Hito420
Hito420
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@NomiNomad said:
Imo, they should just be trashed.
Maps are the problem, sure, but the offerings just allow either side to force the problem to the front. Sacrificial wards are not nearly common enough to feel like an actual counter, and the most recent maps BHVR have put forth are still pretty bad.
BHVR just doesn't know how to balance maps. If they did, offerings wouldn't feel so bad.
most of the issues are that people arent willing to learn the maps, if anyone thinks killers are the only ones that think x map is bad, the same is true on the survivor side, it all somes down to playing the map. reason survivors play the maps? its cuz they keep playing them and get familliar with them, reason survivors and killers hate certain maps? because they avoid them like the plague, its really that simple
and sure some maps are good an bad for some killers, guess what? in that case, bring a map offering yourself so you know, or at least you know there is worst case scenerio, a 100% to 50% chance of going to the map (well, if there is no communication for the survivors and they themselves play diff map offerings, then that 50% chance drops, but, that rarely happens)
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@NerfDHalready said:
it's the exact same thing where 2 or more survivors hide and take the killer hostage, just as @Peanits pointed out or an extreme case of a killer getting bullied, hard. what to do? killers can have the ability to open gates after the match reaches a certain length (15-20 mins would be ideal)
What about in that same scenario, when a killer downs a the 2nd to last survivor, doesn't hook them, and the last one doesn't come save them, so the killer picks them up and let's them go free and has them lead them to the last survivor? This should not be allowed as in the rules working with the kilker/survivor is clearly listed as something against the rules, yet its something that is done constantly
And it's not like this behavior is needed anymore, with all the tracking perks killers could have, and when I play killer I just hook the 3rd survivor, unless I see the 4th when I down the 3rd, because otherwise it's risking losing the kill when you already have them down
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3163598#Comment_3163598
I addressed it in the very post you quoted. You don't want discussion, you want to argue. Kinda pointless tbh.
no, you are just ignoring the fact that the devs countless times claim things as a "bug" instead of a feature when either one side (usually killers) complain too much, or they dont want to take the time to properly FIX the issue, because that takes away time from pumping out cosmetics and DLCs after all, we wouldnt want a properly flushed out game with as few bugs as possible would we? i mean we should expect it when they have 1500 auric cell cosmetics right?
funny that you claim im the one wanting to argue, when you sat there and said what amounts to "cool story bro" when i pointed out very clearly that the video i was talking about was one set scenario (which is what you said in the post quoting me, correct?)
ALSO i was just ######### face camped on the hook, i thought the devs made it so people can unhook at any angle? as well as hook at any angle? but the new killer can apparently BLOCK the entire HALLWAY and the hook? this should not be a thing, it was on a hall hook in midwich, and he was even insidious camping (granted its a perk in the game, but survivors these days dont know what waving your arms in the air means, it doeant mean "come save me" it means "killer is camping"
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@EvieSimpsForCrowLady said:
minus the haddonfield rework that one is well balanced in my opinion
"well balanced" ok, your opinion of well balanced is mostly unsafe pallets, lots of open space, and in said open space vehicles where you can be seen clearly through the windows? at least in other maps you have vision moderately blocked both ways to make it harder for both sides to see while looping, and this was the ONE "survivor sided" map at the time of the rework (in quotes because good killers could play around any map, block loops with perk builds, etc)
bigger issue imo is why are they making every map so tiny? there used to be a reason to go to certain maps as killers than others due to it being better for certain terror radius builds, now its starting to be every map, and on that note, if every map is shrinking, why is there a need to keep the new oak offering changes? on survivor side you have to worry about which gen you pop so not to create a 3 gen, thats if the killer isnt trying to force it, yet on killer side, with the exception of maybe one or two maps? you can down a whole group and get everyone to a hook, with that in mind i think we should be able to revert the offering change to perma remove 1 hook (survivor) and add hook (killer) because its not like it used to be where hooks dont respawn, or even that you have to run a perk for them to respawn (though imo if there was a perk for it, they shouldnt of made it basekit just so "players arent forced to run a perk" its a perk based game, what do they expect? some perks will undoubtedly be better than others on both sides)
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@VideoGameMage said:
Apparently it was always supposed to work this way according to a dev on twitter. They just weren't aware of it working like it did before designing wiretap.
and the devs are so trustworthy right? they made a feature back in the day to counteract camping, it literally froze the progress bar of someone on the hook if they were too close to the hook and not in a chase, does that sound familiar? because it should, it was literally turned into a perk, but not before it was called a "bug" after killer mains started complaining and raising hell because they couldnt sit at hook and wait for survivors to come to them (boring playstyle if you ask me)
also, when the devs switched their engines, they told us we wouldnt be able to have the same color we had for our original legacy (you know, the thing we earned for getting to p3 through the horrible original blood web) and were left with some horrible looking cheeto dust cosmetic, and what happened not long after? oh suddenly there is a halloween event or something with blighted outfits, and wouldnt you know it, its literally the same color as the original legacy, kinda strange huh? even though the devs said they "couldnt" recreate the color for the legacy outfits, couldnt give people back their legacy if they lost it due to corrupted files that were due to a faulty coding (which if they could check when people got the achievement for prestige 3, they could verify that they unlocked it before the cutoff, they own the game dont they?)
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3160551#Comment_3160551
Thats cool there's a video confirming your opinion. There are also others that do the opposite, and they even include other factors like pallets, windows, and a plethora of other variables that each interaction is subjected to. Note how opinions aren't facts, since they center around a perspective and whether they are confirmed or denied by ones experiences.
All I'm saying is undervaluing is not the same as being useless, and it certainly doesn't mean your appraisal is correct.
note the person that only read as far as "there is a video" in the post, then started typing, because had they actually READ my post, i clearly said "granted the video is showing a survivor going in a straight line in front of the killer, but that is to represent the max distance you can get" are there videos showing the opposite? im sure, were there videos showing how "broken" ds could be at end game? obviously, did that warrant nerfing it to oblivion and making it that much easier for killers to tunnel?
keep all this in mind when you start complaining about 5-15+ minute killer queues (i have tried playing killer, even before the dlc, and oh boy are the wait times long, i wonder why? surely its not due to lack of survivors is it?)
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3160496#Comment_3160496
"The seconds it wasted was so minuscule as to not matter"
just as a heads up, 5 seconds on DS was what made killers entirely change their playstyle around it. and that number changed a few times, but its usage and threat didn't until they added the conspicuous action clause to it. 4 seconds can literally change the game when placed correctly, regardless of whether you understand how or why.
Also when did i ever imply repressed alliance isn't also a perk that people think is useless due to not understanding it? I agree its undervalued and even consider it as proof that blocking gens is inherently neutral and can benefit either killer or survivor, depending on the context around it
I already said it before, but I'm defending that people think its useless because they don't understand how to apply it properly. Its actually kinda ironic you tried to do the same to me about repressed when i never even doubted it before.
theres literally a video on youtube showing the new DS and how useless it is now on every killer, showing how much distance a survivor can get (granted the video is showing a survivor going in a straight line in front of the killer, but that is to represent the max distance you can get, and i think, no suprise, the trapper was the one that had the most distance gained? nurse huntress blight etc all those had zero distance basically
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@Adjatha said:
Every killer perk that activates, has no effect, and deactivates has the same cooldown or activation requirements as it did initially. Why should survivor perks be able to get refunded until you get a use out of it?
because the survior perk requires killers to interact with them, generally to the detriment of their own gameplay, while KILLER perks, give them bonus information, extra slow down, or straight up ability to insta down/kill, do you not see how these are vastly different?
also you talk about cooldowns on perks for killers but what of jolt? SH:PR? these two perks get insane use atm same with overcharge, and there is no cooldown on them, yes there is a hook trigger or have to kick the gen/down survivor but thats it
where as for blast mine, you have to work on the gen for 66% progression contributed by YOU (if other survivors are working on it, it can NOT be done on a single gen, so if a killer keeps coming back to the same gen and using overcharge/pop, you are stuck dealing with it for awhile, and if they now start chasing and then going back to kick, they never have to deal with blast mine, so this nerf to the perk is a roundabout buff to the killers, again, for them being able to hold W and put literally everything on a minute timer before worrying about doing anything about it,
and sure if they dont kick it someone can just pop the gen while they are in chase, but that also wastes the perk slot, the whole reason to bring a perk is so it can be used, was not the entire reason for all these perk reworks so people could feel like they could bring whatever perk they brought in was useful? a nerf like this makes the perk basically useless
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@deckyr said:
killing a survivor is the opposite of holding the game hostage. sucks that there's a bug, but the devs haven't deemed it bad enough to killswitch, which likely means it isn't bannable either. since they can literally ban the character and haven't, you know?
wanting something different won't make it real.
except this very logic, and complaining about something, is what got perks like DS, DH, and CoH/Self-care nerfed into oblivion, instead of people ACTUALLY using their brains as killers, making mental notes of who has what for future chases, or oh i dunno, running exhaustion or slow healing builds (which most of the time also slows gens) but we cant have people learning to play the game, we just want people holding W right?
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@Alionis said:
Funny. The exact same argument could be made the other way round.
except if you have played this game for any length of time, youd know they do balance for killers to be happy, killers whined about ds being overpowered multiple dlcs, and it was nerfed multiple times, killers complained (and rightfully so i might add) about infinites, and devs created blood lust as a BAND-AID fix that was meant to be REMOVED after they fixed infinites, they have now fixed infinites, but what have they done with bloodlust? reduced the amount of time it takes to get to each tier
doesnt stop there either, there were instances where 1) they fixed camping intentionally by making it so if the killers stayed near the hook, a certain number of meters, their progress bar would stop, but killers were outraged, so the devs claimed it was a "bug" instead of a feature, walking back their intended design, which, not wanting to throw away an idea/coding, they turned it into a perk, and it became steves perk comradery (now called kinship),
2) they fixed huntress hitbox detection on her hatchets (because lets be real, huntress gets some hits with the hatchets that they shouldnt because of latency) and that made it so killers that were use to these broken hitboxes could no longer get these hits that they shouldnt of been getting to begin with, and again they were upset, so it was called a bug or whatever and reverted
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3140513#Comment_3140513
Which makes the arrogance of survivor mains even more unbearable. You’ve got countless people on here saying to get gud (pre patch) and toxic survivors in the post game thumping their chest about gameplay that a monkey could execute.
and killers never said "get gud" or "just adapt" when survivors complained about changes before? come on get off that high horse, it goes both ways, and killer isnt even hard either, you are literally handed tons of perks to choose from that either help you track, slow gens, slow healing, or make chases faster, and multple of each, sure similar can be said for survivor, difference is, killer can choose to literally hook one person and sit around their hook till they are dead, which happens often, and the basekit BT is a joke, all it did was tell killers to wait for 5 seconds, oh and what happened when survivors found a way to get a hit while being TUNNELED off the hook so they didnt die immediately? (off the record) devs in their infinite wisdom, and to listen to the ire of the killer mains, made it so the perk doesnt work after the last gen is done, just like DS, effectively telling killers camp and tunnel all you want in end game, instead of oh i dont know, encouraging killers to kill before the last gen is popped, thats your job as a killer after all
@soloqdweet said:
Game has always been survivor sided, the only difference is that soloq actually takes skill and isn't an instawin like with SWFs, so entitled survivors complain when they actually have to work for a win
swf isnt an instawin lol what are you smokin? thats a tired old excuse, and an excuse generally given by people who dont want to improve much anyway and want an easy win through 4 solo queue survivors, cuz they will all kill themselves or dc right? makes so much sense to wait 5-15 minutes for a 2 minute game, rather than same amount of time waiting for a 5-15 minute game (depending on how the survivors and you do that is)
and i would say the only time it could even be argued that the game was survivor sided was when there were actual infinites (real ones, not these ones nowadays where if the killer breaks too many walls, they give the survivor an infinite loop, thats on the killer) and back in those days, there were survivors who would actually block other survivors that abused the infinites because it was unfair
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3142097#Comment_3142097
Game is survivorside when you play as weak killer or when you are bad at game. I don't know which one is your problem but if you are losing games as Nurse, it's on you.
Maybe you are not that good tho. Maybe the team you played agaisnt was better than you?
you cant say the game is survivor sided if the issue is a person being bad at killer, if thats the standard then theres a lot of survivors ive played with that could easily say the opposite and say the game is killer sided, and majority would win since i generally have 1-2 garbage teammates per match that kill themselves or dc, but does that mean its actually killer sided just because of that? no, that wouldnt make sense, nor does saying the game is survivor sided when you play a "weak killer" or are "bad at the game" those are choices being made or skill not acquired yet, not a game balance issue
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@ThatOneDemoPlayer said:
If a tech is truly broken, it should be removed.
Are any of those techs broken? I don't know, I play Demogorgon exclusively as Killer and have never managed to get a Window tech, so it's not my call to make
how bout this, they can fix the techs AFTER they fix hit registration/pallet vacuume where it literally WARPS the killer behind the survivor after getting stunned a lot of the time, forcing a vault, or fix pallet stun actually taking priority over the hit since it makes zero sense that you can stun a killer AND get hit at the same time, there are also issues with people using VPNs to get a ping advantage (getting stunned by the pallet, swiping on the other side of the pallet and it somehow connecting when a pallet is between and the swing happens AFTER the pallet dropped), also as some have said the grabs on gens (and lockers) and hit detection at windows, as ive been fully out and moving or vaulted and running and still get hit by a melee,
fix some of those things before even thinking about putting out more cosmetics or dlcs or "fixing" techs, and yes i know they feel they have to stick to their 3 month schedule, but if they know they have current bugs, they ALSO know whenever they put out a DLC it always creates new bugs AND brings back a few older bugs, so why not take the time to fix the ones they can before hastily releasing some new dlc, whole reason why i stopped buying the dlc's myself is because they dont seem to care about fixing the actual bugs in the game and just want to milk the game for everything its worth, which i get it, they need to make a profit, but shouldnt they want to make a profit AND have a game they can be proud to have their name associated with? this game in its current state, i wouldnt be proud of it, use to be a lot more fun years ago, granted there were bugs then too, but they gave up tryin to fix those and moved to a new engine, and what happened? more and more bugs... not askin for perfection(impossible in any game/genre), just to fix the known issues asap, felt like all the time spent on the perk reworks coulda been spent on fixing these bugs
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@Sluzzy said:
Not really at all. Survivors are at the sole and great mercy of killers being so bad they are throwing themselves. I have literally seen 20 hr killers beat teams with hundreds of hours.
This was before the patch. Now the feat of survivors must be astronomical.
There needs to be a key in every match with the hatch to bring back some hope in matches. 5 gens are too hard to do.
with the way hatch works now, i dont get why the broken key doesnt just open the hatch and then break on use, regardless of addons (or restrict it so you cant put keep on milky glass for the keep on use
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@WeakestNurseMain said:
... If you stop giving up on hook, I haven't gotten a single game in the past matches where my teammates have stuck through the entire game without giving up on hook, there needs to be some consequence for it. Despite what many people think, a lot of players are actually improving right now and learning to do gens, the problem is that perhaps 25-30% of survivors think they are entitled to their perfect game and give up at the drop of a hat when they think the game may be remotely difficult.
also fun fact, you can win matches without camping and tunneling, just need to learn how to play your killer effectively (every killer is viable as long as it fits the playstyle of the person playing them)
but i agree, loads of survivors (and killers) feel entitled to perfect games, if they dont like a map, dont like a killer, dont find or hit a survivor in x amount of time, get blinded or looped then lost easily, or miss attacks constantly, they tend to dc, this is across the board, but since there are more survivors per match its also more noticeable, especially since once the killer leaves, the match is over, where as even if a survivor dc'd in the first 5 seconds after loading in, everyone is stuck playing the match, even though there is literally code built into the loading to prevent 3v1 games because they are not fun nor fair/intended
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@basblater said:
Just a little rant as it winds me up to see survivors pointing at me when I’m hiding from a killer, or purposefully leading them to where I’m working on a generator for example. What is the actual reason for this? Literally don’t even play if you’re just gonna go against what the point of the game is 😂
likely just a last ditch effort to try and life and farm some points, its literally in the in-game reportable reasons list, forget which one, if the reports even do anything that is
have had quite a few games where the killer, as far as i knew, was slugging the 3rd survivor to try an either find me, or bait me to save them so they could down both of us, an sorry, not playing into that, if the survivor isnt smart enough to realize they are being used as bait and get upset at ME when the killer is the one that slugged them and refused to hook them to try and force a situation to get a 4k, then tries to give it to them by pointing out my location, thats when the survivor AND killer are breaking the "rules" since they arent supposed to work with eachother
and when i play killer if i see someone point someone out, unless i saw them sandbag them prior, the one that im seeing sandbag at that point, is the one going down, its a team game, 4v1, not 1v1v1v1v1, survivors as well as killers need to realize and start acting like it
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@Brokenbones said:
Because her red puke exists
If you use your red puke well and get a down or two then it runs out, why shouldn't you be able to infect them?
You can't really avoid infection if you have to unhook an infected survivor either tbh. Someone has to unhook and it's typically a bad idea to let injured already infected people save unless the killer is playing super fair
except even using that as a reason, you cant "get infected" from someone who was only JUST puked on when they were downed or hooked, its promoting bad play (in most cases), you should WANT them to be fully broken, which WILL make the unhooked person sick, spreading your infection
and why not let the survivor thats injured already save? when you are infected, if you cleanse yourself at a fountain it cleanses AND heals you, another reason to want everyone broken rather than just injured for force the cleansing so you get your red puke (esp if running thanno and what not since most of the time people should be broken/injured)
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3134844#Comment_3134844
Are aura reading perks the problem or is it five hundred slowdown perks? Is there anything you people won't complain about?
Distortion is very good. Run it.
have been, but, as devs have said as their reasoning for giving killers perks in basekit (old hangman's trick, brutal strength, etc) if killers arent forced to run certain perks to counter survivor play, why should survivors be forced to run certain perks to run killer play? some consistency would be nice
@Tigernutz1979 said:
Until they do something about tunnelling, I honestly don't think they'll do anything about this. I mean, they practically PROMOTE tunnelling as it is....
but we have basekit BT and speed boost when we are unhooked now, surely that means we wont get tunneled, unless you factor in the fact that unless the killer is face camping and doesnt hit the person unhooking, its almost never going to be up by the time you get hit unless you run the actually BT perk or off the record
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@Mandy said:
The game only ends if the player fails to load fully into the game, there is sometimes a delay on this due to the loading procedure. But it's certainly not meant to end the game once the game has already started - which is what you're describing in your post.
and i get that, but wasnt the whole point of that to stop 3v1 games? i feel it defeats the purpose if in the first minute or two of the game someone dc's be it their own choice or something going wrong
i also understand it might be a bit more difficult to code if it happens past the loading screen, especially setting a time limit to it, but its just frustrating when it happens on a regular basis, and true that means their game ban time goes up, if they do it too often, but doesnt change them turning it into a 3v1 or 2v1
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@HugTheHag said:
I do think too that early survivor DCs (first 3 to 5 minutes maybe?) should put an end to the match the same way killer DCs do, and give back offerings and items. I can't tell how frustrating it is to lose items and offerings because someone doesn't like the killer and DCs. It's an easy match for the killer, as the game is not made to be a 3 v 1, and a terrible time for the survivors.
true, though considering all the aura reading perks that are being run these days, most of the time it doesnt take 3-5 for people to know what the killer is, i would agree completely except 3-5 is a broad amount of time game wise, since most games usually last 15-20 (if the killer or survivors dont just steamroll the otherside) that being the case, even 5 would be 1/3 or 1/4 of the game overall, hence why i stuck with 1-2 minutes, i just want the game to be fun again, it use to be, but with the dc's, killing themselves on the hook after first hook, and tunneling/camping (i get its part of the game, but at this point i feel some killers feel their hand is forced that they have to play that way, even though i get 4ks myself most times without tunneling nor camping, and hey if you dont, you also get the added bonus of almost never having to deal with ds nor bt (things most killer mains complained about, at least on the steam forums)
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@Marigoria said:
There’s a difference between % on top of 80seconds vs 90seconds.
It’s always easy to see that difference when chases are shorter because killers got basekit buffs to chases and survivors got basekit chase nerfed.
oh but survivors got basekit bt, thats good right? that stops tunneling an camping right?
at least thats what the devs said was their intent for adding it, meanwhile whispering into killers ears "just wait 5 seconds, then swing" such a joke
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how about all the killer mains complaining about ds? over 5 whole seconds in the beginning which was originally countered by enduring to bring it down to 3, and it was always 1 time use and if missed you lose it, yet still killers complained and now look at the state its in, not even usable at the end of the game, and why should a perk, that is from a paid DLC bought with actual money, be restricted so hard? and not only that, healing speed has been nerf to hell on the one perk that is supposed to be for healing yourself (granted it did used to be insanely fast, that was fixed, didnt need another nerf with all the buffs to killer perks) and gen speed decrees wasnt really needed if killers would stop hook camping and go out to gens instead of letting survivors freely work on gens, wont matter how long the gens take if a killer is sitting at the hook, the gens will get done by the time the killer walks all the way back to the gen from the hook, use your brains, though i assume most of you that are in higher ranks dont sit at hooks, because you cant, because you know you will be punished for it, its the low and mid tier killers that think "because devs said" its a legit strategy they can do it, "can" and "should" are 2 very different words, if you want to stay in the lower ranks, by all means keep camping and tunneling, only low rank survivors will fall for it and play into it, while if you want to actually improve, hook and as long as you dont see or hear anyone near the hook after checking then go find someone else game isnt hard for killer unless you make it hard on yourself
and all the complaining about swf, i dunno about the rest, but i always took swf as a challenge to improve, maybe im an oddity? but if people arent able to communicate in a game thats supposed to be based around 4 people surviving against a killer (aka, teamwork) does it not make more sense that those in a solo queue would be at a disadvantage with less information to go off of than any other team based game which generally would have voice chat built into the game (dont get me wrong im glad it doesnt because it would be a disaster, you only have to play games like csgo and f13 to realize that)
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@Tostapane said:
map design still suck so i won't call for a bloodlust removal, especially for pure m1 killers like wraith, legion and trapper will be the ones that will suffer more from this change while killers with an actual anti loop power won't be affected much...
wraith has speed burst of his own when he uncloaks, legions power is arguably the fastest run speed (run, not teleport/phase) other than maybe billy or oni if you count them, and trapper, as someone that plays trapper frequently, if you place your traps where you should be placing them, loops are a non-issue, since you will be stopping them with your traps, its not like before where your traps could be sabo'd, imagine back in those days playing trapper with no traps then you are really just an m1 killer
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@EntitySpawn said:
Title.
Seriously if people stopped giving up or throwing the game, survivors still have the advantage.
I hate all these excuses people are making, trying to take it to the extreme when in reality people just arent use to having to try and can mess around and be inefficient and win.
It's a pvp game, you're meant to try to win.. if you dont TRY or play BETTER than your opponent you shouldn't win.
Too many people will see a red bar, or a certain killer and just give up straight away, even if the games not unbalanced they will just give up and use the patch as an excuse.
If you're struggling too much you likely got carried to an mmr beyond your actual skill through good teams carrying you or relied on DH. All this patch did is punish those players who was really inefficient and overly depended on the DH distance/mistake corrector.
The fact alone my wins are easier and my losses is always due to people giving up is stupid, I shouldn't be getting someone give up every other game because of their entitlement.
YOU HAVE TO TRY TO WIN, YOU HAVE TO ACTUALLY DO GENS.... expecting to win without trying or playing well is stupid.
(Yes I know tunneling is an issue, but that's not patch imbalances but just a tunneling issue that can be addressed. And people are quitting even before killers can tunnel so they cant use that as an excuse)
problem is killers dont get PUNISHED for camping and tunneling because devs themselves have said its a legit strat, so how are survivors supposed to react to that? youve seen how killers reacted, they upped the camping and tunneling immensely, this basekit BT is a joke, ranged killers and chasing killers its useless, and any killer thats actually tunneling theyll just count to 5-15 and down you anyway
and i dont know if its a bug or feature, but now hex haunted grounds activates twice with undying, if its a bug that means the devs didnt do their job testing all the perks since they were doing a big perk rework, they shouldve tested all the perks before pushing them to live, if it is a feature, why? the text on the perks havent changed since the update undying is supposed to be the first totem taken out no matter what, which means haunted should never be the first totem destroyed, meaning it wont proc (this is to protect your totem after all)
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i can agree with the OP, i was getting 4k's with freddy before the rework, people just are either not using their head, getting drawn in by tbags an letting emotion make them mess up, or are just wanting to play x killer because they like the look of them and not because they are actually decent at playing them, if you want to win most of your games as killer, ya gotta be honest with yourself, and save yourself a lot of frustration in the long run, not every killer is meant to do everything, some are good at ending chases fast, some are good at gen pressure, find out which works best for your style of play an how ya have fun an go from there, loads of killers to choose from these days
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you know thats already a thing now right? just BT + hope plus if you hit someone who has BT they already get a huge boost of speed anyway, if they want to discourage people from tunneling and/or camping, it needs to be punished, and reward for going an getting new survivors (oh right, but we want to remove the reward for getting new survivors from BBQ, the new hook BP bonus)
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@Emeal said:
No, anyone who plays Killer regularly know how often DS during Endgame to Spite you is used. If its truely an anti tunnel perk, then it does not need to work during endgame.
if it doesnt need to work during end game, then take the timer and other restrictions off? if its completely deactivated during endgame, most of killers griping about it should not have a problem with this, esp with gen times increased, base kit of 10% of pop for every kick to the gen, cant say the devs dont do anything for killers or only favor survivors with updates (even tho they have done multiple updates like this one)
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015936#Comment_3015936
Nurse, Blight, and Spirit will eat it like nothing
you forgot huntress, and trickster, and i guess clown since he can slow, and billy if in the open
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2997529#Comment_2997529
There's a difference between a "meta build" and "using a lousy perk for no reason". Why would anybody think "Rancor plus Make Your Choice plus Nemesis plus (fill in the blank)" is a "meta build"?
Hell, I use all sort of perks and goofy loadouts all the time, no problem. That doesn't change my opinion that Furtive Chase is absolutely terrible, even in the supposed niche builds people like it in. I have yet to see a meme build with Furtive Chase that wouldn't be better off without something else and still fit its theme.
i didnt say the build with furative chase was a "meta" build i said i dont like running meta builds when you tried telling me id be better off running x or x perk, i like putting builds together myself and seeing what i can do, and rancor is more than just the instadown and mori at the end of the match, it lets you see where people are when gens pop, where as make your choice is an instadown during the rest of the game on the one that unhooked
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2996881#Comment_2996881
I did not skip that Rancor was in the build. Rancor already makes the Obsession Exposed all on its own at the end of the match. And doing the “I’ll switch obsessions after the gens are done and I kill the first one so I can get multiple Rancor kills” is the very definition of a meme build.
And I’m not saying you shouldn’t play things that aren’t fun. I’m saying Furtive Chase is actually doing very, very little for you in that build. You could definitely do better with the first three perks (Make Your Choice plus Nemesis plus Rancor) plus just about any other decent perk. Do you want to be stealthy mid match for instance? Try Trail of Torment or Dark Devotion or Hex: Plaything, for example, you’d actually be Undetectable or make them Oblivious both in and out of chase versus just having a slightly smaller terror radius only when you are in chase.
again you are misunderstanding i said i dont want to run META builds, i said nothing of meme, yet you go right into said "you should run this or this to run a decent perk" ive been playing this game since 2016, way back when infinites were actually a thing, when noed was on a timer, when hooks and traps could be perma sabo'd, no bt, no ds, hell, when you HAD to get tier 3 perks to have the best benefit from perks, the game today is a watered down version of what is was, sure there are some less bugs like lobbies not crashing as often, trade off? everyone is running the same perk builds, and why? because they "heard" its the best build? doesnt always work that way, sure sometimes its annoying, but with a decent player, thats all it is, a mild annoyance, and just buys a bit of time (talking about builds like scourge/ruin, tinkerer, discordance/bbq, pop)
when instead you could run different builds depending on the killer, to play to their strengths, like thano, nurses, sloppy, forced penance on a trapper with tension spring and bloody coil (you might say forced penance is a useless perk, but a lot of the time i get people t rying to take hits at the hook, so this makes it so thano stays active for longer, and true, also makes it so i dont immediately get use out of nurses, but i wont generally anyway, because a survivor shouldnt be stupid enough to heal in my terror radius all that soon anyway)
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2996490#Comment_2996490
What exactly am I ignoring and getting incorrect? You could easily take Furtive Chase out of that build and replace it with anything else and the person doing the unhooking would still be exposed by Make Your Choice. Who cares if the exposed person is the Obsession or not?
did you skip over the fact rancor is in the build as well? so having a smaller terror radius in a chase, then breaking off and going to the hook, say you are on a killer with an already small terror radius where its hard to tell when the radius leaves, or one that can cover distances fast (granted those have sound notifications generally) and yes i know killing the obsession resets the charges even if it comes back with nemesis, i just also dont like playing the basic builds all killers run these days because i find it boring, its boring to play against as a survivor, and its boring to play with as a killer, imo (the "meta" perks i mean)
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@yobuddd said:
First I agree that this is ridiculously annoying. I think I know the reason however. Now that MMR is in place, ranks don’t affect matchmaking. Therefore the goal isn’t to depip, it’s to reduce MMR ranking so that they get matched with easier opponents.
If I wanted to make an obnoxious guess, I’d say that they de-rank in the morning so that they can dominate while they have their stream Going in the evening.
as a streamer myself, and a long time player, it is painfully obvious when someone is newer to the game, which if viewers knew anything about the game, theyd be able to spot it in a heartbeat, and long as they dont have blinders on for the streamer, they could call em out on their BS, if that is indeed whats going on and not someone just wanting a free ride to 1m BP when they actually play with easier matches at the end of rank reset due to lower MMR
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2991554#Comment_2991554
I’ve tried that strategy and it just doesn’t work well. For one thing typically if you’re already in a chase you stick with the person you’re chasing so it’s already not applicable to most chases. And when you do break off a chase to switch targets, even if you were Undetectable odds are fairly good either the survivor you’re chasing is intentionally running away from the gens, so you’re not heading toward one at that moment (which is why you need to break off) and/or the person on the gen already saw you chasing the other survivor or heard about it over comms or both. And Furtive Chase is even weaker than that,
To put it another way, Beast of Prey already makes you Undetectable during chases, which is much stronger than what Furtive Chase which is just reduce the size of your terror radius. And Beast of Prey is generally considered one of the worst perks in the game as well. If being Undetectable in a chase isn’t good enough for people to want to use it then having a somewhat smaller radius that people can hear your terror radius is even worse than that so obviously is really bad.
The only reason anybody actually uses Furtive Chase is for the Obsession switching, and it’s not even the only perk that does it nor is switching the Obsession even all that important in Obsession based builds. Any build that focuses on Obsessions is probably more effective overall simply either using Nemesis instead of Furtive Chase or using neither and taking a generically useful perk instead.
you are literally ignoring everything i said, and just assuming you are correct, now listen closely, i have run this build myself, worked pretty decently, its all about playstyle, not everyones playstyle is the same, you HAVE to keep that in mind, and the build im referring to is nemesis, furtive chase, rancor, and make your choice (this makes it so the obsession is exposed as well as the new obsession, and if the obsession dies on the hook before unhooked, you can get stunned or blind to get the obsession back for rancor, but using one of the other alone i dont think is great either
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@sizzlingmario4 said:
It was a pointless buff. It was a terrible perk and it’s still terrible. Reduced terror radius in chase sucks and if you want to change the obsession then nemesis is just better overall.
That midchapter had a few decent perk buffs, but a lot of them were basically meaningless (this, buckle up, and sort of remember me, and gearhead basically got sidegraded imo) and also included the boil over disaster.
I did use furtive chase once back in the day for a meme build with the old DMS (when it was an obsession perk) but even that isn’t relevant anymore.
getting stunned by a pallet/blinded is a better way to change obsession than hooking a survivor?... ok, what about if you are myres who is already trying to lower terror radius and when in tier 3 and a chase, you hear someone on a gen, you decide to break off, you get that much more time to hit them before they react
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so even if it is a "niche" perk, picking the perk, you KNEW if your obsession died, that was it, thats why you pick perks like nemesis along with it, you do the same with rancor to get more use out of it correct?
why stop there then? with the logic of "if your obsession dies, you lose the perk" then that also means any totem perks, dying light, etc etc, you should automatically get to stay active even though it was "destroyed" come on, there needs to be RISK in this game on both sides, not coddling
lets also bring back doc being able to increase insanity while you are on the ground, that was fun right? and survivors popping hag traps on the ground? that too, oh wait, it wasnt fun on that one? because it messes with the killers power? what about messing with survivor gameplay when they are dodging the killer constantly during chase but when they cant dodge is when the killer is able to do it during the chase but arent good enough, so we reward bad gameplay these days? whats the point of the pip system then since you should be rewarded based on performance, correct?
one last side note, it was fixed that you cant drop people into traps, yet you can drop people into pyramid heads trail of torment goo and theres nothing they can do about it since they cant even not wiggle if the killer repeatedly drops you? you should be able to crouch as you are dropping to counter it
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PC - windows 10
steam
crossplay - on
so far have had infinite load with the event offerings (cursed seed) being used twice in a duo swf, without the cursed seed the game loads like normal and had 5 games in a row where the game loaded
solo now, gonna play a cursed offering and see if it loads or not (since the friend i was playing with, you know, actually wanted to play the game)
update the solo game 3 cursed seeds were played, my teammates were all either console or at the very least, non-steam players, and the game loaded, so i dont know why the first 2 games didnt load if it wasnt the newly introduced offering
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i havent had a game today with the event offerings that loaded, im not talking crashes, im talking about the ability to load into the game after matching with a killer/survivor
and i played yesterday and the day before, did not have games with endless loading screens
update, just played a solo game where 3 of the cursed seeds were played and it loaded fine, so i guess the new offering wasnt the issue even if it was easy to put blame on the new thing, maybe something new bugged out something old? its happened before
so grand total, 2 duo games with offering inf loading till booted, without offering, loaded fine 5-6 games in a row, played solo to test the offerings again (friend didnt want me to play them since they wanted to actually play the game before bed, which is fair) and 3 were played and it loaded fine then too
someone in the bug reports said something about medkits and bandages causing it, i highly doubt it but willing to prove/disprove it at this point
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@Malechai said:
The only time we've experienced the infinite loading is when we are trying to load in as a 4 man SWF. We split off and tested it as 2 groups of 2 survivors and there have been no issues loading in.
We are all PC Steam players and with crossplay on. This started yesterday.
thats not the issue "2 man is good, 4 man is bad" the issue seems on my end when the cursed seeds are played, 2 games they were played, didnt load, 2 games they werent played, did load
btw all 4 games were queued as a 2 man, so that shoots your theory down immediately
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@BasementDweller said:
https://forum.deadbydaylight.com/en/discussion/comment/2577684#Comment_2577684
hex perks werent disabled
Of course they weren't, killswitch didn't exist until this chapter. Also, killers couldn't choose where their hex would be (so there was a 1/5 chance the hex would spawn where the survivor couldn't cleanse the hex.)
but a killer can choose to run all totems can they not? and unless they are told, if a survivor can go to a totem, how are they supposed to know if a killer cant cleanse this or that totem? wish i played killer before all these changes to boon so i could of gone to every totem and cleansed them or attempted to so i could say one way or the other if it truly was a thing
seems odd does it not? that the devs themselves didnt check and test if the killers could cleanse the totems in all spawn locations? on all maps? that seems like something they should do, and could easily do being able to just throw up a match and probably set the spawn locations too, just another rushed out DLC that wasnt tested properly and the playerbase has to pay for it
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/2577865#Comment_2577865
It's just someone who thinks if you don't have a pc you shouldn't be allowed to play video games. Don't bother with them.
well to be fair, console/windows players have one advantage over those who got dbd through steam, with what happened with EAC and steam, least theyd be able to play in the event steam has another crash either with itself or EAC, found it funny that a steam update messed up EAC so all games tied to that were down, not just dbd
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/2577744#Comment_2577744
I'm on an XSX and they were still crashing me.
Also, you sound like an elitist with your "get a better pc" mentality.
Good news, you can still test the shadow step boon. They only killswitched circle, because, again, it crashed the game for those dirty plebs that "don't have a decent pc."
im actually the opposite of an elitist i have a 300$ refurbished PC and the game isnt crashing,
to everyone claiming "they disable it now because they can" do you honestly think they couldnt before? are you seriously saying the people that own the game, know the code, etc, didnt have any way what so ever, to disable a perk until now? they quickly were able to disable maps completely when there were crashing issues on said maps, but a totem might be unbreakable and they remove offerings for those maps (most of which, are kinds survivor sided depending on the killer) but dont outright disable the map? why? they obviously can, saloon has been out of rotation for awhile as have other maps or a variation of a map, so they definitely have the resources, stop giving the devs the excuse to not do their jobs properly, there was a PTB for 2 weeks, were crashes happening then? if not, why are they happening now? obviously they changed something when it went live, revert that change and then theres no need to remove the perk all together
again, use your brains and stop giving the devs the excuse to run the game into the ground, the only thing they care about these days are keeping up with dlc schedule and cosmetics for the shop, yes they are a business, not knocking that, but im sure none of us here would knock the devs missing a dlc drop if they focused on fixing bugs instead of forcing a dlc just to break 100 more other things and bring old bugs back, and again, theres testing for a reason, more people join the tests, theoretically more chances of running into these issues before it hits live, but theres no incentive to switch to PTB from live other than stopping bugs and learning the new perks/killer
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2577734#Comment_2577734
I think he's serious, he'd rather have the game crash, ruining it for all 5 players, than give up his precious boon healing.
no, id rather the devs actually use the PTB to TEST the game so it doesnt crash when it goes live, thats what a public TEST beta is for, is it not? the devs are insanely dropping the ball, yet like in real life with politics, we are bickering amongst ourselves instead of placing blame where it should be, which is all i was really trying to say
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/2577231#Comment_2577231
Bruh, the boon perks crash the game. Shut up about killer coddling.
they never crashed games i was in, maybe the games they crashed the people didnt have decent pcs? food for thought
also, you think killers arent coddled? lol starstruck activates while you are walking, even if you picked up the survivor while it was on cooldown, unlike thrilling tremors, and puts anyone in it into instadown state, almost every killer has an insta down addon and an exhaustion addon, as well as undetectable, the various aura reading perks, which boon does counter, maybe thats the biggest problem killers have with boon, its not healing, its that it negates the aura reading so they actually have to go out and find the survivors, thats why i run discordance and tinkerer, no aura reading on the survivors themselves so i think it gets around the boon block, havent tested it yet though was having fun with the boon totems seeing their ranges an what not
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/2577603#Comment_2577603
Boon totems where causing the game to crash. It wasn't just affecting one person I had 4 matches getting canceled cause some one disconnected. It was a survivor each time. This could of been cause by circle of healing. At the time they didn't have the system they have now to disable perks. So I don't see why your complaining about something they couldn't do at the time but they can do now
because they are disabling the boon perks but not hex perks now, and only the one healing boon, the one that makes it so you actually bless totems and put the ring up (which i would THINK would be the one that actually causes crashes) is left on, the only one that was disabled was the one that allowed survivors to heal in the ring, which is what people in forums were complaining about before it was outright disabled, is that all it takes to get perks disabled? enough people complaining about it? then an excuse is made that it crashes something?
and the main point i was trying to make which was obviously lost on you, is the devs werent even trying to fix the issue in the past, and now with it affecting the killer they fixed it immediately, and on the same note, if it really is the uncleansable totem thats the problem, why make it so you can still go to the map at all? they clearly have the ability to disable maps in rotation, but they are choosing to leave them in rotation just not offerings, its the illusion of doing something to help the community while pandering to one side, and if the other side gets more vocal maybe theyll be swayed maybe they wont, but money talks, does it not?
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@TMNoThumbs said:
Baby survivor mains are so cute. 😍
as are baby killer mains, which is all you find that complain, the actually decent ones dont hop on the forums to complain :) they just do what they do and win, game isnt hard for either side, find perks that work for you, think gens get done too fast? throw stuff like ruin, pop, tinkerer, noed, etc, tired of getting or having teammates camped/tunneled? bt, ds, we'll make it, leader(if being healed or double healing), and so on, hate getting downed by noed? do totems, 1 totem per gen, and try to knock out 2 for 1 early so noed wont be a thing when the last gen is popped
both sides just come down to using your brain, if one side isnt doing that, then of course they are gonna lose, theres no hand holding, or there shouldnt be, but with the boon totem being disabled 1 day after it was launched because killers cant cleanse them? what about all the times survivors couldnt cleanse totems? hex perks werent disabled, map offerings to those maps werent disabled
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@Slamadam said:
no they arent? but they should be. there are over 10 uncleanseable boon spots... they even added the killswitch for bs like this
hmm 1 day out and boom, 1 perk disabled, from it affected 1 person per match, think about that, meanwhile, same problem, uncleansable perks (hex perks) and THEY werent disabled were they????? when devour or noed could be on an uncleansable totem, and that went on for months 1 issue that affected 4 people in every game
yet people still claim the devs arent killer sided, heres your proof people
and btw, they havent disabled the MAP they disabled the OFFERING, because i just played on yamoaka, so GG if there is TRUELY an issue with cleansable totems, theyd disable the maps entirely, like they did with dusty noose and stuff before which was causing crashes, what they are doing now is merely appeasing killer mains that are crying about the boon totem being "op" because its being used to take out their op totems so they arent allowed to snowball, newsflash though, takes twice as long to bless as it does to cleanse, so if you are having your totems blessed, just means you arent protecting it at all
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/1835300#Comment_1835300
"Killers are complaining about an issue, but what about my survivor issues?" dumb
but what if they were tied to the same issue, and fixing one actually fixed the other? in that instance, they would indeed be the same issue, hitboxes, latency, timing, it most likely is a latency thing, which is likely what is causing the issues on the survivor side too, so fixing one will fix the other, we just need to get the devs to see a quality of life change will be foregoing a dlc drop/cosmetics, to actually focus on things that are actually breaking gameplay and giving their playerbase, that funds them and buys their product, headaches while they deal with the bs, it was fine when the game first came out, but now its different, there are higher standards, its not like its that small of a team anymore
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1377759#Comment_1377759
No, it should be the opposite, keys should only be able to be brought in and never found. Otherwise survivors RNG it out of nowhere and win a game they lost just due to luck.
How to fix Keys:
- Can no longer be found in the trial
- Keys now only allow 1 survivor to go through the hatch
- One the hatch has been opened by a key, the hatch cannot be unlocked again for 60 seconds
- Keys are now destroyed when the person holding them is sacrificed (specifically sacrificed, mori doesn't count)
How to fix moris
- Yellow mori is now base kit and stays unchanged, you can mori the last survivor in a trial. It would be a fun reward for killers who get the 4k and it makes matches end with a bit more variety. Plus yellow mori literally has no purpose.
- Ebony mori only allows up to 2 kills as opposed to the whole team
- Green/Ebony mori now work off a token system. Killer gains 1 token whenever a survivor is hooked and loses 1 token whenever a generator is completed. Consume 3 tokens to mori a survivor.
- Mori is no longer secret (not that it matters anyway)
This makes it so both survivors and killers and play around the other team's stuff. Killers can prepare for and see a key and perhaps tunnel that survivor out of the game (has drawbacks of course) to remove it from the game. A survivor might see this happening and give their key to another teammate. Keys also can't be RNG'd in the middle of a game so now killers can prepare for it.
Survivors can now deal with a gen rush by doing generators to slow it down. Also this prevents a killer from being able to hook 1 person and immediately tunnel them to remove them from the game and gives moris a slower buildup, similar to how keys are.
i disagree, yes its frustrating when keys are used on killers, but you wanna know whats more frustraiting? doing all you can as a survivor, just to have teammates kill themselves on hook, or dc, is it the killers fault? no, is it the last survivor thats left fault? no, so a key is the last chance for them to live, since you should know as well as i that the doors are usually way too close with majority of the gap closing killers or ranged killers people play these days, or noed (and dont even say they can just do totems, the scenario im putting up is that there wasnt time to do totems, and before im written off as "another survivor main crying" i play both sides, so i know how close the gates spawn and how easy it is to guard them after closing the hatch on certain maps)
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@matchmakingworksfine said:
Get it all the time. It happens on window, pallet, hook, and gen grabs. It's been in the game for months now but it's a killer glitch so why would it be a priority?
so killers feel survivors get priority, survivors feel killers get priority, interesting. guess it just depends on who you ask as to which side is 'favored'
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still experience it myself, esp if im doing like a sneaky myers build with mirrors or no bell no heartbeat out of cloak wraith, sometimes ill go into half the grab animation an theyll sprint away, not just at gens but at windows too, so its the animation itself thats bugged