unluckycombo
unluckycombo
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@Tsulan said:
Remember when we had a good combo to slowdown gens?
Something that gave survivors an incentive to do something else than gens.
You mean the perk combo that was useless against the teams that you needed it against, yet amazing against the solo queue players that are going to struggle against it? (Just like old Ruin?) Yeah, no, that stuff kinda needed to be changed. There's still other great slowdown perks in the game, like Sloppy+Thana, Corrupt+Pop, Surge has been seeing more value recently, and Ruin+Surveillance with another Hex Perk is still strong.
My point is, there's still a ton of gen slowdown in the game right now. Ruin+Undying wasn't the end all, be all of slowdown perk combos.
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@HuDawg said:
A menu removal while in game should make the game more enjoyable means no dcs
Ah yes, let us remove the option to access the menu, that way users have no way to access their controls, keybinds, and other valuable resources in the game, because of DC's. Which can still be achieved with the menu being removed.
Yeah, no. That would only make things worse.
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@freddymybae said:
lol im not even playing at this point any more
Bro same, ever since the patch any time for a multiplayer game I had has been getting invested into 100% Orange Juice lol.
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@LordRegal said:
Couple things to this:
The UI is functional on a PC screen, but for console players on a large TV, they need to literally turn their head multiple directions to get information.
The status bars for exhaustion, etc, are still completely not colorblind friendly, I am incapable of seeing where they are on the bar. Frustrating when they listened when it came to the injured portraits.
The gens left are in a spot you will never look naturally. There are some reasons, especially as killer, to be looking in the bottom left for a hiding survivor. I can say I've never looked up at the top center naturally unless I'm playing Huntress and going for a longshot snipe. It's lead to me struggling as both sides to keep accurate count of the gens left which is a problem.
General UI design is to cluster like information so that a quick glance tells the player everything they need. The old UI did this very well, with everything but perks in the same spot. Now to see how the game is going you need to look top center, top left, middle left if you're killer, top left for longer if you're survivor, bottom left to check power/item stats, and bottom right to check perks. Compare that to the old UI, which had it so you had to look bottom left and bottom right to get the state of the game, and it's objectively worse.
The reason people are so mad about this is it affects every game. Balanced isn't in every game, DS isn't in every game, Nurse (rest her soul) isn't in every game. BL removal was for a weekend and nothing came of it. This is in every single game, you cannot avoid it, so it's something everyone who hates it has to deal with every time they ready up. The outcry as a result is balanced in proportion to how often you deal with it.
This. Also, a lot of people are (in my opinion, justifiably) unhappy with the Devs for how the situation has been handled thus far. A lot of things that people are having issues with as far as UI were also present in the PTB, so for a lot of people, it feels like their feedback on the Public Test Build was useless.
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Uhh... I think you're misunderstanding the major complaints about the UI.
Most of us (from what I've seen) are happy about the new info given for solo players and killers- such as hooks and portraits. However, the portraits they used and the wound icon they use feel stylistically out of place compared to the rest of the UI. But the biggest complaint is UI placement. Before, you just had to glance to the bottom left for all of your info. Survivor health states, names, gen count, power meters, etc. Only thing that wasn't there was the perks, effects, and emblem meters that pop up. With the current UI, you have to look 3 different places for everything. Top for generators. Bottom left for item consumption/power info. Left side for Survivor Info. Bottom right for perks. Right side for status afflictions/emblem progress.
The major change wanted with the UI is just making it so most info is back in one place to make it easier to read. People with larger screens have to look around too much for information, and even people with smaller screens will usually miss something with that information because it's too spread out. The Old UI was just easier to read and understand, even for new players. Sure, even the stylistic change of portraits actually fitting the style of the rest of the UI would have been great, and imho something that should have been there from the start, but that's not as big of an issue as 'I feel like I'm further ahead to play without a hud at this point because the current hud is too hard to understand.'
I hope that clarifies somethings! We're not just complaining about nothing to complain, we just want to be able to play the game we love.
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@Zozzy said:
Boring. They are just recolours.
They need to focus on lesser used characters for cosmetics.
The reason quentin etc don't get used may partly be because they have nothing interesting to wear.
Uh... Quentin is a licensed character. It's not entirely up to them whether or not those characters get cosmetics. If their liscense holder doesn't want them to get new cosmetics, they won't.
With that being said, I get what you mean. I just don't think using a licensed character for an example is the play here.
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@NoObzBoiYT said:
I like it and appreciate the information it gives
I agree, it does have good new info for both Survivors and Killers!
However, the new portraits and injured effect are stylistically out-of-place compared to the rest of the UI. To add to this, they scattered all your information across the screen- meaning that you have to look multiple different places for all the info you need, which isn't good for a UI like this. They can definitely maintain everything to the bottom left to make it easier to read.
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For Survivor, some of my personal favourites are Iron Will, Flip-Flop, Ace in the Hole, Plunderer's Instinct, Prove Thyself, and Balanced Landing. I love getting good free items with Ace+Plunderers, Prove Thyself helps encourage teammates to do gens with me while giving extra BP, Flip-Flop can be pog with decent set up, Iron Will doesn't need an introduction, and Balanced Landing is my favourite exhaustion perk. I'm also quite partial to the Quick and Quiet, Head On, Inner Strength combo.
For Killer, I love Make Your Choice, I'm All Ears, Haunted Grounds, (Not sure if this counts as 'Meta' but) Thanataphobia, Surveillance, and Hex:Retribution. Make Your Choice and Haunted Grounds have fun Insta-down chances, I'm All Ears is great for loops and getting the upper hand at strong tiles, Thana for easy gen slowdown that's passive and counterable, Surveillance for gen protection, and Retribution for the easy clap info when I'm running Totem builds. (Goes great with Haunted Grounds too!)
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Doctor is a great killer imho. Survivors just don't complain about him because, while he can shut down loops like Freddy or Spirit, you have a lot more input in it as Survivor with real mind games, and Doctor has to actually hit his shocks to get value. You can fake out Doctor, you can do fun jukes with him, and you have generally fair match ups with him. He also has very clear animations and sounds for Survivors, making the guessing game fair on both sides. He requires a lot of skill.
Compare this to Spirit, who can stand still with Stridor at Pallets, and with Phase Reduction Add-Ons, force the Survivor into a 50-50 where the chances of the Survivors actually getting to have fun mind games or counterplay depend solely on the Spirit being bad at phase walking (Which isn't too hard.) as she doesn't give any visual queues to anything. You only get audio queues.
Also compared to Freddy, who can spam a slowdown at a pallet at no cost to him, and without having to do too much planning or real foresight to it (at least, not when you compare it to other trap or range killers) for easy value, along with built in map pressure in the form of a weird teleport, and it's just not fun. There's no input. You hold W and hope for the best.
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@Yankus said:
My friend just got the game tonight, in his first game ever he played against two rank 1s, a rank 2 and a rank 18. When are they going to fix matchmaking? Are SWFs abusing the matchmaking?
Edit: lol in his second match he got 3 red ranks and a rank 20 that all had the same name/outfit...are 4 man SWFs bringing bronze players so they play baby killers?
Trust me, it's not any better higher up either, and I don't think it's even SWF abusing matchmaker- I think it kinda just has to do with the lack of killer players rn. Queues are super long for Survivor, and even when I play with my buds (Everyone being Red Ranks) we'll occasionally get a grey rank rando, and quite a few killers that are green or lower in ranks. Those are sprinkled imbetween the Rank 1 players who think every match is a tournament for cash when there's not even a DS in the lobby.
Really just hope this next chapter is hype and the DS changes will bring back more killers. Twins were a pretty lack luster chapter imho, so I really hope we get something super cool for 19.
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Only time I'll do it is if the team is doing nothing, or if it's my first hook and I'm aware I'm going to be left to die. (Like when I'm playing in a SWF and we agree to have the rest of the team leave while the killer face camps me for the 1k, because we don't mind that loss). I'll also sometimes do it if I just want to get out of the game because it's been an absolute stealthfest and Hatch has spawned- and I really don't want to play hide-and-seek for the next 30 years.
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For lore, Doctor and Clown. As others have stated, Doctor experimented on his victims, and Clown sexually abused his victims before killing them. I'd probably say Freddy next, because it is Freddy.
I think Pyramid Head and Ghostface are up there too though. Ghostie really enjoyed the thrill of the hunt.
I would put Myers higher as well, as he is supposed to be evil incarnate and all, but in the first two movies (and the og book), while it does talk about how he gets pleasure out of murder, Michael is also kinda dumb, and at least tends to make the actual stabby stabby murder bits quick. Compare that to Doctor and Clown, who seem to wear you down in every way until your demise, PH who was literally created for this, or Freddy who you could never escape, and I just think he's a weak contender. (He do still be best boi though.)
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@RayrafLPP said:
Tbh I thought they would have fixed it by now...
Played a game where I two hooked everyone, no tunneling no slugging at all.
Then Two of them get sacrificed on third hook and I have a 3 gen left.
I guess they looked for hatch because one of them DCd and the other one INSTANTLY hopped into hatch.
Nice mechanic :D
From the amount of gens that were left, Hatch wouldn't have even spawned yet when you say they were 'Looking for Hatch'. There has to be two gens left for two survivors to look for hatch.
If I had to guess, sounds like one survivor didn't feel like dealing with that, or perhaps just had something come up, and DC'd. The guy who didn't just got lucky with hatch spawning near him. (Which can happen in any game which goes down to hatch.)
Sounds like the mechanic is working as intended.
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Honestly, probably Stranger Things or Silent Hill for me. I really loved both chapters on release, and the maps, aesthetic, and attention to detail on those maps feel really special. (I would also put Halloween up here, but since I wasn't around for that release, I feel like it would be unfair.)
For original chapters though, while it did kinda kill the game for a while, I do really like Legion's Chapter. His gameplay was flawed from the start, but I like their design and I liked even their original map.
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/comment/1922900#Comment_1922900
Nope, not bait lol I'm being serious. Just increasing the "Flashlight" consumption rate from slightly to moderately, seems fine.
Why would you ever want to nerf Odd Bulb lol???
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From one Survivor player to another...
Bye bye! DS definitely needed a change, and the changes we saw that were coming will very much make it an actual anti-tunnel perk. Have fun playing Phasmaphobia or something though!
(And I will note that, I do think the DS changes might need a little more tweaking just to make it a good anti-tunnel perk, or at the very least there should be an Obsession every game- but I think this is a great step in the right direction!)
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@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1921212#Comment_1921212
How is undying dumb? It can be countered with just one map
And DS could be countered by slugging. Doesn't mean it's not still dumb or unfun to verse.
Besides, Undying brought back something the Devs were trying to avoid with old Ruin- a perk that ended up being super strong and harsh against randos/uncoordinated SWFs, while being practically useless verses really good, coordinated teams. Honestly surprised it made it as far as it did without getting changed, as this perk really felt like something I would have expected to be released in DBD like.. 2 years ago.
(Plus, I'm not quite sure who this post is necessarily aimed towards, as I've seen more positivity about this change then anything. Worst I've seen is some concern surrounding a few parts of it, but nothing major...)
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I haven't seen anyone be genuinely mad about the changes. Personally, I'm quite happy and excited for both. I think the biggest concern from some Survivor players moreso comes from what exactly some of the deactivation things will mean. (For example, while the general consensus right now seems to be that healing means healing another person/yourself, it's the question on if it will also deactivate because of perks like Second Wind or Inner Strength.)
The changes aren't bad, we just want to see exactly what that'll mean when running it.
(Though, I will say, I do kinda wish we would also get a change with these two to make it so there's always an obsession- but that's another discussion.)
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1917765#Comment_1917765
Freddy isn’t undetectable in the dream world. Survivors are just oblivious.
Yeah, someone else mentioned that as well- sorry! I get the two effects mixed up sometimes tbh.
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@TripleSteal said:
OoO does not work through undetectable, only revealing survivor's position to the killer but not vice versa.
It was weird. Sometimes it would cut through undetectable (Like with Freddy in Dream State for constant wallhacks) but most of the time it wouldn't from my experience. It would just show T1 Myers, Stealth GF, Wraith, and Pig your location and tell you, as the Survivor, that it was a stealth killer as you didn't see an aura.
With that being said though, not quite sure why Demo is on this list, as he has really loud everything.
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I'm fine with the Object change, though I do hope they find something a bit more dynamic then it's current state to deal with it.
Little weird on the DS one.
Kinda wish it would activate twice for the actual anti-tunnel effect, and I think we just need a lot more clarification on what deactivation is. For example, if someone starts healing you under hook, I don't think that should automatically eat your DS- especially since they might start the heal, and then stop before the killer gets back- same with using a medkit or Self-Caring. For unhooking, will it only count if you actually get off the unhook, or start the animation?
As for Cleansing Totems... I'm weird with that one. I get where they're coming from, but I've also had a lot of games where I'll get hooked next tto a Hex Totem, get unhooked, and then start to cleanse it. Will it only count when the cleanse is finished or will just starting to cleanse bones eat it as well?
Idk, we just need more info. I'm just a little worried it won't be able to do it's job as an anti-tunnel perk against some killers, or just many killers if some of the things in the description deactivate it like I think it will.
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...So you're leaving because matchmaker did its job, put you against what look to be fair teammates- looking at their perk loadout versus yours, as you're running Zanshin Tactics and only one of them had an exhaustion perk which wasn't even Tier 3- but... you're leaving because you didn't pip. In a game where rank doesn't actually matter.
I don't get it.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1909796#Comment_1909796
Hm high skilled unbiased players would say undying was unhealthy for the game, because solo Q survivors exist and not everyone is in a 4men SWF with 4 DS+UNB
Not to turn this into an Undying thread, but I will throw in my two cents- I think Undying was more so changed because it did the same thing old Ruin did. It was too oppressive for low skill players or majority of solo queue, or it just didn't do enough against Sweat SWFs.
Still though, I do agree with OP- I do think people should try to understand the issues of the people they're facing more often. Like the fact that, yeah, 4 DS+UB in a highly coordinated team can be absolutely killer. Or how randos can make or break your game as solo Survivor.
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I'm just gonna say this:
I don't play toxic. And if a Killer DC's, I don't really get joy out of it. I'll normally shrug it off, or be surprised if anything.
At the same time, I've had some people DC as both killer and survivor for, what seem like, really dumb reasons. Survivors who DC on first down. Killers who DC because I got a well-timed flashlight save on a rando. Survivors who DC'd as soon as they saw what killer I was playing. Killers who DC because I got a good sabo play.
I don't know the headspace of my opponents. I have no way to communicate with them. I don't know if something I do will be too much for them.
At the same time, as someone who has been in that state before on both sides, I do think that it's the responsibility of the player to know when to call it a day. You have to be the one, as a player to know when you're not in a good space to play, and call it a day, or take a break. Nothing can stop someone from DCing in this game for whatever reason if they're in a foul mood.
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Sure, if it's a really bad killer that got screwed by matchmaker who DC's I'll feel bad. I don't necessarily like running the killer for 5 gens and watching them rage quit, only to see they were Rank 20 in the endgame screen.
With that being said, I've had survivors and killer alike DC at really dumb times for really stupid reasons. (My favourite of which was a Bubba that DC'd with 5 gens left because I sabo'd a hook, and then bodyblocked the next one so the survivor could wiggle out, and they DC'd. The match had barely started.)
Pretty much if they DC because I ran them all game and they aren't purple or higher I'll feel bad. Otherwise, it just kinda happens and people DC for odd reasons I can't understand.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1907737#Comment_1907737
This is how MMR works in theory.
If you win a lot you go up in ELO, and face similar players with high ELO as well, so your skill levels will be pretty close. If you can't hack it at that level of play you will lose, lowering your ELO, and you go down and match with players who were not as good as the ones that destroyed you. Inversely, if you are playing against people far beneath you and smash them, your ELO goes up and you fight against people with better skills. You will eventually find your perfect spot in the pecking order because that's how actual MMR works. If you aren't at the top you'll need to suck it up and realize you're not as good as you thought you were. And if you're at the bottom you need to learn to get better.
In reality, BHVR can't implement a proper MMR system if a psychopath held a gun to their heads. In all likelihood MMR won't work at all and we'll just see random mixed rank matches all throughout our DBD lives.
To be fair to the Devs, they themselves have stated that Rank doesn't matter in this game, and that it's not a true show of skill, and more so just a show of how much you've been playing recently.
With that being said, I'm not having high hopes for the MMR system- matchmaking has been really questionable recently, and I just kinda wonder what they're going to based 'Balanced' off of. Will it try to match you with players that will ensure a 2k/2 man escape every game if it's even, or will it be more like every other game being a 3/4 man escape, with the rest being 4ks? Because that's kinda what my current matchmaking has felt like.
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It's a matchmaking issue. Currently, the matchmaker just isn't great, and your games will either be you completely stomping your opposition, or getting completely stomped- with what feels like no real middle ground.
What I could suggest is to just focus more on learning the game and getting BP, as that is one of the most important things to do as a new killer. Watch people like Otz and see what they do at loops you struggle at, and try to implement that into your own play. Try to understand how you could have downed that one Survivor that ran you for half the game.
(Also, I'm not quite sure if this is still a thing in Matchmaking, but I do also remember hearing something for a while that consistent wins really screws up your matchmaking as Killer- don't quote me on that, it was just something I heard in passing and believed in due to... well, we've all had matchmaker do us dirty after a few great games )
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Getting flamed in post game chat for no reason, watching my friends get facecamped, getting tunneled off hook without DS, toxic SWFs, and the poor lore system of the game.
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Gotta agree, in my Survivor games I don't see DS as often in my Solo Queues. I personally don't run it though because I prefer chest builds, and with how weird matchmaking has been, the chances of me actually needing it because the killer trying to get me out of the game ASAP is pretty low.
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@ProfGameAndTalk said:
https://forum.deadbydaylight.com/en/discussion/comment/1903952#Comment_1903952
Good points, thank you for the post. I think it's interesting that you say most tunnels for you are due to a deliberate anti-survivor mentality (at least that's how I interpreted it). When I tunnel I think my thought process is more along the lines of, "Here is the easiest down and hook I can get right now." Their game experience doesn't factor into my thinking. Maybe it is an issue of semantics, but intent seems to be different. Thanks again!
It could of just be how I worded it, based on my own experiences in the role of both Killer and Survivor- I've faced a lot of Killers that will tunnel a Survivor out of the game purely because they do something they don't like (Like playing stealthy, playing Claudette, having spawned on Ruin/Devour, etc.).
I also usually don't count someone as having tunneled if they get a hook imbetween the person getting downed and such- because at that point it's a matter of both luck and your teammates being willing to pull aggro- so I guess that's why I tend to see real tunneling as much more of an 'anti-survivor' deal. In my experience as Killer, if I tunnel it's because I don't want to deal with that Survivor anymore or because their teammates screwed them. (AKA: Unhooking in my face, disappearing after the unhook, not pulling aggro, etc.)
I should also note that I don't really count what you're describing in your reply as tunneling. To me, that's just playing the game. As Killer, getting through weaker chases is how you win. If the person just gets unlucky and you keep running into them and downing them when you give them good time to recover is a lot different then dropping everything you're doing to return to hook and focusing on nothing but the person you just unhooked. (At least, that's kinda how I interpreted it.)
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To elaborate on Frosty a little bit too, it takes a really coordinated SWF to do a genrush the killer can genuinely do nothing about. Your average SWF- and especially your average game against solos- generally don't have the coordination needed to pull off that extreme level of genrush, and will do other objectives, so it just comes down to needing to understand how to make chases shorter as killer, and when to leave chases.
On the flipside, in my experience as killer, there's very few times where tunneling isn't deliberate. Sure, sometimes you'll come back to the hook and run into the guy that just got off with the unhooker nowhere to be seen, or a teammate will farm- but at least in my experience, most of the time someone gets tunneled because the killer made the conscious decision that the person they decided to tunnel isn't allowed to play anymore, and gets to leave with 6k points to go back to queue.
(I also just want to point out the fact that while losing early gens can be daunting for killer, making it seem like the gens were rushed early, most killers definitely get stronger as more gens are done because there's less places for the Survivors to do objectives, forcing them closer together for easy pressure.)
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I think Gannmann makes a good point- I do think Spirit is harder than Freddy or other similar characters, but when you pit her against her other big competition in strength (Nurse), Spirit is extremely easy in comparison. This is especially true when you bring add-ons into the mix, because she has a lot of great add-ons that can just destroy most survivors.
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I don't dodge lobbies as Survivor unless someone is being just an absolute ape in pre-game chat- but I've never had any sort of problems that are any where close to some of the post game chat toxicity, so I haven't intentionally dodged lobbies.
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Ngl I'm not surprised Undying is getting changed- not because it's OP or a killer perk, but because it felt like such an old fashioned perk when it was released. Imho it ended up having old Ruin syndrome- pub stomping solos and inexperienced players while being too easy for a team with good comms or just a coordinated group.
Imho they kinda dug themselves a hole with the perk. If they nerf the aura reading (the worst part about it to verse imho) it would have made it easier on solos and a breeze for even basic swfs. If they made it so killers lost aura reading, but kept tokens, it would have still had the same effect as before, just with Devour instead of Ruin.
Undying is a super hard perk to balance imho.
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I think that there are really major issues in both roles, making them both flawed for solo players. (Like going against a sweat squad as killer, or going against a super sweaty killer when you're running a meme build on survivor. Or even just matchmaking screwing you as killer, or getting tunneled out in ~2 minutes as Survivor because the killer had no mercy and your team decided to farm you in a deadzone.)
But I think one of the big strains (randos) can be remedied as Survivor with a SWF, even if you're not very coordinated, and it just makes the game so much more fun when you play with buds.
Plus, it's just personal preference. I like playing killer, but I don't find it enjoyable enough to want to play regularly. I just find the role to be more boring overall. I can consistently hit red ranks on both roles, but if I have time to play a killer match, I have time to do something else that I'd have more fun doing. At least with Survivor I can do it under the guise of long queue times let me work on other things, and I can do it with friends.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1894450#Comment_1894450
Why is that a poor example? When i play against a afk killer, i make sure to find and cleanse every single totem. Not only for the free points, but to prevent NOED. I really don´t get, why survivors are so allergic to doing totems.
Survivors wanted a secondary objective for ages. Then they have a good reason to cleanse totems, and yet they prefer to ignore them.
I just think it's a poor example because of how I play as a Survivor. I go after dull bones for NOED if I'm running an Inner Strength locker build, or based on how the killer is playing and the perks I can count from them. (I've counted four perks? No reason to go for NOED bones. Killer is playing poorly and looks like they need help? Go for dull bones, they probably have NOED.) Kinda like how if a Killer sees a Survivor use Lithe or Balanced Landing, they're not going to try to bait out a Dead Hard from them- or if there's no obsession, the Killer might feel more inclined to tunnel.
I see it more like changing my gamestyle to counter the possibility of a killer's perk- especially since I already do secondary objectives. They're just not totems, since I'm a chest junkie, and tend to run Ace in the Hole+Plunderer's whenever possible, and will do all the chests I see.
I'm not opposed to doing bones, but I just don't really find them to be as fun, or in many cases, as impactful as other secondary objectives in the game, which just makes them a lot less satisfying.
To be fair though, I also know my totem spawns, so if NOED does pop up, unless I'm on a Swamp map, chances are it's going to go down anyway when it gets proct, so I don't see it to be a problem.
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@Thatbrownmonster said:
Heyo! Perkbydaylight creator here! At the moment it seems custom icons might be gone next update, the responsible team has already been informed but at the moment we are waiting for further official news, soo fingers crossed they will remain.
But you need to remember that custom icons are a "do it at your own risk" situation where there is a risk of getting banned for it.
I'm really hoping they stay. I know they were always use at your own risk and such, but I just really don't want to see them leave, especially since they never effected the game in a negative way imho. I'd love to see more in-game support for it though, with a workshop or something of the like!
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1894135#Comment_1894135
Thats weird. Survivors like chases and stealth. Yet they wouldn´t cleanse a totem, even if their live depended on it. They just push gens.
When a survivor knows how to run in circles, this significantly increases the length of the chase. Especially when mindgames are ignored by widescreen monitors. Meanwhile the other survivors will push gens. Ignoring everything else around them.
I... have no clue what you're on about.
Survivors will cleanse totems if they have a reason to cleanse them. (IE: A hex totem in play, or a perk that's based on Totems.) Otherwise, why wouldn't they work on gens? That's their objective. It's the killer's job to pressure them and make that harder for them.
There's a ton of games as survivor where it's a struggle to get all 5 gens done. Let alone trying to track down all 5 totems, unless you're a part of a sweaty SWF (which are pretty rare.)
NOED is fine where it is. But Killers pretending to be AFK and then getting a 4k because they had NOED + Blood Warden and wonder why the Survivors never cleansed bones all game is a poor example of why it's fine where it is.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/221257/why-i-think-noed-should-be-changed
There are plenty of videos of "afk" killers with NOED.
Survivors have all the time to cleanse totems. Yet they prefer to do gens only. Even with no pressure and then die to NOED.
I think it's save to say, that survivors are to lazy to do totems.
I don't think NOED should be changed, but I don't think this a good sentiment for defending it.
Many survivors point to one of two things being their favorite part of the game: Chases, or Stealth.
If a killer isn't pressuring them to do either, because they believe they're AFK, then yes- many will just sit on gens because they want the game to be over with faster, so they can move on to the next one where they can actually interact with other players.
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@CLAUDETTEINABUSH said:
Is it confirmed?
Considering the one who made the Icon Toolbox, the big software that a lot of people use to get their custom icons put a message in it talking about how it's shutting down next patch because you can't change your icons anymore, I would like to think it's true.
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@SilentHillOnDvD said:
I play wraith and chase at jungle gyms and unmindgameable pallets, I get tbagged and called a trash killer. I play pyramid and never get tbagged but called boring for playing a op killer. Survivors only want to play follow the leader, anything other then that needs a nerf and counterplay (even though there's plenty).
Nah, sounds like you just got unlucky with your survivors. Can happen to anyone. PH is a generally fun killer to verse, at least for me, since I like baiting out his range attack.
Wraith does need some help though- poor boi is struggling.
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@Grimm120 said:
That doesn't sound fun. Can you link the source for that?
Someone already linked it in the thread, but here you are:
@superstabby said:
Hi,
I am the creator of the Dead By Daylight Icon Toolbox, which is a tool that thousands of people currently use to add custom icons to their game. I'm also a moderator of the PerkByDaylight subreddit.
Many of the members of both communities are very saddened by the changes in the PTB with regards to custom icons -- it seems that there is no possibility of using custom icons with the new HUD.
Is this intended to be a permanent change? I have heard sentiment that custom icons are keeping many people interested in the game, and I've seen quite a few people say they will stop playing because of this change.
Is this an intended change, and will there be any possibility of using custom icons again in the future?
-Nick
And icon toolbox itself has a message stating it's shutting down with the next patch because of the changes being made to the Hud. I know it was talked a lot about in the original thread, but I kinda just wanted to bump the issue again...
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1891352#Comment_1891352
I'm tired of it being reality.
I think we're living in different timelines.
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Deathslinger, Twins, and Freddy. Honourable mentions to good Spirits and Trapper though.
Deathslinger- His lack of map pressure+amazing strength at loops means that most Slingers I face tend to just proxy camp their first hook, and like to tunnel the unhooker out of the game- and then they get toxic at endgame chat, swearing that they camped because of gen rush when only one gen popped... To add to that, Baby Slingers aren't fun to verse. They don't really do cute/funny misplays. They just kinda fall flat on their face and it's honestly sad to see the matchmaker do them so dirty.
Twins- Experienced Twins are an absolute slog fest. Usually a lot of camping, tunneling and slugging is seen with these two, and I'm just not living for it.
Freddy- I feel like he can do way too much with too little effort. Deathslingers and Huntresses have to aim tight shots, Nurse has to get precise blinks, Spirit has to be smart with her phase use, Hag and Trapper require a lot of set up... A lot of killers just require so much more with their power, while Freddy's is super passive. Get to a loop, spam snare. Need map pressure? Teleport across the map to where you saw people with BBQ. Add that in with his wonky lunge animation, and he's just not fun. (Plus, I still get flashbacks of Forever Freddy...)
Honourable Mentions:
Spirit. I love her to death, but man her stand-still 'mind game' is such crap. She's not higher though because I do think you need to be smarter with Spirit then some give her credit for, and baby Spirits are cuties.
Trapper. No reason for this besides I get the worst luck getting out of bear traps.
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@ill_Boston_lli said:
https://forum.deadbydaylight.com/en/discussion/comment/1879622#Comment_1879622
I mean if a killer is nodding and facecamping and doing all that fun toxic stuff why not sit at the gate until last second? Tunneling and camping are fine by me but actually facecamping and bming on hook yeah you earned the wait.
Sure, I'll give it to you that I could see where someone would (and I have before, and probably will do at some point in the future) that same behaviour of BM-ing at Exit Gates when the Killer was facecamping at 5 gens, intentionally tunneling, or repeatedly smacking someone on hook for a pallet stun.
But in general, I will usually just leave, even when they have been like that. I don't think BM-ing back does any good, and I would like to at least try to stop the never-ending circle of toxicity by not feeding into it when I can. (Granted, that doesn't mean I won't still make the 'You're definitely fun at parties /s' comment as a small, jokey-jab in post game chat sometimes, to people on either side.)
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Ngl, I like playing killer, but most of the time when I boot up the game, it's to play with friends in a goofy SWF. We'll play together to relax and have fun- plus, with how long Survivor queues are, we can do some D&D and other stuff while waiting.
I'll still play some Killer, but there are just other things I want to play more, or other things I want to do more when I play solo then play DBD. Both roles are still really great and fun to play though, and they are both enjoyable with equally fun and crappy moments on both ends.
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I'll hang around if I know there's another Survivor still left in the trial, or I'll sit in the Exit Gates healing another Survivor to get some last-minute Altruism points before leaving.
Otherwise? Yeah, no- the people who sit at the gates for the entirety of EGC just to be rude aren't fun at parties.
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Personally, I think what made old Undying crappy to go against was the Aura Reading. It made it really easy to pressure totems, and unless it was in a dead zone, usually also meant that you were pressuring gens- since so many bones are either next to or close to gens, making it easy to pressure both.
I think new Undying is a lot weaker, but I think it has the potential for more interesting combos too. Undying+Devour, or just something else comboed with Undying besides Ruin is what I'd love to see.
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Really fun, really great game.
People shouldn't take it so seriously though, and I still stand by th e idea that this game shouldn't be treated like an competitive game when there isn't a clear win/loss outside of 4ks or 4 man escapes on either side- and when there's no true casual verses competitive mode for solo players.
Still, great game to play with friends.
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The only time I don't feel in control as killer is when I make poor plays against survivors, when I get entirely out matched by a good survivor who's just got more experience and skill then me. Sure, I also don't feel in control when going against a super good, super coordinated toxic SWF- but those are so far and few between.
As Survivor, the only time I feel in control- in solo or SWF- is when the killer lets us. The killer choses to facecamp at 5 gens and wonder why he got gen rushed, or respected every pallet/refused to break any pallet and wonder why chases took too long, or stayed in one chase against someone who's been running them for 3/5 gens while another survivor is doing a gen in their face.
In most matches, killer is the power role. The only time they aren't is when they screw up, or when they're going against a niche, super skilled SWF. That's it. Usually, when someone loses as killer, unless they just got unlucky with their map (like a Huntress on Hawkins level of unlucky), it's either because of bad perks or a bad play. Otherwise, chances are, you'll get a 2k.