n0suchluck
n0suchluck
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@TheClownIsKing said:
No.
Do you understand what the actual point of skillchecks are?
They’re so Survivors can’t 100% focus on simply just their spatial awareness, and only worry about panning their camera.
Skillchecks give survivors something else to momentarily concentrate on periodically, giving a killer, even one with a 32m TR, a minor opportunity to still possibly approach from a position the survivor(s) may not yet have visual on.
But this is also why skillchecks aren’t made anymore difficult or complicated at base: Survivors STILL need to be allowed ample opportunity to concentrate on their spatial awareness while repairing a gen. You can’t make keeping tabs on the survivors surroundings more difficult, and making skillchecks more difficult and/or complicated than they are will unavoidably make spatial awareness more difficult.
You’re reasoning is that it might help slow gen speeds down. What it would also do unfortunately is indirectly buff every killer, particularly stealth killers. Going against a Ghostface on Lery’s will be unbearable with more difficult base gen skillchecks stealing away more of the survivors concentration over keeping an eye on their surroundings.
Are you a dev of dbd? Your reply is so matter of fact that I feel like this is your game.
Imo, generator interaction and looking out for the killer should be more of a balance. As it is now, the generator interaction is an annoying slight distraction that is done while looking out for the killer. Add in, without certain killer addons, it makes a notification sound when you should glance back at it.
You're making it out like I'm asking for it to be a sweaty af mini game. I'm not! But it should be a little more engaging for the players that have and are mastering the game. The whole objective of the game as survivors is to fix generators. After a few hrs of playing, that main objective takes little to no concentration.
Honestly it was just a suggestion to slow the gens down without adding more time to it or buffing this and nerfing that...Also making it a little more engaging and a little more challenging for the higher ranks. But apparently "I don't know the purpose of skill checks" soooooo excuse me for adding a suggestion into the mix
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@White_Owl said:
Skillchecks are not there to be difficult, just to make you switch your focus away from the environment.
Well I wasn't saying to make it a sweaty mini game but more or less to increase the frequency of missing a skill check within the higher ranks
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@Wrathclaw88 said:
Hello PartyPeople
A bunch of guys, including me thougth we maybe have a little bit fun. We wanted to see, how fast we can get all gens done using EVERYTHING Possible to "Rush" them. So we had a few trys until we get to the Trapper. (We did SWF not KYF!!!)
https://us.v-cdn.net/6030815/uploads/JJ3RMAK1TCSY/schnellste-runde.png
So here is the timestamp - From the bottom gen 1 - 5 on top
Here is the Video for it
https://www.youtube.com/watch?v=Icfn09DA28s
The team were Dizzl-Chizzl , Lekoopa, Mpax88 and me Wrathclaw88.
So we would like to hear your opinion on this.
PS: Yes the Killer was Rank 17 (we dont make the matchmaking - but he had 2k hours of playing DBD which is Devotion 10 ~~) so he played this game before
This is definitely interesting to see. Do you think reworking skill checks for higher ranks would help?
The way it is now skill check difficulty is exactly the same at rank 20 than rank 1. I don't even have crazy hrs on the game and I can get great skill checks with ease. Survivors messing up on gens a little would slow the game down a bit while also helping killers locate people.
Ultimately, I think good swf groups will still win but it would make games more interesting and more bps.
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Well he's not a pick up and play type killer. As others have said, practice his shredding. Also he sucks at the beginning of the match because you have to set up his tunnels. I put his tunnels on top of gens because his undetectable IS useless. Once you you have his tunnels down you can pretty much lock down parts of the map. Just some tips. As far as perks, I think Im running PGtW/Surge/Discordance/BBQ&chili. I swap bbq with sloppy butcher from time to time. I'm no expert but I do pretty well with him
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You capitalize the words "do not" but follow it by saying "kind of". Which is it? Kind of or do not?
As for your rant, this point has been made plenty of times and universally agreed upon. So yeah man, I feel ya!
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Not a killer main but when I play killer I tend to shy away from bunny hoodie Fengs. They tend to be awesome at looping so I try to assess their skill early and move on to the others
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Why not just open up coms in game?
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I used to be the same about Spine Chill. Then I met Bond and have never looked back. Also I find Kindred to be more useful. Especially solo queuing
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I'm on the fence about the whole swf discussion. I see both sides of the argument and agree. The only solution that I can think of is open in game chat. Now from the early on playing killer you will be facing people with the "5th" perk and adapt. It also adds true data on how powerful or weak killers are. Therefore allowing proper buffs or nerfs as needed
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2138283#Comment_2138283
Yes that's exactly it! but I keep getting Salty Survivor that keeps commenting on my Steam profile... they can't accept such tactics and want it be bannable because of how unfun it can be.
Stop playing by imaginary rules. Regardless of what you do as killer you will receive snarky messages. Accept it or ignore it. Just try and have fun
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2138497#Comment_2138497
If it’s a half decent team no matter who you hit they have a second chance to get away or get the hook survivor. A lot of them have BT etc. it’s not fun at all.
Wait till you go up against a sweaty swf bully squad that are snipers with flashlights, gen rush and bait you into locker stun chases. Then you will understand what is fun and isn't fun.
Enjoy and embrace the idiots that hook swarm
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Haha and here I love hook swarming. When survivors do that, all bets are off. I hit everything that moves. Including the unhooked survivor! Play stupid games, win stupid prizes...
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@NekoTorvic said:
There were posts about tunneling every single day before the DS change. I honestly don't think there's any significant spikes in tunneling after the DS nerf. I don't think people realize this enough.
DS is not a deterrent when a killer has made the determination that tunneling was the appropriate choice.
DS was, and still is, merely a factor that a killer would consider when making that determination. Most of the time, when I made that determination or when I just couldn't be bothered looking for another survivor instead of the unhooked one, I'd just eat it..
The problem is that DS, before, used to be a guaranteed potential 60 seconds of invulnerability after an unhook. Allowed survivors to make ridiculously aggressive plays without it having any risk for them at all, and it allowed situations where a killer could not make any meaningful choice against certain survivors when combined with other perks or in an organized team.
Now, DS is exclusively a safeguard perk. It protects you one time after you've been outplayed and hooked and a teammate unhooked you, and it does nothing more than that. It's still a useful perk to cause the killer trouble for tunneling you. But it's not the ridiculous safeguard it was before, so because it's not ridiculous survivors decided it's not worth their time anymore so they just don't run it. That is 100% their choice.
Tunneling is a necessity in several matches, and you will see even good killers, or killers widely regarded as very good engaging in it when a match calls for it, because as much as people don't like to admit it, it's just a strategy. It can be a risk for the killer. You can leave ample time for survivors to do gens and you risk eating a DS and investing too much time in a survivor that can loop very well. This is okay. You're making a choice of what you want to do, weighing the benefits vs the risks and getting punished or rewarded based on your plays after that decision.
Some survivors want to see tunneling as a spiteful, vindictive thing a killer does to ruin their time. I guess some killers do that. Most of the time it's just a strategy, sometimes to cement a victory early, other times as a desperate last ditch effort.
Also some survivors have such broad definitions for what they consider tunneling that at this point you can't even be sure what exactly they mean. Like, I enjoy looking at the VODs of streamers I go against cuz I wanna see the game from their perspective. Sometimes I could literally let a person do an entire gen after they've been unhooked, and just because they didn't get the chance to heal when i end up chasing them again, they'll call me a tunneler. This term is inconsistently used at best, and dishonestly used at worst, and should not be the basis for any serious decision on balance unless clarified.
Well said!
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If buying a killer for perks:
1-Leatherface for bbq&chili
2-Clown
3-Plague
Buying to main a killer? Personal preference and playstyle. Look up videos of the killers you're interested in and go from there
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The only killer I hate facing is Spirit. And that's mostly due to the fact that I haven't figured out a good tactic to counter her.
As a killer I generally hate facing bunny Feng's. They tend to be excellent loopers and a tad on the toxic side. Just my experience
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I'm actually starting to hate Ruin. Either I'm extremely unlucky with where it spawns or my competition is amazing at finding it within 90s of the start of the game. Funny thing is, when I'm a survivor it seems to last at least half the match because neither me or the other players can find it
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@deckyr said:
i also personally find myself more entertained by survivor than by killer.
when i'm on survivor and the killer just beats me up and hooks me, the worst i feel is "aw damn"
when i'm on survivor and i get a pallet stun, vault a window and then sneak into a little hiding spot and the killer can't find me, or runs past me just barely not seeing me, the endorphin release i get is just enormous.
when i'm on killer and the survivor just fails to loop me at all, the best i feel is "oh well lol"
when i'm on killer and the survivor escapes me, i feel both awful at the game and stupid for being tricked.
the emotional rollercoaster i'm on as a survivor goes from mid to high, and on killer it's mid to low. so i just don't enjoy killer as much, even though most of the time i'm doing absolutely fine.
I agree with almost everything. The difference is the end. When you escape as a survivor whether it's against a good or bad killer I only get moderate satisfaction from it. When you get a 4k on a tough group of survivors, it's like winning Olympic gold.... for me at least haha
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2133911#Comment_2133911
I will say, it's hard to tell "intent" sometimes. When I play The Pig (who is my killer of choice more often than not), it's usually pretty easy to see who's in it for the memes, since they'll be booing the snoot, lol. In this game, the first down I got prompted me to bait the flashlight save (which two people immediately rushed in for), and that was when the fun started. The first Head-On I ate wasn't a big deal, but once I realized multiple people were running it, I knew what their team build was, but without being able to talk with any of them afterwards, I still don't know how seriously they were trying to play it. They were working on gens, at least a little at the beginning, but they abandoned that once people started going down and it was a game of Whack-a-Mole at that point.
I've played against the flashlight groups, the sabo squads, etc., so I was at least prepared to somewhat handle it. I would have felt terrible for a yellow/green ranked killer who faced them, though. Would they have gotten their stuns in, had some fun, then let themselves die at the very end to a newbie killer, or would they have pounded out the gens at some point and teabagged at the exit? Hard to know, but it was pretty clear that they must run this build on a regular basis, because they were very good at communicating who to pick up, when to get into a locker and where, and how to get into the right spot for the flashlight saves when they needed to.
Again, it was a fun (if annoying at time, lol) match. If I run into this type of squad again, even though I got the 4K, I still learned some lessons on how to play it better the next time.
Like I said in another reply, you played it very well. Your recognition of what they were doing and ability to adapt was incredible. Tbh, its groups like these that make me not want to rank up too high. I love the challenge of playing killer and I love learning from good survivors but this, to me, is not fun. Again I tip my cap to you handling them very well and getting the 4k
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@Clevite said:
These games are hit or miss for me. But if I notice that no one is doing Gennys, I play along. Try to have fun with it. If people are trying this and pounding the gennys, well then it can get a bit unfun. But, usually if no one is doing the gennys, then they are in it for the memes. But, I imagine, it would be less fun for a newer killer who hasn't learned how to counter these methods.
I agree with what you said. In my experience with these types, they are hitting gens also. I think in OPs video they weren't hitting the gens because he started slugging. Which in turn started the snowball/chaos. And kudos to the OP. He played it better than I could've.
My experience was similar except when I was coming up to gen being worked on, one survivor would run into a nearby locker before I got there. The other would stay on gen baiting me to chase and lead me to the locker and stun and then flashlights and ugh... it sucked. They had 3 gens done in a few minutes and I think I injured 2 survivors yet they stunned me like 5 times with lockers and flashlights.
There's humbling losses in this game and then there's bullying. Humbling losses I learn from. These types of games are the ones that make me take a break from it
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2133830#Comment_2133830
Surge and Pop are a fantastic combo.
If you ever get Thrilling Tremors, why not add that into the mix? It tells you which generator to kick.
Nice suggestion! I will definitely look into that. Thanks!
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I'm not a great killer and I'm still unlocking perks but this is my build that seems to be giving me decent success: Discordance, Sloppy butcher, Surge, PGTW
Once I get Thana I'll replace Sloppy butcher with it. I love the duo of Surge and PGTW because Surge hits the nearest gen and than you can use Pop for another gen or the same gen if a survivor taps it
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I've played against a similar swf. It's terrible. Especially if you're a rank 10 killer like me. Its matches like this that make me not want to ever play killer again. I realized within 2 minutes of the match that I wasn't the killer. They were...
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2117207#Comment_2117207
Yes, that's bullshit. I can't cancel picking someone up to avoid a flashlight save or pallet stun. I can't cancel breaking a pallet neither.
So why can Survivors cancel unhooking people so they don't get grabbed? If I make a mistake while picking up someone that took me hours to kill I get the SWAT team and it's bye to the kill, yet if a survivor starts unhooking someone in front of the killer they can just stop pressing M1 and they won't get grabbed. Teleporting around and cancelling animations it's exploiting game mechanics.
https://forum.deadbydaylight.com/en/discussion/comment/2117201#Comment_2117201
I usually end up with 4k, don't tell me to get better. It's still infurating and demoralizing to have 3 gens pop up by the time you get your first hook. Why even keep playing when those 3 gens being done means if I kill 2 survivors the hatch is already there for the other 2 to leave? In what concerns them, they finished the game already, and in 80 seconds. A player should not have to tryhard or be afraid of a magic door on the floor if he wants to have fun.
I was just giving you some suggestions to counter it. Carry on complaining...
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This is a ridiculous complaint. Those survivors are most likely coordinated and the more you rank up, the more you will see it. My suggestion is to run perks that slow down the game. Especially with a killer like trapper that takes time setting up. Or run a killer that puts more pressure on the survivors.
Imo, to be a good killer in this game is to be good at pressuring survivors. Know when to break off chases to scare off survivors on gens etc. You got to learn from good survivors and adapt
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Thank you for this. I, personally, don't consider 2 mans as a true swf with the exception of the extremely rare 2x2 man groups. And the reason is I still believe the tilt goes to the killer in these scenarios ( if he/she is decent) because there's still 2 people without coms that with the right pressure and chaos you can dictate the pace of the match. So, imo, thats 70-85% of the player base that isn't swf. So the devs shouldn't cater to, according to this graph, approximately 15% of the community.
People need to remember that everyone starts out new and casual. You want to keep gaining new players and keep the community with positive experiences...Within reason. Casuals matching with swf's will deter people from playing killer or stop playing altogether. Which will result in those dreadful long queues or worse. Kill the whole community.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2098838#Comment_2098838
1 in 4 is not 'the majority' so I don't get how you think I implied that it is.
1 in 4 is still a huge portion of the base though at red ranks, and them suddenly not finding matches, and vice versa, would be bad.
You're right, 1 in 4 is not the majority. But you're whole argument is based on that 25% which seems, to me, like you're putting more value into them than the other 75%. And since you completely ignored my point about the lvl 12 killer vs swf (which was my whole entire rebuttal), my original point of you putting more value in the minority of the community stands.
The majority of the player base is casual and only plays for fun and possibly for the bp grind. Do you really think matching with players that are leagues better than you and getting curb stomped is fun? Spoiler alert: It's not. Most of these times its humbling at best and humiliating at its worst. Add in the toxicity, if you have the privilege of reading their post game messages. If the majority of this games community repeatedly receives this kind of experience then they will stop playing. Which will result in the same dilemma you're complaining about of long queue times but worse. The game will then eventually die off. The idea here is to try and keep the community enjoying the game and encouraging new players to play to keep up the longevity of this games shelf life...Make sense?
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2098855#Comment_2098855
There are trolls everywhere, and I prefer going against trolls that can make mistakes because they try to flashlight save so badly and they getting hit, rather than a very strong team that I cant beat at all.
Edit : sorry wrong quote at first comment.
To go further with your proposition, it doesn't mess with nerfing or buffing anything. Which is great because it won't throw off the balance and end up getting everyone angry. Don't get me wrong there are some needed tweaks here and there but buffing solo's and then buffing killers, as some have suggested, would be not be a simple fix and end up screwing everything up
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@Anara said:
The real solution is a competitive mode. Two queues, two types of gamers. Like every other games do.
I could get on board with this. You're still going to get those swf's popping the casual games to troll but probably less then what the matchmaking is giving us now
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2098773#Comment_2098773
If they don't relax the matchmaking those players leave and suddenly the top tier killers don't get matches. We saw this with the MMR tests, Q times for both sides were absurd, like a top tier Twins main had to manually create a game by contacting good survivors to 'stream snipe' them after they waited an hour for a match.
Having the top end players of your game get punished by not being allowed to play it is a really bad strategy for game longevity.
Furthermore, 4 man SWF is pretty common. Around 1 in 4 matches at red ranks as killer I play are 4 man SWF. Even 2 man SWF is a huge advantage as two players together are able to guarantee a win pretty much every game, and 2 2 man SWFs are about as strong as 1 4 man.
Ok so first off you never answered my question about the size of the population of swf. But your reply alludes to the idea that you believe its the majority ( I disagree but whatever). The counter to your argument is by relaxing the matchmaking for those players you now pit the sweaty seal team against casual lvl 12 killer who in turn is going to get gen rushed, baited into locker stun chases, flashlight sniped and teabagged at the exit gates. Don't you think that will ruin the experience for those people and than they will stop playing and ultimately create extremely long queue times because the only peeps having fun are the swf's???...Which, btw, are most likely the minority of the community
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@Zozzy said:
The problem is that if waiting times get to high for swf i think the devs will relax the mmr and shove lower tier killers against them like they do now.
Why do the devs have to cater to swf? Like how much of the population is swf? And when I say swf, I'm talking 3-4 man groups because those are more than likely the ones that will be paired with the top tier killers
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2097871#Comment_2097871
That is absolutely not the only redeemable factor about Demo's shred. His zoning is some of the best out of any killer, he's not hindered when feathering his shred he can do it whenever he wants with no cooldown. T-L's, shack and long walls are a death sentence. You can abuse the car collision to get completely unexpected free hits. Eating pallets is just one good thing about his shred. And keep in mind he's 115% and has a map-wide teleport ability on a 14 second cooldown on top of ambiguous TR music that is hard to listen for with monitor.
The fact that people think this killer is weak, even going as far to say he's the weakest, blows my mind.
I agree he's not the weakest killer in the game. He has a lot of great qualities. His perks are meh and other than rat liver and tail, his add-ons suck. I think he's underrated and rarely mastered or used by the community though.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2098121#Comment_2098121
great make queue times even worse on both sides
Or waste low tier/casual killers time by being curb stomped by sweaty seal team six. Also, like I said and you have seemed to ignore, discouraging people from playing. Which, in turn, would make queue times extremely long...
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No buffs or nerfs are needed. How about the devs implementing a system that automatically matches 3-4 man groups with top tier killers only. I honestly don't think 2 man groups are a problem but, tbh, 3-4 man groups should never play against any killer lower than a rank 5. These swf groups only discourage people from playing which will kill the community of the game. Add in the fact that most of these swf (not all) are toxic players that troll and prey on newer and lower rank/casual killers...just my 2 cents
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I feel your pain OP. I'm a lvl 10 and just got a 4 man swf of lvl 2's and 1's. I threw out a bloody party streamer to chill out the sweatiness and they pulled swat team type action on me. Gen rushing with bait/ locker stuns. It was ridiculous... I'm not gonna say nerf this or buff that but I wonder if there is a way the devs can implement matching 4 man parties to high lvl rank killers only or something