Akira1997
Akira1997
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- Akira1997
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@Akira1997 said:
One issue with DBD apart from matchmaking and other issues is the pip system for both survivors and killers. I play both sides but for this discussion I will only discuss the survivor perspective. This specific scenario does not happen all the time but I promise it happens more often that it should. Imagine you're playing a Bubba and you have bot teammates one goes down, two goes down,, you rez one while bubba hooks the first kill... He gets up dies just as fast as the first time... GREAT! whatever.. Now the first guy just DC's , second guy is camped to death... Im doing generators and the 4th survivor is either hiding or running doing nothing. At this point im sorry to the guy being camped but im not coming for a rescue its impossible. Now the other guy dies quite quickly and I've managed to do 1 generator. Keep in mind that at this point I have minimal points from altruism, chase and objective. What can I do ? well Im able to find the hatch and escape oh wait..... rip -1 pip. I escaped, I wasn't a dumbass and didn't feed bubbas camp fest. But yet i Depip although I played it properly.
I feel like dead by daylight NEEDS to change this stupid pip system. I've already been rank 1 survivor and I know what I'm doing this isn't to care for pips anymore , in fact i find it more fun trying new perks and learning more routing. My point is that what is the main objective of the survivors? To live... escape thats the ultimate goal regardless of how many generators , pallet stuns, flashlight saves, unhooks you do the end goal is to make it out. So its beyond me why I get -1 pip even though i escape with no hooks on me. The game needs to update this to if you escape you at minimum stay neutral ( it's not fair to gain 1 pip just because you survived then its just too easy and we would get a bunch of campers). But when you're up against a decent killer with a trash team you honestly dont have a choice you just gotta escape and do what u gotta do. Hear me out if you do nothing and you just die then the depip obviously makes sense, but don't screw over players that escape and make it out when games are like this it just makes 0 sense. And maybe for the killer's side if there is a Dc reduce the points required for neutral or 1 pip.. IDK but lets get real DCs are so common that this is worth realizing.
Summary : If you escape as a survivor you should NOT depip, grant a neutral (base) if all other objectives, altruism and chase points are low.
Also maybe the game needs a mechanic implemented to compare how you play with respect to your team? idk but sometimes it just doesn't make sense. You can sometimes literally get 0 pips yet carry a team through chases with a good team who pops gens fast. Emblem system shouldn't be so static maybe. Just my thoughts it would be hard to implement a dynamic system.
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@MadLordJack said:
Honestly I think that's a good thing. Especially since you're talking about hatch, which is essentially a roll of the die.
The pip system is heavily flawed. But getting a guaranteed black pip for yeeting through the hatch is not a good idea.
well as you said its the roll of a die.. so i think its pretty fair to get black pip from that RNG. I mean how can any survivor really do anything in that case if i didnt get lucky and happen to find it well.. then its a -1 pip no matter what i do. Just a thought I know it will never change. But i agree but you gotta understand the circumstance when you're basically forced into a -1 pip in that case.
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@spirit72 said:
https://forum.deadbydaylight.com/en/discussion/comment/2088792#Comment_2088792
This. So tired of seeing three Survivors rush the hook, trade places 2-4 times, then complain after we get 4k'd with one whole gen started that the killer was camping. If they're going to camp for 2 whole minutes, go start 2-3 gens instead of giving him free hooks. That is how you punish a camping Killer.
oh trust me i know... thats what i did but that is matchmaking for you..
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Main concern here is like what can u even do? I run across so many team members doing abolsutely nothing, DC on first hook , and waste time, run into the killers slug zone and GG game is over. It’s a really punishing game for solo experience depending on your team and for someone with my luck it ends up getting boring af sooner than later. Being the final survivor when 3 gens are still up , and you can’t even get altruism because it’s a slug fest is sad. I also play killer so I know how the system works. I completely destroy teams when they are solo and sometimes even SWF. I don’t even use hex perks. Only BBQ AND CHILI but it’s so easy to 4K survivor teams and I know it’s hard to pip as killer but this play style just seems idk.... boring to me I just hope for a new emblem system which takes into consideration slugging and gen rushing that’s the barrier or each side.
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@UncleStabby said:
Yes. The unhook must occur within the terror radius. Not the lullaby, mind you, but the terror radius.
Yup! You’re right thanks I forgot about that detail
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@aEONoHM said:
What killer was it? If it was a Wraith or Freddy it'd be understandable. BT will only activate if a heartbeat is present.
Oh wow thanks the heartbeat I didn’t consider this! It makes sense yea it was against Myers
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@TicTac said:
When its really tombstone and not tombstone piece its your teams fault for letting the killer stalk so much in two minutes.
@TAG said:
Is this about Judith's Tombstone or Tombstone Piece? Tombstone Piece I think we can have a discussion over. Judith's Tombstone I think is one of the weakest perks in the entire game.
@TAG said:
Is this about Judith's Tombstone or Tombstone Piece? Tombstone Piece I think we can have a discussion over. Judith's Tombstone I think is one of the weakest perks in the entire game.
This is about the Tombstone Piece. I was not aware of Judith's tombstone when I made my initial thread. I went back and confirmed
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@Akira1997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1863924#Comment_1863924
Yeah, so it's the piece i'm talking about lol like no one even had a chance to be injured we just died from an instant mori... Yeah i know that he was in tier 3 the issue isnt that. the issue is the fact that he can mori a survivor just straight from tier 3 without doing any hooks or anything of that sort. Also imagine a killer who has play with your food or speed stacks. Instead of being punished as an instant down you just die right away. That add on is broken and should be removed.
Yes it is the tombstone piece
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@TicTac said:
When its really tombstone and not tombstone piece its your teams fault for letting the killer stalk so much in two minutes.
It is the piece
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@CLB198 said:
2 min is 6 gens with 3 survivors and one in chase
This is not a general idea tho this is if the entire team is on comms and optimizes like SWF. Also if the killer isnt absolutely garbage this shouldnt happen often.
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@CLB198 said:
2 min is 6 gens with 3 survivors and one in chase
Yes if you have a solid team and if it is SWF.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/218306/michael-tombstone-add-on
If this happened, at least 2 of your teammates did not pay attention at all and gave Mikey Boi free stalk. Sorry to say that, but it is only fair to get tombstoned after 2 minutes if that happened. Judith's Tombstone (the pink one) has, in addition to having 10s more stalk required, a MASSIVE speed debuff (105% at EWII&III instead of 115%) which pretty much requires the killer to run PWYF, whereas the Tombstone Piece (purple) has no speed debuff but uses up all the time left on EWIII if triggered and give a massive debuff to your next EWIII progression in addition to having 7.5s more stalk required.
Experienced teams will pop gens everywhere before you even get to EWIII in the first place, not to mention that some maps are horrible to stalk on (Corn, Hawkins, Léry's...).
Myers is heavily outclassed and outdated anyway now. No need to nerf him further. If anything he would need some buffs.
A friendly advice:
Never underestimate Myers. If you don't run Spine Chill or Premonition look around you and always think it's him until you know it isn't. Don't let him stalk. Don't tbag in front of him at the exit gate.
Yeah spine chill is good for stealth killers. With how solo que or double que goes these days you can't expect much especially when I am a red rank being qued with rank 20's. That is beside the point tho I know that this is circumstantial but still an item such as this shouldn't be in the game.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/218306/michael-tombstone-add-on
If you're talking about tombstone there's a multitude of counters. Lockers, looping (he moves much slower) and dropping pallets early and punishing him if he tries to bloodlust.
You can also tell if he's insta down as his left hand will be open and flat, if his hand isn't clenched he WILL kill you.
Tombstone is fine, tombstone piece on the other hand....
I checked again and it was indeed the piece
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Some survivors will use this to their advantage and get gens done and others will unhook you almost instantly only to end the game for the survivor being tunneled even faster. That is just a skill level/knowledge of the game aspect where some survivors don't know how to play against a camping/tunneling killer ( Which is fine). I would also like to add that gen something like a buff for all survivors doing gens if the killer is face camping a survivor seems pretty fair. like a 2% repair speed bonus if the killer remains within 16m or so the survivor. I am saying 16 m because if you are solo queuing you have no idea if a teammate is being camped unless you have kindred or some other aura reading perk. If we can't get rid of it then may as well offer some advantages. Needless to say if you get tunneled you're instantly losing a pip you can't get around it ( at higher ranks killers who tunnel know what they are doing ). The killer does not have any disadvantage like this compared to survivors where you are basically guaranteed to lose a pip if you're tunneled. Just to be fair idk just my thoughts I don't care for the toxicity from survivors and killer's that's just how it goes but its just some mechanics need a bit of thought.
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So I'll Start off by saying that Tunneling will never disappear and honestly I notice it more in high ranked games than lower ranked games at times. I do see the killer point of view get 1 person gone and create pressure we can't really control how people play the game. On the Survivor point of view no matter how skilled you may be you can't really get around a decent killer who consistently tunnels you from first hook. Now there are several counter plays to this but one of the main issues is the queing. Some survivors will use this to their advantage and get gens done
I think what should be done is either give some bonuses to survivors who are being constantly tunneled or give some type of advantage. Because if you're in a bad lobby no matter what you do tunneling is just unplayable ( Assuming your teammates do not know how to body block, no borrowed time, etc..) It doesn't make sense to get rid of it but something needs to be done maybe hide scratch marks and blood trails / sounds of unhooked survivors for 10 seconds idk. At least then there is somewhat of a chance.