current form.
The Pig - Using RBT during EGC will reset and pause the EGC timer, and the RBT will be active as it would before. Ruleset 2 makes RBT timer invisible to survivors along with it's current effect. Amanda's Secret reveals auras of survivors that just completed a box search for 5s (successful or not).
The Clown - Bottles/gas will inflict damage to generators (as if kicking them). Change exhaustion add-ons to instead inflict repair debuff on survivors for X time based on rarity. Tattoo's Middle Finger shrinks killer's TR by 8m, and will remove red stain while the survivor's aura is revealed.
The Spirit - Prayer Beads Bracelet make her footsteps audible during phase walk within 6m and increases cooldown timer by 3s.
The Legion - Revert vault speed during Frenzy to what it was before update. Pins status effect time increased to 90s and the effect will be inflicted on injured or Deep Wounds survivors. Fuming Mixtape let's Legion see scratch marks during Frenzy. Frank's Mixtape makes it so that hitting a survivor with Deep Wounds during Frenzy refills the power bar by 50% instead of draining it completely (so that you can continue to chase/hit the same survivor with Frenzy as a way to keep Killer Instinct active).
The Plague - Give her a fountain counter (X/Y where X is the number of corrupt fountains and Y is the total number of fountains). When fully sick/Broken, get rapid fire skill checks on generators and failed skill checks triple the regression penalty.
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@Blueberry said:
Did he not include the stipulation that you have to actually interupt a survivors working on a gen to activate it? Meaning not just down a survivor anywhere.
No it's not just grabs. They showed grabs in the stream but if you listen to what he say he says "downing or grabbing survivors". I'm pretty sure he said that, I will go back in a moment and find the time stamp.
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@Unnamed_Freak said:
What was the time for Thrilling Tremors again?
16 seconds. The devs believe this will be a perk to slow the game but the thing is, if survivors aren't working on these gens it actually work make a difference. The value in the perk is to see which gens are being worked on when you down someone.
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@Mediva said:
I will say this, i play survivor. And as a survivor, i get screwed over by dc,s quite a lot. But in my games, its hardly ever by being the first downed. Thats just rare. Its just a killer's scummy playstyle that does that.
Most Dc's I encounter are DC,s when someone got hooked first, got rescued (even close to second hook) and the killer still decided to go after that person again. Its the back to the hook and tunnel playstyle that causes most of the DC's. Especially in the red ranks, where this behaviour is almost every playstyle.
Killers call this optimal gameplay. I call the DC of that person optimal gameplay in response too. If you know you are already getting chased every hook off again, you wont do well that game. Cause there simply is no outplay when killer immediately tunnels you like that. Best course to gain points? leave that match immediately and go to the next. Nothing to win there. just 1k points.
I will never DC against a good killer that is clearly better then me. If they dont tunnel, dont camp, but still manage to do good, i will never leave and just take my 3 hooks, although it wont give me many points still. But staying in a match with a person tunnelling all the way? its a DC from me too.
The problem is that a lot of survivors assume the worst and DC immediately. Sometimes I return to the hook or camp because it's just the optimal play to find a new victim. I'm not purposely going for the guy that got saved, but sometimes bad luck happens and I find them first. So I slug them and go off looking for another guy, but they DC assuming I am tunneling. They've been conditioned by so many toxic killers that when they get a killer that actually plays fair and are just unlucky, they bail.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/497224#Comment_497224
It happens more at higher ranks imo.
The people in red ranks have really large ego's. If they went down it's because of something that wasn't fair and wasn't their fault. There's absolutely no chance it was because they were outplayed. They DC on their first down or because they're salty they will DC to give hatch.
Killers DC for dumb reasons too. Chase a survivor and get hit by 3 pallets without getting a hit? DC. Ruin pops before they get a hook? DC. Get DS'd or flashlight'ed? DC. Chase 1 survivor for 4 gens when you should have just given up the chase long ago? DC. Get a map you don't like? DC.
This is a player problem, not a survivor or killer problem. Too many players on both sides have egos and can't take an L. Then they never get better because they never challenge themselves. You don't get better at a game by winning, you get better by losing.
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Thanatophobia because smart survivors won't cleanse against her and this punishes that.
I also like Whispers on her because she's pretty easy to hide from being so tall with a 32m TR. It's also a nice ASMR feeling when you have Corrupt and a survivor is nearby.
BBQ, Ruin, and Enduring/Spirit Fury as usual.
Bambo is good as @Andreyu44 said, but it depends on the map really. It's mostly useful to shut down the strong loops in some spots.
I also liked using Brutal Strength because 1) survivors tend to drop the pallet early if they are sick and broken, and 2) it saves time at gens since you will usually kick and puke on it.
Overcharge seemed good the few times I used it. Kick a gen, puke on it. Survivors will avoid touching it until the infection goes away, then if they fail the skill check they lose even MORE progress and you know they are there, so you can kick and puke on it again. It forces them to get on the gen while it's infected just to avoid the regression time.
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2 minutes seems to be the magic number in this game. EGC is 2 minutes too. It's long enough that it's not OP, but short enough to make it a threat if you don't do something about it.
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I just hope whatever they did isn't a complete redesign and he is similar to how he is now. I like playing Freddy he just need QOL buffs really.
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In my experience, survivors do this stuff after they get a bunch of stupid games in a row against killers that use super OP builds or play lame by tunneling them out of the game when there are still 5 gens and Ruin.
This was a guy that probably got camped to death 5 games in a row and just said "F whoever the next killer is, I'm escaping".
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You tombstoned 2 of them. That means no Chaser and no Malicious. If you smacked them first and took some hooks you would have points in these emblems.
If you got a hook but still got 0 in Chaser it means you were camping with no other survivors around.
If you got nothing in Gatekeeper it means you did nothing to actively stop them on the gens and/or they just did the gens too fast.
Post a video of the full game so we can get the entire context of the situation. I won't argue that some killers need tweaks regarding emblems, but it looks to me like you really didn't play as well as you think.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/499146#Comment_499146
Just so you know, KBM is superior to controller in most cases (this applies to killer and survivor). The speed and precision you gain from KBM is very noticeable.
I was blown away with how much better KBM is than controller after to moving to PC. Now I can never go back.
MOUSE is superior. Keyboard is not. A joystick is superior when it comes to movement controls.
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@JauzZ said:
https://forum.deadbydaylight.com/en/discussion/comment/499053#Comment_499053
Keyboard for movement is way better than Controller imo, Dunno what you are talking about.
Can your circle strafe perfectly with a keyboard? No.
Can you perfectly hug loops without needing to turn your camera using a keyboard? No.
Can you move at different speeds using a keyboard? No.
Can you move in any direction you wish that is not one of the 8 cardinal directions without doing janky inputs on keyboard? No.
A joystick is superior to a keyboard when it comes to movement. The only thing a keyboard can offer that a joystick can't is instantaneous full speed in a direction, but as it takes less than a millisecond to push the stick completely in a direction this is barely an advantage.
@TAG I would only use it for killer as I feel that mouse input is moot for survivor. My controls would be something like (Xbox) M1 for attack, M2 for power, LT for action (kick gen, break pallet, etc), LB for alternate killer power, and either mouse scroll click or left stick click to drop survivor.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/498299#Comment_498299
Why do you want to punish the killer for doing their job and mess with the game finally scaling up in difficult properly for survivor as more of them die off? You're asking for a mechanic that punishes the killer for being aware of the map when survivors legit have access to actual maps and addons to track hatch spawns. This is like third or forth idea in this vein of "Killers can close the hatch now, but what if they also needed to do [insert extra nonsense] so that survivors had another chance?"
Survivors are the most dominate they've ever been. I'm sorry that solo survivors are getting shafted in a lot of cases, but that is true. We now know that since egc came on that 41% of solo survivors are escaping on average. That is a pretty significant number considering the circumstances. That number just up by 7-8% if you're in a 4man swf. That is nearly 50% success rate for survivors. Even the highest tiered killers are putting up numbers quite that good. Now not all survivors can take advantage of the things that are making survivors very strong. Maybe they don't have items and addons or haven't bought the teachables that make the stronger builds on their preferred survivor.
What happens to the game if we are these extra mechanics for killers to jump through to do their job? How are killers that are already struggling because they aren't mobile and can't apply pressure to the game early on? How are you rewarding the killers that have pressured the game early and gotten their kills to now be in a properly earned position of power?
"Why do you want to punish the killer for doing their job and mess with the game finally scaling up in difficult properly for survivor as more of them die off?"
Scaling up the difficulty is one thing, making it absolutely impossible is another.
"Survivors are the most dominate they've ever been."
Infinites removes. Pallets reduced. Maps adjusted to have less cover. Strong perks nerfed. EGC. Yea, survivors are definitely more dominate than before SMH.
"We now know that since egc came on that 41% of solo survivors are escaping on average. That is a pretty significant number considering the circumstances. That number just up by 7-8% if you're in a 4man swf. That is nearly 50% success rate for survivors."
The stats were taken sometime around the first week of April. EGC didn't hit until a month later. What you say here is just flat out wrong in the current state of the game.
"How are you rewarding the killers that have pressured the game early and gotten their kills to now be in a properly earned position of power?"
If fake hatch was a thing, killer still has PLENTY of power in this situation. Only instead of a guaranteed 4th kill, they will need to actually outplay their opponent. Currently, there is no need to outplay the survivor, you just need to not screw up so bad you let them get out.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/499086#Comment_499086
That's why the swivel hooks were introduced.
As I said like 20 pages ago, I'd prefer the same treatment for both sides. Either swivel hooks for survivors and killers or perks for survivors and killers.
But since you start to insult, I'll stop this discussion right here.
Have a nice day.
Yes that is why swivel hook was introduced because survivors had no way to make a save if killer body blocks the hook prompt.
However the killer does not need swivel hooks because they already have ways to counter survivor body blocks.
You are comparing apples to oranges.
PS. LOL insult. Good cop out. Whatever helps you sleep at night I guess.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/499071#Comment_499071
Stealth builds exist.
I've had no problems with the gates since the change. Maybe increase the minimum distance a bit. But that's about it.
Other than that I accept my defeat and say gg to the killer.
Doesn't matter, stealth is slow. If you try to stealth your way out of EGC you will die from the timer. You have to YOLO at the exit gate for even a sliver of a chance to escape.
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Pick your most powerful add-ons. Use Ruin and NOED together. Also Spirit Fury/Enduring, or Sloppy/Thana. Any perk combo that is really strong. Equip Ebony mori. Play like a complete uncaring jerk. That's how you beat these high rank SWFs.
Talking from experience. You have to play dirty.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/499062#Comment_499062
My argument is, that survivors and killers get treated differently. Something is acceptable for one side, but not for the other. Killer plays alone vs 4 and should have the power role. But your solution only leads to a clown show, like this discussion.
I'm asking for fair and balanced game for all. If I was sitting here saying "game should start with exit gates open" you could say I'm only out for one side. But I'm not. Survivors body blocking the hook has PLENTY of counters. Killer body blocking the unhook prompt has 0 counters. See the difference?
The only clown here is you bro.
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@Condorloco_26 said:
Ok, and there's no point to discuss it any further, since you've made up your mind already and I'm just wasting my time here.
You already know the devs won't do anything unless their stats show any significant tilt, or they actively want to promote any kind of result.
Whatever you say, but this thread got a "BHVR read" status so that means the devs have seen it and may take it into consideration.
Not to mention that I'm fairly positive their stats will show that closing the hatch results in a 4k almost all the time. I have seen too many games, from both sides, end with the last survivor dying after hatch is closed for them to NOT see a problem.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/499005#Comment_499005
A smart survivor would start the gate, then leave. Baiting the killer to do exactly as you proposed and than using that time to open the other gate.
A smart survivor would die because they wouldn't be able to traverse from one gate to the other without me finding them or the EGC timer running out. If they run, I see scratch marks and find them. If they walk, then they are slowed down and I can just scour the optimal paths from one door to the next.
Really what you are suggesting is just not feasible if the killer plays optimally. You either get caught or the EGC timer expires.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/499043#Comment_499043
Moving the goalpost? Again??
LOL using buzzwords again? How am I moving the goal post this time?
That's like your go to defense when you have no argument dude. It's getting old. And yes if you keep doing it in other threads I will call you out on it.
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Yes, as long as it is dual controls. By that I mean you can use both a m/kb and controller at the same time. Because I would like to use my controller in my left hand for movement, and a mouse in my right for aim. Keyboard is complete ASS for movement.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/499017#Comment_499017
See post above.
Oh btw, killer found the survivor, chased him, downed him, picked him up and now he has to waste time by playing to survivor imposed rules.
I'm still waiting for the day, that the killer can break a gen just like survivors do with the killers objective.
If it was like 99% of instances where you down a survivor and pick them up almost immediately, that means when you drop them to go for another survivor they should have ZERO recovery progress. So by dropping them to slug while you chase, the only ones wasting time are survivors. 1 slugged, 1 chased, and at least 1 healing the slug for at least 10 seconds on average. How many gens you think they will get done in this time?
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@Tsulan "So the killer chases said survivor and the others heal the downed one up."
Well if they are healing them up they aren't doing gens now are they?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/498891#Comment_498891
@Tsulan you’re seriously comparing exploiting to a legitimate strategy? People are right to call out your bias if you think that this is a fair comparison.
IKR!
"I play killer and I think the game should start with all survivors in dying state"
"What do you mean I am killer biased. How dare you say such a thing!"
LOL
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@BoredByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/498991#Comment_498991
Your ignorance is hilarious. If you drop a survivor after they've wiggled for so long they escape which is exactly what happened to me. They sabotaged hooks and sat by the only hook within my reach. I didn't even see them until it was too late. How is that fair?
Then you got outplayed. Next time you down a survivor make sure you have a hook nearby and make sure no other survivors are around to mess with you. Survivors should be able to do this to you a maximum of 1 time per game. If they do it any more then it's because you're a bad killer.
Also...
See a survivor with a toolbox running to the hook you are carrying to? Chances are they have sabo you should just drop the guy right now and avoid the situation all together.
See a survivor running in front of you and the hook is a good distance away? They might take a hit and there might be other survivors, you should just drop the guy right now and avoid the situation all together.
See 3 survivors standing in front of the hook trying to take hits? Does one take a hit and stick around? Well hit them instead of the healthy guys. So what if you carry away from the hook, if the guy is going to get off your anyway might as well ensure you get another down.
Seriously you make it sound like it's impossible to outplay this tactic. It's not. In fact it's laughably easy, you just need to not be stupid.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/498971#Comment_498971
Even in that case, a smart survivor can light 1 or 2 bulbs in an exit gate and go look for the other one, hide and wait for the killer to leave and resume progress on the same one, etc. It opens the door for gate mindgames.
If a potato survivor runs straight to the closest gate and mindlessly tries it to open and waits for the last instant to try to run away from it if the killer is coming (exactly as they do when working on gens), it's an almost guaranteed kill, yes. Because he treated the gate as a gen/looping situation. Thus, a mistake.
Maybe you're 95ing that situation with a Prayer Beads Spirit/Mother Daughter Ring Spirit or a Double engraving/M&A Billy, but any smart survivor will hear the TR and hide right away, trying to lure the killer into wondering if he left for the other gate? is he hiding around? is he inside a locker? etc
If I come over to the gate as see the lights on I will know you were just there. If I see scratchmarks, I follow them and find you. If I don't, then you are walking/crouching meaning you have to be very close. And I don't exactly need to find you, I can just continue to patrol the gates keeping a closer eye on the one with progress. You are in a losing position, there is no mind gaming the gates despite what you may think.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/498971#Comment_498971
"Do this to prove me right. If it doesn't turn out the way I claim, it's because you did it wrong."
You see the issue with that?
Point taken.
But what I want you to see is that if the killer takes the most optimal path, then it's basically a free kill. If you follow that formula then you should get that last kill almost every time. And those times where you don't get the kill, it won't be because the survivor outplayed you, it would be because you made a mistake. There is a big difference here. What I'm asking for is that the survivor be given a fair opportunity to outplay you without having to rely on you making a mistake. Hence why I reference old DS, because it was unfair to killers as the only reliable counter was to just hope the guy misses the skill check. If you pick up someone with DS and get the hook, you didn't do anything special, THEY messed up. With new DS, you can do things to outplay their DS, namely slugging or just waiting out the timer. That is the difference.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/498896#Comment_498896
Right now I'm to lazy to link you the video where a killer hits 3 survivors in front of the hook and the survivor on the shoulder wiggles free.
So I just described the situation.
Off topic:
Could you please stop calling out my supposedly killer bias on every comment I make? Thank you.
Uh... yea I know I've seen this before. Doesn't change a thing, if you are dumb enough to think you can hit 3 survivors before getting a hook then you don't deserve the hook. A smart killer would drop the survivor the moment he saw multiple survivors trying to body block.
And I wouldn't need to call out your killer bias if you weren't so blatantly biased towards killers. "Oh no survivors are body blocking the hook, this is so unfair to me!" Sorry if you legit think this way you need to get better as killer. I will drop a dude in a heartbeat when I see survivors doing this, then I have a slug, potentially a free hit or 2, and can snowball even harder.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/498974#Comment_498974
You asked for solutions, I gave them to you. Now you move the goalpost.
LOL but they aren't solutions is my point. Expecting survivors to ALWAYS bring a key or a specific perk does not solve the fundamental issues with the mechanic. There is no goal post moving, you just missed the goal is all.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/498953#Comment_498953
Oh btw, they made opening the gate faster and nerfed remember me with the introduction of EGC.
The gate opened faster at the start of PTB, but then reverted it back to the normal time. Maybe check your facts before you make a fool of yourself.
And Remember Me was never meta anyway. I don't think it needed to be nerfed as much as it was, but regardless that doesn't change anything about the current situation. Stop trying to derail the conversation with irrelevant things.
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@Tsulan "Bring a key? Some planning beforehand..."
Oh you don't want to proc MOM? Pick Billy and only chainsaw. Planning beforehand and all.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/498953#Comment_498953
I'm not convinced the numbers are as you say they currently are.
Do this.
When you have 2 survivors left, slug one and find hatch. Then take the hook, go over to hatch, wait for it to open, and close it. Then just patrol the gates until you either see the survivor or see a light on the gate. You should get the last guy almost 100% of the time. If you don't then you did something wrong, or the gates were as far apart as they could possibly be.
Like I said, 2 people have escaped my Spirit out the gate after I closed hatch. Out of 25 ish games. And both times were because I made a mistake, not because the survivor did anything special.
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@AetherBytes said:
You need 2 iridescent tokens, and 2 gold tokens minimum i believe, as well as all sacrifices.
This is only true for ranks up to 13. Ranks 12-5 you need 3 iri and 1 gold, and ranks 4-1 you need 4 iri.
The only point where you definitely 100% need a 4k is red ranks. Every other rank you can get a 3k and still get Merciless.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/498920#Comment_498920
Wouldn't the solution, then, be to make it easier for the last Survivor to escape through the gate?
Possibly. However I feel like that is a very precarious change such that even a small change to escaping through the gate could swing EGC in favor of the survivor which is also bad. We don't want either side to get the freebie, we want it to be mostly balanced with killer having the slight advantage. Something like 60/40 in favor of killer. Currently it feels more like 95/5 in favor of killer. Make opening gates faster or something, and it could be 95/5 in favor of survivor.
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@TheAntiSanta "And buzz off with this "Oh, you're just repeating what that YouTuber said," Nonsense. Just because someone else said something, doesn't mean the idea is wrong. And it isn't like all you people saying "Oh, Battlepasses Are Actually Good" aren't all parroting each other, as well."
But it does mean it's wrong if said Youtuber was wrong. He found a buzzword and used it to back up his opinion. He's not a psychologist AFAIK so he clearly misrepresented things to fit an agenda.
Likewise I could argue that the Free Line is there to avoid the fear of missing out, as it gives you something at least even when you do have a battle pass.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/498900#Comment_498900
But survivors already called slugging as holding the game hostage out.
They can call it whatever they want, doesn't make it so.
But when I close the hatch on the last guy as Spirit, it DOES make it impossible for the last guy to open a gate. There is no arguing that, I've done it to so many survivors at this point that's just how it is. I kill the third guy, rush over to hatch and close it then say GG to the last guy because he has a 99.99999% chance of death. The only exceptions are 1) gates are as far apart as possible, or 2) I mess up. Both are beyond the survivors control.
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@Condorloco_26 "Well, if the killer catches you on the gate before you can open it: it means you made the mistake of going to the nearest gate from the hatch, and the killer made the right choice of looking for that gate first"
No... dude you are not reading.
There is no opening the gate before the killer catches you. It doesn't matter which gate you choose, the killer will catch you on the gate if they are smart and know how to patrol. It is impossible to open the gate if the killer does this perfectly. You have 2 minutes to open the gate, and it takes 20 seconds to open. Even if you tap the gate and leave before the killer comes back, they know you were there because they can see the lights on the gate.
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Oh Jesus, hell no. I like having eardrums thank you.
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Has MYC.
Camps.
🤦♂️
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/498834#Comment_498834
You are asking for more slugging.
Because your idea would result in exactly that.
As others said, survivors got so used to that effortless free escape, that now they don't know what to do.
Slugging at least means survivors have an opportunity to make plays. If you are on death hook, would you rather I slug you and give you another chance or just kill you and you have 0 chance?
And I'm saying this all as a killer, not as a survivor.
ME... Spirit... slugs third guy...finds hatch...hooks/kills third guy...rushes to hatch...close hatch...patrol gates...find survivor...survivor dies. This is how it goes. You cannot get away from me if I do this, I've done it many times at this point. Like I keep saying, your only chance to escape out the gate in this situation is if I screw up.
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@Tsulan said:
So many downvotes for the OP.
Meanwhile, killers body blocking the hook (aka face camping) was removed over a year ago because to many survivors complained.
Double standards at its best.
Killer can easily counter survivors bodyblocking by hitting them, even just dropping the survivor to get someone else.
Survivors on the other hand have absolutely no way to make a save if the killer bodyblocked the hook prompt.
They aren't even comparable. KILLER BIAS AT IT'S FINEST RIGHT HERE PEOPLE!
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If you have a dualband router, then put your Xbox on the 5ghz frequency. Most appliances, wireless phones, etc. run on the 2.5ghz frequency, so if you play on the same frequency with your Xbox you get a lot of interference. I play on wireless and used to be wired. I have a very high quality wireless dualband router (one made for gaming) and I don't have problems aside from occasional hiccups here and there. Wired is definitely more stable, but if you have a good router like I do and set up your network properly there really isn't much of a difference.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/498834#Comment_498834
"Why should I not be given a fair chance to escape, especially if I outlived the other 3?"
What is the Hatch, if not a fair chance to escape after outliving the other three?
But that's my point, it's not actually a fair chance to escape because if killer knows where the hatch is it is IMPOSSIBLE to take. And once killer closes the hatch, you still don't get a fair chance to escape because EGC favors killer so heavily that the only way you can make it out is if they screw up. Again, mechanics that rely on someone making a mistake for it to be balanced/fair are fundamentally broken. This was the problem with old DS, as the only reliable counter was to just hope the guy misses the skill check. That's not fair to the killer.
@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/498834#Comment_498834
And I still don't see the problem. Say you watch for your own back only and don't give a damn about anyone, or even gens.
Still, you can have a headstart since you can go looking for that sweet hatch while the killer is busy as soon as the 3rd guy is being chased/dropped/hooked, depending on how many gens got done.
If the killer is like you and slugs the 3rd guy, depending on his actions you can either:
- heal the guy, if the killer leaves because he's looking for the hatch, thus resetting the game
- you go look for the hatch while the guy bleeds out and is being camped by the killer
In the unfortunate event of the guy going down exactly where the hatch spawned, go look for the exit gates. You have 2, and the killer is waiting to kick the hatch door, so you have a headstart already. If he kicks it, open the gate you're already on. If he doesn't kick it, EGC doesn't trigger and game hasn't ended yet.
I think egc is fine.
Maybe like it's already been suggested, just adjust the min-max spawn distance of exit gates .
If you heal the guy and have 3 gens left, it won't matter. Unless one of you is a god looper and keeps the killer busy while 1 person can do 3 gens and a door, it WILL BE A HATCH GAME.
If you leave the guy to die, killer will just go and stand on hatch then close it right when it opens. If the killer camps the guy until he bleeds out then you can take hatch, but that's a mistake on the killer's part (see above), and completely out of your control. A smart killer would hook the guy before he bleeds out, near the hatch, then stand on hatch as it opens and close it.
If you sit by an exit gate it still doesn't matter. Unless its a slow killer and the gates are as far apart as they can possibly be, the killer WILL catch you on the gate before you can open it. Again, if you open the gate and escape, it wasn't in your control the killer simply made a mistake. When I play Spirit and close the hatch on the last guy, in my mind I think "GG" because that dude is dead. Nothing he can do will make a difference in escaping, his only hope is I potato hard and give him the chance to escape. If I play perfectly, he is dead no matter what he does. It's like, why not just have the last survivor instantly die when you close the hatch and save everyone the trouble. That's basically what is happening here.