hanniballecturer
hanniballecturer
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- hanniballecturer
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I tunnel if you're running Object of Obsession, if you're healing under the hook, or if another survivor on your team is trying too hard to get my attention.
Excessive taunting tells me one of the other survivors is probably accustomed to roaming free while the runner keeps the killer busy. Teams fall apart whenever I fail to respond like a dog to the clicks and instead go after the person the clicks were meant to distract from.
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Can you phrase this in terms other than "fairness?"
Does it require a perk from the survivor to be less troubling? Sure, but that's the downside for both killer and survivor - they're spending a perk slot on this mechanic. If the survivor happens to take one of a list of perks, then M&A becomes irrelevant. This seems to be fair.
So why is this an issue of fairness? It's not unfair for a killer to be stealthy and survivors have single-perk solutions.
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Playing Myers, I got blasted for camping the hook and then teleporting to another survivor. I was hacking. They had video. I was going to be reported. Would lose my account. Pathetic, etc.
Folks had never heard of Dark Devotion.
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@TheNameIsRin said:
3 survivor Downs using the oni's power, I really don't enjoy the Oni, so this is a very miserable daily for me.
"As the Oni, use Demon Dash to run face first into seventeen walls near survivors."
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Clocks are the lowest-risk, easiest way to get out of sleep. It takes a single survivor, interacting with a highlighted object.
Compare this to failing a skill check, which notifies the killer, or being woken up, which requires a little coordination between two survivors.
Every method has to have a cost, so the clock has distance (but also rewards you for your travel time with a thirty-second grace period).
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I run Whispers on everyone for other reasons, but preventing this is up there on the list. Once upon a time I played a match using a build that someone suggested - it did not have Whispers - and I spent at least five minutes in the endgame just running around blindly. One match and it happened immediately. Never again.
I don't see Whispers listed on most builds, but in terms of starting that first chase, figuring out which door the last survivor is going to, and preventing games of hide-and-go-seek, it seems essential for quality of life.
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The changes in matchmaking swamped out any map changes. The survivors I'm getting have changed. These games are red and sweaty. Not impossible - I just had a perfect Legion game against a three-flashlight group - but every group feels like that now.
Wins are still possible and fun is still kinda possible, but there is no more relaxation. I can handle about two to three games a night now before I decide to do something else.
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The thing that bothers me about SWF isn't the efficiency that comes from communication. I don't mind losing against teams that do well, and I've been against SWFs that fall apart at the first hit and solos who cohere like an army unit. But with a decent Spirit build, I don't usually feel owned by either - the games are fine enough.
What I do mind is the toxicity that flourishes when someone can show off to friends, can mock the killer in voice chat, can whip everyone into a frenzy. When you get a SWF player out of the game early, he is still invested - those prone to anger are often the angriest at that point. After I disabled messaging but before I disabled following on PS4, one player spent the rest of the match spamming follows. It must've been hundreds of clicks.
Solo players are more likely to move on. Solo players can be better or worse at the game, but they're rarely as toxic. Solos receive less validation and need to get back into queue anyway. The group-think is stronger in SWFs than among solos and is the worst aspect of SWF. Solos will beat my ass, but SWFs often make me feel disgusted with humanity.
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It is - music from the previous game is sometimes left over. You'll need to restart the game.
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@StutteringSpartan said:
https://forum.deadbydaylight.com/en/discussion/comment/1258712#Comment_1258712
Ever heard the saying two wrongs don’t make a right? Sounds like you should stop playing for a bit if survivors have gotten you that upset
I'm not trying to make anything right - I'm trying to play a game without intentionally hobbling myself for no reward.
There is nothing wrong with insisting that every player be responsible for his own enjoyment of the game. Their enjoyment isn't something I can control, and I know this because they seem miserable whether I win or lose, whether I play "nicely" or tunnel.
I am most upset when I try to jump through the hoops and am whipped for it anyway. I am far less upset when I play as I see fit. With respect, you're probably the fifteenth in the last few days to tell me to stop playing. You might not be the stereotypical bossy survivor main telling people how and when to play and not play, but you're trying really hard to come off that way.
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No one is guarding my fun for me, so I'm not sure why it's my job to do it for others. Survivors do nothing to make sure I'm having the great time I'm supposed to be making sure they have. Quite the opposite, usually. I haven't been gifted a kill in recent memory. BMing is at an all-time high. This happens when I'm playing "nicely," and intentionally spreading out hooks never seems to be appreciated. Hell, it's sometimes punished.
I will not intentionally hobble myself for no reward. If you don't want killers to tunnel, give us a reason other than additional shame. Shame doesn't work, because we get whipped regardless of how we decide to play.
You're saying we're bad for tunneling? Take a number, get in line, work on your insults. We hear worse even when we're playing according to the rulebook.
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Bloodhound. Sure, you Quick and Quieted into a locker, but you also left a trail of hamburger behind you.
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Toxicity is using game elements with the primary intention to annoy or communicate disrespect. No action is toxic in itself. There's no list.
You can usually recognize toxicity when a player isn't gaining an advantage and might even be sacrificing advantages. So for example, when someone spams vaults, he's sacrificing stealth and knows he's doing #########. When someone teabags, it slows down the character and is probably meant to say "neener neener." Whacking someone on the hook doesn't make their bar go down any faster and is probably meant to bother. Endgame chat is always awful, no exceptions.
But really, it's about intention. Is the person's primary goal to bother?
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They've changed something in the past few days, seems, and it's been a disaster for the quality of the game. The number of incoming complaints is enormous, even compared to the volume we've already seen.
I have had one non-sweaty game in recent memory.
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You can - and I don't mean this sarcastically at all - maintain a sense of superiority by resisting the urge to play the "small" way. Bloodpoints are fine, but knowing you're better than someone else... well, it's priceless.
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Thanatophobia needs to keep working when someone dies. If you're afraid of death and somebody actually just died, you're not like phew that's over, now I can concentrate.
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The last we were told, the highest-ranked survivor stands for the group. So if you're 1, 20, 20, 20, the group is counted like you're all rank 1s.
However, they're messing with matchmaking behind the scenes and it's not in a great place anyway, so at the moment it's really just a coin toss.
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If you measure solely by the ability to 4K ever, then sure - killer is not always and completely helpless.
It's clear that killers are under more pressure and cannot afford to make many, if any, mistakes. Getting to rank 1 as killer was harrowing. I had to keep an eye on my opponents, on map offerings, etc. It wasn't enjoyable. Even if I choose to depip to purple ranks, I'll still get those same survivors, that same pressure, and every mistake will be punished and then ridiculed by survivors and the Entity.
I haven't had fun as killer in a while. Did I get 4Ks? Sure. In fact, due to the emblem system at higher ranks, those games were necessary.
Now, on the survivor side, I can casually waltz my way into red ranks with suboptimal, meme-y builds. I have time to scratch my nose. I can replace my controller if the batteries run out and still survive. I am not BM'd nearly as often as I am with killer. It feels much better, even in solo queue, which Kindred and Empathy are almost enough to fix.
It's not balanced, and maybe that's fine, but it's not balanced. One side has a lot more responsibility and stress and receives more salt if not outright abuse. And maybe that's fine - if you're a tank in WOW, you're taking on more than the DPS, and that's ok. But still, it's not the same role and there's no real balance.
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Also brought back the fan noises during PS4 loading screens. For a very brief while I wasn't afraid to run the game, but it's back.
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Jake's last name is Park, he got a Korean hanbok during the Lunar New Year, he has a "meditative" perk, and he's based on Alex Lin.
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NOED is trading power now for a possible burst of power later - that's all it is. It feels bad, but that's because the survivor knows it could've been avoided but doesn't know how to just accept that knowledge.
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It's definitely getting worse. First, I noticed the ranks climbing - the average game got more difficult. Recently, I've noticed the manners getting far worse - the average game got far less enjoyable.
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NOED rewards the killer for going the majority of the match with just three perks, and potentially risking three perks for the whole match.
If you're seeing 1Ks turn into 4Ks because of NOED, the survivors are doing something wrong - probably, trying to turn a 1K into a 0K and not acknowledging the reality of their situation.
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/comment/1123086#Comment_1123086
i agree with you. one of the biggest mistakes they made though was nerfing ruin. even as a survivor main i think they should have kept it the way it was. there was nothing wrong with it. apparently they changed it to cater for the lower ranks...hitting those skill checks was too hard for them....you know what? it was hard for everyone to begin with but if everyone else could learn and adapt to ruin then surely the new players can do that too, it just takes practice and time. how are they going to learn and get better at the game if the devs are just going to nerf/rework things to make it easier for them.
in regards to the toolboxes, it pretty much was a buff in my opinion, although, until we try it out for ourselves....maybe i'll be proven wrong. they made a point that they "nerfed" toolboxes by saying they reduced the amount of charges. what they also said but tried not to advertise was that the repair speed has been increased and that the toolbox sabotage speed will be 2.5 sec. it's like they were throwing out the word "nerf" to cover up that they have what seems to be buffed toolboxes.
so not only did they nerf ruin so its now easier to gen rushed, they have also increased the gen repair speed (with toolboxes) and given the survivors a quick and easy way to sabotage hooks in front of the killer. killers will get gen rushed and not be able to hook anyone. yes there is franklins but how hard is it to go back and pick up your item once not in chase anymore and then there are the other 3 survivors..if they have brought in toolboxes.
yes i agree that there are issues on both sides..killers and survivors but these last few changes in my opinion are crazy and do effect killers more. I don't even really play solo anymore, its not worth it, you're better in a SWF.
Agreed. The first week or so after the next DLC, the hook sabotages are going to be miserable. Lots of attempted hook sabotages from survivors that don't necessarily know how to turn them into a win, but nevertheless want to tilt the killer. Even if the meta settles down eventually, sabotaging a hook in front of a killer is too satisfying for it not to take over for a bit, long enough to make folks even more exhausted.
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@Accullla said:
If I were a gambling man I'd wager the matchmaking in terms of rank has been switched off. As far as I can tell it only looks at region at the moment
I've recently noticed a number of names from the local university, from local cities, sports team, etc. Also, I'm noticing a lot of repeat survivors - I played back-to-back games with two other survivors yesterday, and that'd never happened before. Seems you're probably right.
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If you want to play killer, you'll learn very little from the stompings that matchmaking forces on you, and you'll starve for BP more than I ever did. Definitely not.
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To really learn, you need a mix of wins and losses. In chess, for example, you're learning the most when you're winning about one-/two-thirds of games.
That's not the experience of most non-optimal killers these days. There is little room for casual killers and little room for them to learn.
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@ccactus623 said:
One of my favourite ways to slow it down is to injury as many as possible with sloppy.good survivors maybe just not heal but that half chases in the future. We can discuss changes but behaviour will just change ( or not change) what they want
Bizarre to me that they've removed/nerfed a lot of the non-Ruin possibilities for slowdown. Legion Frenzy no longer applies Sloppy, for example. Thanatophobia is not terribly helpful even with four stacks. Pig hats are treated by survivors mostly like annoying cosmetics. Dying Light is not helpful - if you're hooking enough that it has an effect, you don't even need it. Freddy's slowdown got nerfed before Ruin itself.
Seems like there are so many opportunities to slow the game down just a little bit, but they're either ignored or nerfed or simply removed. But they're right there.