Mercylicious
Mercylicious
About
- Username
- Mercylicious
- Joined
- Visits
- 12
- Last Active
Comments
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/354168/me-and-my-swf
I feel you and admit that I, as a killer main, am part of the problem. I have been burned by the pipping system so hard, going from 4 pips to zero just because of a couple of really bad match ups and wonky emblem system, or worst: because I really liked the last survivor and letting them go, thus not pipping up and then next couple games got recked royaly. So each grade reset I sweat it the hardest and to my uttmost ability, just to grind out Iri1 as fast as possible and giving no quarters or showing mercy to anyone.
I actually love the cute interactions with survivors that sometimes arise after a hard game when both sides show each other some respect and just fool around, but the pipping/depipping system actively hurt you for doing so, unless you just graded up.
So there would be a very, very, VERY simple solution: just do away with depipping unless someone got a DC. Done. That wasn't so hard, was it?
People say that grades serve no purpose and are not a reflection of skill, but more of time sunk into the game since the last grade reset, but its also very much a reflection of your RNG luck.
So, right now you need 90 pips to go from Ash IV to Iri I. How about we do away with de-pipping and add a couple of pips, lets say 30. Now you need 120 good games in a month to get to Iri 1, and the pacing doesn't matter any more. You can play normal hard and when you get a cute game you can let the survivors go or give the killer a mercy hook/sacrifice yourself for a random to get away without hurting your progress. Every good game will bring your further to the next grade and this months Iri 1, while the bad games are just small setbacks, but not the furstrating mess they are right now.
Heck, DCs could escalate in depipping for all I care. Besides the escalating lockdown increase the lost pips by 1 for every 3 DCs someone got that month. And with this system it would still be much less frustrating and actually fun to play at your own pace.
I really like this idea and it would diminish the frustration from being tunnelled and camped.
-
@YOURFRIEND said:
I hate posts like this. It's just another flavor of bemoaning "tunneling and camping" without any conception of that that is to the OP.
Like what is tunneling and camping to you? There's no frame of reference. I've met many survivors who consider the killer existing on the map as tunneling and camping. Doesn't mean anything.
Hi, if you refer to response # 1 I state "I'm also not talking about tunnelling as in I was the only survivor the killer could find. I mean straight back-to-hook-Andy, I take a hit and he goes for the person I just got off the hook and was in the middle of healing. I've even gone so far as to take a down and the killer would rather leave me slugged to continue tunnelling." I hope this helps with identifying what tunnelling and camping means to me.
@Random_NPC said:
https://forum.deadbydaylight.com/en/discussion/354168/me-and-my-swf
I got Iri1 on both killer and survivor within 2 weeks of coming back from a 3 year break. I think you're exaggerating a bit.
I'm very glad to hear that your recent return has been simple and easy for you. Clearly your MMR has dropped significantly. Wait a few months for your MMR to increase, and then let me know how your games are going. I look forward to hearing from you. :)
@Archael said:
But... game IS designed to tunnel and camp (I dont like it, i love to do 8 hooks before any sacrifices... well, in most games i dont even kill a surv). If devs would want those tactics not being used, they would change things to remove this from the game. But it is valid tactic. Killers need to kills survivors before they open gates and exit. Nowhere in game, tutorials and anything, any killer gets info that they need to do 8 hooks before sacrifices. Even better, doing one kill gives more BP and pipes than doing 8 hooks (i may be wrong here i havnt checked actual data, im talking from my memory, and this can be inacurate). Game do not tell killers HOW they have to kill, only that they have to kill all survivors, and best and most efficient way to do that is to tunnel... sorry for your inconvinience, im also against tunneling... but this IS how this game is designed.
Exactly. This is the frustrating part. The killer plays scummy and gets rewarded and we depip because he tunnelled and camped and we got 10k bp for the few gens we managed to get done.
@Anniehere said:
MMR is going to get some changes next patch - I believe. And it's going to be more fairer.
There's really no advice to give when it comes to tunneling and camping. Personally, I use Kindred in every single build. its information help everyone in these situations.
I think it's important to note that it's okay to be less altruistic. For example, if your friend has zero hooks and they are in a chase for awhile, better not run to take a hit and give the Killer free pressure - it's better to do a gen to speed things up. I'm a solo player and teamed up with 3 SWF so many times. Sometimes they are overly altruistic and it's easy 4k. It's okay to split up and give the Killer less information of your locations.
More tips you may already know but I'll share anyway; Start working on gens that are in the center of the map. Because if you work on gens in the corners of the map first, it's going to be very hard to defend gens late game.
Remember Killer perks, but keep in mind that there is a high chance that they are using Pain Resonance. Let go of a gen even if it's less then 20% progress.
If something makes it difficult for you, bring something with you that will give you an easier time. If gens are slow or many killers run so many slow-down perks, bring Prove Thyself with Aura reading to find teammate easier. If you want to avoid the chase, bring Lucky Break and Overcome. You can use it with Bite the Bullet and a medkit mid chase.
You can use a key to track the Killer position in a chase or to see teammate at all times.
One last thing, pay attention to the mistakes you make or the way you play. Maybe there is something you need to change.
I remember how my mistakes caused an unfortunate lost 🤕
I hope I helped.
I sincerely hope they do change MMR. At this rate, its so easy to pip as killer but not as survivor and it's really frustrating to have to sweat so hard to de-pip anyway. (in my experience, anyway)
Also, these are tips I've already implemented myself. Hopefully some new players will be able to take some stock on this post. :)
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3260147#Comment_3260147
Then you aren't the problem...
And yes they do but coming up with a solution is harder
I understand that it's not easy. I also understand it's not a game where every change is going to be welcomed with open arms by the community. However, I think they really need to come right out and say that ruining another players experience by camping and tunnelling isn't fair or legitimate gameplay. (except in the instances where it is. lol) At this point, at high MMR it's almost non-stop. And if behaviour does not agree, then I would personally like them to come right out and say they don't agree, tell us that you're alright with killers having an unfair advantage at 5 gens so those of us that are tired of this tactic can move on in peace.
-
@RaSavage42 said:
Stopping Tunneling isn't as easy as you make it out to be....
The MMR is tied to getting Kills VS escaping... and people are overcompetitive about it
It would be nice to not Tunnel anyone if they stopped T-bagging at the exit gates... Cause I take that as "hahahaahhahaha we won, you lost" and no one can convince me otherwise
Yes there are issues that cause this to be the case... and they solved the one that was easy to solve... so what
"It would be nice to not Tunnel anyone if they stopped T-bagging at the exit gates... Cause I take that as "hahahaahhahaha we won, you lost" and no one can convince me otherwise"
100% agree with this statement, I only teabag when a killer is already being toxic... Toxic gets toxic back, in my opinion.
However, if it's a killer that doesn't deserve a teabag, I don't tea bag. At the exit gate, if they had a hard game (which is the only time I escape anymore) I just leave. I don't extend the game because that's not fair to a Killer that just wants out.
"Stopping Tunneling isn't as easy as you make it out to be...."
I'm sorry, are people not being paid to come up with solutions? Last I checked, they had quality control specialists.
Honestly, I'm just kind of over it, myself. I don't want to play dbd. Neither do the 120 friends on my friends list, they've moved on because it's not fun to lose 87% of matches... and that's on a good day. On a bad day it's 98%.
Personally, until something changes, I won't be back on the game... Neither will a lot of my friends.
It's just sad that this is what it came down to.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3259311#Comment_3259311
The last sentence is more in line - yes you fixed problem that 1% of players experience once in a month at most. Sure it's unfair bad gameplay that needed to be fixed, but let's fix it before something that 80% of player base experience every single day and consider biggest problem for game health.
Meaning priorities are very clear at this point. And that's really sad part.
Exactly! They fixed a problem that 1% - MAYBE 2% of players experience, but couldn't be bothered to fix the many other issues that 80%-90% face every time they play. I'm glad you understood :)
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3259302#Comment_3259302
-"Right, but you're ruining the game for other players by utilizing a mechanic that shouldn't be in the game.."
You're talking about SWF right and how it ruins the game for the killer because you can play hyper efficiently in ways the game isn't balanced for.
-"you basically stop a player from playing so you can win"
Get survivors to not tunnel generators and stop breaking my 3 gens and I won't feel the need to tunnel.
-"I'm also not talking about tunnelling as in I was the only survivor the killer could find. I mean straight back-to-hook-Andy, I take a hit and he goes for the person I just got off the hook and was in the middle of healing."
What does a killer get if they get two hooks on Jake and one hook on Claudette? Nothing. What do you get for three hooks on Jake? Jake is dead and there can at most be 3 players on generators. Why should I attack someone twice when I can down the person that just got unhooked with a single attack? The tiles are too safe, the maps are too big and gens are done way too quickly. The killer needs to "catch up" to the survivor's faster objective time if they want to win.
When was the last time as survivor you got one generator to 33% and went around and got all 6 other generators to 33% completion? You have never played that way. Therefore as killer I will always attempt to tunnel one person out. You are playing in a swf you said, which makes you more efficient. To play against all the nonsense in the game right now I need to tunnel to win.
-"Base-kit borrowed time has done nothing to fix this issue"
Base kit BT made me more likely to tunnel. Why? Because it's just another thing in the survivor's favor that they don't need. Where's the built in mechanic to prevent survivors from tunneling gens? Killers should have either gotten base kit Corrupt or base kit Deadlock. Deadlock as a full perk could just double the time so it would be blocked for 60 seconds when combined with the base kit version. Corrupt would be harder to rework as a full perk but if I were on the payroll I could could come up with something.
-"But hey! sure glad they fixed locker saves."
There is no defense against someone jumping in a locker vs a flashlight. It was basically an exploit with no counter. But to make survivors feel better about giving the killers an exploit fix they now have an extra 0.25 seconds for flashlight blinds on pickup which will make them essentially automatic.
"You're talking about SWF right and how it ruins the game for the killer because you can play hyper efficiently in ways the game isn't balanced for."
As stated in my first post, my SWF won't play because of the tunnelling and camping that is rampant at high MMR. That's already 3/4 players that have quit the game because behaviour would rather fix a problem that afflicts 1% of players than the majority.
"Get survivors to not tunnel generators and stop breaking my 3 gens and I won't feel the need to tunnel."
So you punish players for playing the game, as intended. Instead of learning to have some gen control.
"The killer needs to "catch up" to the survivor's faster objective time if they want to win."
If you're getting gen-rushed, I see it as valid and fair game play, I'm not talking about this. I'm talking about the killers who tunnel people out at 5 gens to have an unfair advantage over the three people left.
"There is no defense against someone jumping in a locker vs a flashlight. It was basically an exploit with no counter. But to make survivors feel better about giving the killers an exploit fix they now have an extra 0.25 seconds for flashlight blinds on pickup which will make them essentially automatic."
Again, you're talking about an issue that affected 1% of players, MAYBE 2%. Vs.... Tunnelling, Camping, the pallet glitch - survivor vaults and gets stuck in the pallet if someone is on the other side. lol IVE SEEN THAT MORE than i've seen flashlight locker saves.
But okay.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/354168/me-and-my-swf
Killers do not tunnel to be toxic. They tunnel out survivors to win. Getting two hooks on everyone is the worst possible outcome. That would be like getting all 7 generators to 33% progress. When was the last time you did that as survivor? It was never because that is inefficient. Hooking one person three times is the best result and gives the killer a bonus of -25% gen speed potential for the rest of the game.
Right, but you're ruining the game for other players by utilizing a mechanic that shouldn't be in the game.. And by shouldn't, I mean, you basically stop a player from playing so you can win. In other games, this would be considered exploitation. Also yes, some killers do tunnel just to be toxic, and I'm sure you know the ones. I'm also not talking about tunnelling as in I was the only survivor the killer could find. I mean straight back-to-hook-Andy, I take a hit and he goes for the person I just got off the hook and was in the middle of healing. I've even gone so far as to take a down and the killer would rather leave me slugged to continue tunnelling.
Base-kit borrowed time has done nothing to fix this issue, by the way. Just like Base-kit unbreakable will do nothing to fix the slugging issue.
It is refreshing to go against killers who do not tunnel and camp, however, when 87% of games are lost due to camping and tunnelling that would insinuate a major problem for the game. And if this is the direction that behaviour is taking the game, then can they just come right out and say so so those of us that don't want to lose non-stop and don't find that fun, can quit and move on?
Nope, because that would cut into their bottom dollar. So we're stuck in this middle ground where they say "we hear you", while simultaneously ignoring.
But hey! sure glad they fixed locker saves.