Raizinz
Raizinz
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@slingshotsurvivor said:
https://forum.deadbydaylight.com/en/discussion/61258/the-swf-data-isnt-what-it-looks-like
Exactly why survivors call out folks who claim that all they run up against are SWF Sabo Squads. That's just nonsense and on PS4 it I've never ever seen it.
Hopefully now with this data we can now more easily call BS on those who just want to enflame the community instead of accurately reporting what is happening.
Now that we know that it's no where near the issues killers claim can we fix the actual issue? Trolls...
The data isn't aggregated enough to be damning of anything, using raw data is misleading and using it to supplement an argument is even more-so
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@VexTheHex said:
I've played since Hag had a teleport stun and less distance to teleport to her traps. There were the old BNPs and flashlights as well. More pallets and windows. Moon offerings. Shorter Gen times. Full black L4D shirt. Worse totem spawns. Exhaustion recovered while running. Less perk options, Killers have gotten better options with their new perks for the most part.
Ignoring one side's problems or over powered aspects is never a good idea. You basically end up going "Problem X should never be solved cause Problem Y hasn't been solved yet!"
I welcome both the new end game mechanic and the basement being fixed. Not sure I find the new Legion fun though. But overall, good job devs!
Hell, I remember earlier than that when NOED was just a perk, everyone would queue up as Jake, drop all the hooks with Saboteur, run to the furthest possible point away from the basement, and then ######### that they got 4 man slugged. People don't change, their methods do
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@xllxENIGMAxllx said:
https://forum.deadbydaylight.com/en/discussion/comment/463291#Comment_463291
He can still be great at high ranks against potatoes but, his base fatigue is too high at least they have fixed the pallet penalty while not in frenzy. Devs is scared to make killers viable they want a fun game but, how is it fun when you lose each game because a killer is not viable.
Easy, if killers win, 4 people lose, if killers lose, only 1 person loses, that's why making killers viable is scary and set their metric to a 50% kill rate, which spends most of its time straddling <=50% instead of going over
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/462840#Comment_462840
@ShyN3ko fixes are still nerfs
A nerf implies that the efficacy of something that was working as intended being reduced or eliminated. Exploits or bugs are not normal gameplay
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@The_Bogeyman said:
https://forum.deadbydaylight.com/en/discussion/comment/463153#Comment_463153
Heh yup that's what would be a failure. Listening to the few instead of the many. That's how you keep your game going. Don't listen to the majority. Go back to denial, fam. Reality is too harsh for you here.
>Being this literally black and white
I can't possibly explain this any other way, nor will I put any further effort after this. We're going to create a small pool of 5 killers, which each require 4 survivors each. So, we have a room with 5 killers and 20 survivors, playing with rules that say those survivors are individually considerably weaker than killers. They split off into groups and many start coming to a consensus as to how they like certain killers and how killers feel about certain survivors. 5 killers provide their feedback, 20 survivors provide theirs, and by your logic, the survivors should not only trounce upon the feedback of those 5 but to also dictate how those 5 killers get to play killer from that point forward. This cycle continues indefinitely throughout the life of the game or until there is a majority/minority shift, which is statistically unlikely given the design of the game. This is, by your logic, okay and develops good gameplay. This has nothing to do about denial, it has everything to do with your flawed logic on what makes fair play, the majority doesn't always know what's best, they simply know what's best for them, even if it's at the detriment to minorities, and well....crack open a history book or even flick on the news if you want to see the efficacy of that
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/463039#Comment_463039
Well, Mori's are complained about enough that I'm waiting for that nerf all under the guise of: not enough counter play for survivors.
I can imagine something more along the lines of
>Survivors now need to be hooked at least two times before being mori'd
logic being that they were going to be dead on next hook, so that'd make it more "fair"
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@The_Bogeyman said:
https://forum.deadbydaylight.com/en/discussion/comment/463141#Comment_463141
Your stats are bull crap because they ain't weighing their feedback on how many are in a match. Its how many gave feedback to the ptb. You don't listen to the few, you listen to the many. That's the only way it works, fam.
You're in the minority. Gotta live with that.
And you're clearly missing the point that the minority should receive equal consideration when paired with the majority, otherwise you can (and do) end up with a game that highly favors whichever side the current majority is on. Since, as I said before, the game is, by design, predisposed to having a majority of victims and a minority of oppressors. Naturally, victims want to win over their oppressors and vice verse, and since there are, again, by design, more victims than oppressors, they're naturally going to hold the majority. Your logic is what causes communities to fall apart, majority rule historically fails more than it has ever succeeded
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@The_Bogeyman said:
https://forum.deadbydaylight.com/en/discussion/comment/463119#Comment_463119
I'd agree if you didn't just make those bull crap stats up.
How do I make them up exactly? 100% of the game consists of 5 people, 4 (80%) are survivors, the remainder 1 (20%) is the killer. Then there comes variables such as people playing both sides. We have plenty of survivor mains, so that weighs that end of the scale, we have killer mains, which is naturally disproportionate to the amount of survivors needed at any given time, so that weighs that end, then you have survivors that dabble with killer on the side when they're bored but still primarily play survivor, which again, read the aforementioned. There is very little complex thought involved in this and I would love for aggregated data to become available that had these numbers just for the sake of proving a point. BHVR's stats team has shown that they have a hard time showing accurate aggregated data in general, so I'm not holding my breath
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@The_Bogeyman said:
The devs did the right thing and listened to the majority and not a loud minority. Legion got what they deserved and needed. Happy days.
When game compositions consist of 80% of one side and 20% of another, maybe they should listen to them equally instead of sheer volume. Whole principle granted by state's rights in the US, so the minority isn't subjected solely to the whim of the majority.
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If I have understood anything about the lore and conditions in which the survivors are in, daylight never actually comes, they always end up next to the campfire at night until the next trial begins
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@Peanits said:
We do listen to feedback, however, not everyone will feel the same way as you. This is an asymmetrical game with many different playstyles, not everyone is going to see eye to eye on every change. While you may not like the changes personally, there were many more who supported the changes.
With that said, I wish you the best and hope to see you back some day.
Do you weigh feedback differently based on who it's coming from? That's what it often feels like if we don't want to outright cry out "selective feedback"
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We see you adapted there....it'd be a shame if we nerfed it
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Good remedy of this would be to get rid of the slowdown so you don't crawl for 4 minutes :^) Anyone with any sense of foresight would've seen slugsicutions coming a mile away and would've considered that in the time limit. Said it before, any mechanic that installs a time limit while extending the time limit in the same breath is counter-intuitive to its purpose, it's nothing more than hand-holding survivors at the end of a round and penalizing the killer for actively doing their job
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The overwhelming advantage that the killers have over survivors not only with speed differences, no recovery time when falling out of a building, larger hitbox than your character, multiple aura reading perks and add ons that can only be countered by 2 perks, 1 of them which you just lose the tokens in a rapid succession anyway depending on the killers aura reading., the amount of 1 hit down opportunities due to add ons and perks, the fact that every killers red add on is extremely useful but the survivors 3 total red add ons 1 installs 25% on a gen but only if you hit 2 hard skill checks, the other for a flashlight that maybe adds 2 more seconds to being blinded which the killer can rock something to negate that, and the last being a 1 time only insta heal and now your medkit is gone, granted thats probably the most useful but you only get 1.
I guess "Asymmetrical survival horror game" kinda flew over your head, asymmetrical meaning an imbalance of power. Irony is, you'll see that it's not as lopsided as we'd like it to be
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@thesuicidefox said:
@SpaceCoconut "Take note that the issue isn't winning or losing but the frustrating nature of the matches and how it is not fun for some people to deal with this many second chances."
I will say the same thing to you here that I said in the comments on the YT video...
PLAY SOLO SURVIVOR AT RED RANKS.
Heck you can even play some SWF too. You will quickly see why these types of mechanics are necessary once you get killers that stack everything in their favor too and then hard tunnel or camp.
You will get games where you get found by the killer first and they have strong perks/add-ons where they catch you in 20 seconds, then they will hover around your hook and make it near impossible for someone to save you. And then in the chance someone does make the save, killer will be RIGHT THERE to put you back on the hook. You will depip and it will be just as frustrating as what you are dealing with as killer.
You will get games where the killer does this to someone else, and when that person dies on a hook and you lose your Benevolence, that's a depip where there was NOTHING you could have done.
You will get games where a killer let's someone save you only to tunnel you down and mori you 60 seconds into the game. You will barely get any BP and depip.
Oh and least we forget bad survivors. You will get games with BAD survivors that NEVER come to save you even if the killer isn't camping (rare nowadays but still), or survivors that never do gens and spend the whole game looking for Ruin, leaving you to do 2 gens yourself, and then you will do those 2 gens and die then some Dwight that hid all game will take hatch.
You will get games where survivors sandbag you or run the killer straight to you (intentionally or not) and it will get you killed.
You will get games where the killer slugs you for the full 4 minutes after a 30 minute game because they desperately want a 4k (which BTW is not a 4k, a 4k means you hooked/mori'd all 4, bleed outs are not rewarded and therefore it is not a 4k IDC what you killer mains say).
You will get games where you are completely outplaying a killer then POP, they DC and you depip automatically.
You will get games against killers doing off-meta builds that are super lame to deal with. Those 3 gen Docs on Game where they just use Distressing and heartbeat add-ons to make it IMPOSSIBLE to avoid Madness 3 for anything more than 30 seconds. Huntress pink hatchet slug rush builds where they whack you with a hatchet and leave you there to bleed out. FMT Legion with Sloppy and Thana and Ruin, you will be lucky to get 2 gens for hatch.
There is a lot of BS on survivor side too, stuff you never see because you're not playing survivor at red ranks. Heck this happens at all ranks, but it is ESPECIALLY egregious at red ranks considering the new ranking system requires you to play perfectly and get lucky to even have the opportunities to gain a pip.
The door swings both ways. There are problems all over this game, and while it is on the devs to fix them, there are no easy solutions. I'm sure they know MoM would cause backlash especially after the DS changes, but they can't just make useless perks else why even bother?
McLean has talked about a lot of changes coming to the game, but it's not going to all happen at once. Game dev takes time, change doesn't happen overnight. They can't just gut the entire game, they have to make changes here and there, WAIT to see how it plays out (and by wait I mean like months to get the feedback/data they need to make informed decisions), and then take more time to figure out, test, and implement a solution.
If you are frustrated with killer, play survivor. Just do it. It will be a different experience for you. And I don't mean just play a game and be silly, actually do your best to rank up. At first it will probably be easy because you understand the game, but then, probably around rank 10 or so, you will hit a wall. You will run in these killers or survivors I mention above and you will begin to see why survivors play the way they do.
How are they carefully written when they're effectively ranting? I'll entertain you just this once and then wait for you to hold by your laurels because your mind was made-up well before you made that post. Your passive-aggression is unnecessary and much of the problem the community faces. I'm not entertaining this further.
Heck you can even play some SWF too. You will quickly see why these types of mechanics are necessary once you get killers that stack everything in their favor too and then hard tunnel or camp.
What is your point in this, do you imply that survivors do not stack everything in their favor in their builds? How does the killer stack things in his favor? Run ruin, NOED, or the off-chance they run devour hope? Break totems, negated. It's a poor argument. Will I agree with unwarranted tunneling/camping, yes, but that is largely not the case and the perception of being tunneled is subjective, as I've gotten accused of tunneling even though I ran into him, not pursuing but ran into him, shortly after because he ran off in an unintelligent way; better yet, he parked on the gen I literally just took him off of.
You will get games where you get found by the killer first and they have strong perks/add-ons where they catch you in 20 seconds, then they will hover around your hook and make it near impossible for someone to save you. And then in the chance someone does make the save, killer will be RIGHT THERE to put you back on the hook. You will depip and it will be just as frustrating as what you are dealing with as killer.
You effectivtively repeated what you said in the first remark, just in a different way. Your teammates making poor decisions when it comes to saves is not on the killer, take it up with them, killer is just doing their job. You think I'm going to ignore a survivor that I see flying up to the hook as I leave it? Hell no, I'm turning around and getting a swipe on him, and you if I can without running off too far to pursue.
You will get games where the killer does this to someone else, and when that person dies on a hook and you lose your Benevolence, that's a depip where there was NOTHING you could have done.
There's nothing I can do to stop survivors from DCing when I play a certain killer, with the rest DCing in tow since their teammates screwed them; I depip too because of who I wanted to play, not even my build, just my killer choice. Arguing depips due to uncontrollable circumstances is not an argument.
You will get games where a killer let's someone save you only to tunnel you down and mori you 60 seconds into the game. You will barely get any BP and depip.
Literally impossible. You have to get hooked first, that's after a chase of at least a minute or two if you're reasonably map aware, get unhooked, then downed again, which can be 5+ minutes and 3 gens into the game, stop exaggerating.
Oh and least we forget bad survivors. You will get games with BAD survivors that NEVER come to save you even if the killer isn't camping (rare nowadays but still), or survivors that never do gens and spend the whole game looking for Ruin, leaving you to do 2 gens yourself, and then you will do those 2 gens and die then some Dwight that hid all game will take hatch.
You've already talked about bad survivors in the past several remarks you presented while blaming the occasional campy killer and then projecting it via a sweeping generalization. Much of what you said above has almost everything to do with you getting caught and/or your teammates actions.
You will get games where survivors sandbag you or run the killer straight to you (intentionally or not) and it will get you killed.
See above
You will get games where the killer slugs you for the full 4 minutes after a 30 minute game because they desperately want a 4k (which BTW is not a 4k, a 4k means you hooked/mori'd all 4, bleed outs are not rewarded and therefore it is not a 4k IDC what you killer mains say).
Never considered 4 deaths a 4k and don't think I've heard the claim much either. That's likely toxicity, retaliation to toxicity, or both on the part of the killer. No excuse for either party, pretending survivors don't "ask" for what comes their way is ignorant.
You will get games where you are completely outplaying a killer then POP, they DC and you depip automatically.
See above; I knock down a survivor too soon? DC. Hook a survivor 2 times in 5 minutes because they made a really bad decision on where to run or just had bad luck in running into me again? DC. Everyone else DCing because their teammates screwed them? DC+Depip, they clearly didn't care about depiping and didn't want to continue the game in an effort to get a safety pip, I don't get such a luxury.
You will get games against killers doing off-meta builds that are super lame to deal with. Those 3 gen Docs on Game where they just use Distressing and heartbeat add-ons to make it IMPOSSIBLE to avoid Madness 3 for anything more than 30 seconds. Huntress pink hatchet slug rush builds where they whack you with a hatchet and leave you there to bleed out. FMT Legion with Sloppy and Thana and Ruin, you will be lucky to get 2 gens for hatch.
Depends, do you support build diversity for survivors but not for killers? Survivors have the ability to run with anything they want, killers have abilities specific to them which are complemented, not supplemented, by the builds they run, to bring the best out of their abilities. To say that killers should stunt themselves for your enjoyability, at the expense of their own, is hypocritical. Again, you're overexaggerating the efficacy and efficiency of these builds, 2 gens are regularly popped before killer can stumble upon their first survivor if they're really unlucky, 1 within the first 2-3 minutes is common, 1 survivor runs while 3 more continue repairing, do the math.
There is a lot of BS on survivor side too, stuff you never see because you're not playing survivor at red ranks. Heck this happens at all ranks, but it is ESPECIALLY egregious at red ranks considering the new ranking system requires you to play perfectly and get lucky to even have the opportunities to gain a pip.
This applies to both parties
The door swings both ways. There are problems all over this game, and while it is on the devs to fix them, there are no easy solutions. I'm sure they know MoM would cause backlash especially after the DS changes, but they can't just make useless perks else why even bother?
Sure does but you're heavily skewing it as if survivors are the victim of something they're not
McLean has talked about a lot of changes coming to the game, but it's not going to all happen at once. Game dev takes time, change doesn't happen overnight. They can't just gut the entire game, they have to make changes here and there, WAIT to see how it plays out (and by wait I mean like months to get the feedback/data they need to make informed decisions), and then take more time (ie. months) to figure out, test, and implement a solution.
Agreed, no further comment
If you are frustrated with killer, play survivor. Just do it. It will be a different experience for you. And I don't mean just play a game and be silly, actually do your best to rank up. At first it will probably be easy because you understand the game, but then, probably around rank 10 or so, you will hit a wall. You will run in these killers or survivors I mention above and you will begin to see why survivors play the way they do.
Same to you and anyone else. Will it happen? Likely not, it's also common for unseasoned survivors/killers that are lacking in shared perks vital to swaying the game more into their favor, or at the very least balance it, suffer equally and is not a fair measure for either. After they get their perks to where they can do as they may with them.
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I haven’t gotten the chance to play the new update yet, but this perk looks really strong and I kinda don’t know how to feel about it.
Extremely hard counter for M1 killers, billy and leatherface are largely unaffected by it.
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Sorry but ######### has happened to decisive strike and what cry babies got this changed.
Get Ash and prosper
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/401585#Comment_401585
I pretty much spell it out for you why that is. On top of several others points I make, yet you just want to focus on a single sentence.
https://forum.deadbydaylight.com/en/discussion/comment/401595#Comment_401595
You both speak like people avoiding debate. "You didn't make points so I don't need to refute anything".
Gotta start that dog pile somehow.
I'll repeat myself then if you don't seem to get it: just because you present points does not necessarily make them valid nor are merited refutation. To expand upon that: just because you said it, doesn't make them right, even though they may be right to you, and nobody is obliged to entertain them. Minds are made up on this board more often than not, thought-posting eventually gets met with deflection, memes, or "lul git gud"; pretending it doesn't makes you willfully ignorant to the matter
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@thesuicidefox said:
@GhostOfPastKiller "I don't need to he doesn't even had points to begin with."
OR
You just don't have any counter points to make and resort to parroting memes hoping others will dog pile on me as if that proves me wrong.
I mean if I don't make any points they should be easy to refute right? RIGHT?
Just because you present points doesn't necessarily make them valid nor merit them refutation, don't be so self-righteous
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/400203#Comment_400203
Complains about second chances.
Uses NOED and Rancor.
sigh
False equivalence
>Rancor
Only functions against 1 survivor for its desired purpose i.e. Mori and the trade-off (yes, there is a trade-off involved) is that gens get completed....which is completely counter-intuitive to what the killer is ultimately trying to achieve.
>NOED
How is this an argument? It's a totem perk, its "second chance" can get negated well before it ever has the opportunity to be used, no selectivity in when it gets to be used (reserved for end-game only), and again faced the trade-off being all gens being completed first.
All second chance survivor perks can be used by anyone for whichever situation, all involve wasting a tremendous amount of killer time, can be stacked, and effectively multiplied when multiple survivors use them. Killer gets no such benefit, their strongest perks that are able to compete with that of survivor's strongest perks are totems; killers cannot remove survivor 2nd chance perks until after they're used, not before
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@brokedownpalace said:
Literally the past several matches have been... 3 Freddy's, 2 Pigs, 2 Doctors, 1 Hag, 1 Plague, 2 MM, 1 Spirit, 1 LF. All different players. Diversity is alive and well on PS4.
Wait for people to "adapt", those anecdotal numbers will change
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@tehshadowman33 said:
Naw. I'm good. It's just it was obvious this swf had practiced mindgaming with their unhooks. They would alternate between who would try. It was sooooooooo annoying. Two of them had instaheals, so even if I had dropped one, they would've healed up.
Yep, welcome to playing with the "super elite p0wnzers" of the game. Oh yeah, btw, make sure to follow their rules such as this guy's
@JanTheMan said:
If someone goes for an unhook hit them (don't get fancy a try to go for grab, since this only works against noobs). And hit them again after they get the save. You can slug and go after the rescued guy afterwards. As for swf hook swarming, just be glad they're not gen rushing you.So they can continue to have fun at your expense
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@Crizpen said:
So, I've collected a lot of feedback from survivors I've faced in Dead by Daylight, and this is what is okay and what isn't okay to play when you start your lobby. I thought I'd include this here for new killers, so you don't suffer through all the mean comments you'll get after the match.First off, here are the killers you can and cannot play:
- Nurse is out, unless it's your first time playing her, then it's okay. But no more than 5 matches, ever.
- Hillbilly you can play, but only if you also bring a Lery's or Ormond offering. Otherwise, he's out. Especially if you ever bring instant chainsaws or the drift king build; those are very bad to play.
- Spirit is likewise out, and especially so if you bring Prayer Beads Bracelet. Don't play her.
- Legion is very much not okay to play, under any circumstances, with any build, at any time. If you even bought that killer or the DLC, you should uninstall immediately and then Kermit yourself.
- Leatherface is toxic! Even if you don't bring insidious, or camp hooks, he's toxic just because. No, he's not a super awesome killer, but still, super toxic!
- Freddy is annoying, you shouldn't play him. Sure, he's the worst killer, but still, you shouldn't play Freddy ever.
- Doctor is out, UNLESS you message each survivor and tell them to bring Calm Spirit, then he's okay. But only then!
- Clown is bad: people don't like their vision going all squiggly, or that he's good in chases. Don't play Clown unless you're prepared to pay the survivors' optometrist bill after!
- Hag is really bad! Not as bad as Legion, but still, very bad to play. You shouldn't play her unless you're not going to plant any traps.
- Myers is okay under certain circumstances, but never with Scratched Mirror and Monitor and Abuse. That's just mean! He's scary and this isn't a horror game! Also, you shouldn't pop Evil Within 3 right before you hit someone. You should pop it at max distance and then catch up to them so they have a fair chance to drop a pallet.
- Wraith and Pig are okay to play, but not if you're going to use their stealth against the survivors. That's not nice! You shouldn't crouch as the Pig or cloak as the Wraith unless the survivors can clearly see where you are and what you're doing!
- Trapper and Huntress are both fair game, until you get too good with hatchets, at which point you need to retire your Huntress. Also, don't plant traps below windows, in grass, or in pathing choke points. They're harder to avoid there, so don't do it.
So, now that you know who you can play, let's move on to how you can play.
You'll notice some survivors start the match with weird claws or branches around their names. Ignore that, it doesn't mean anything special. Oh, okay, you got me! Unless you're running an obsession perk, it means the survivor is, and most of the time it's Decisive Strike. That's a survivor perk that allows them to jump off your shoulder and stun you. It's a perk usually run by bad survivors who see it as their only chance to escape you.
You might also discover that it takes them a few seconds after being picked up to activate the perk and escape you. You should simply stand still and let them do it. It isn't mean or toxic of them to do it, it's their only chance to win, after all! Never repeatedly drop them on the way to a hook, this is known as dribbling or juggling, and it's SUPER toxic. Don't do that. They don't try to avoid your traps or anything, so you shouldn't try to avoid their DS. Also, it's unacceptable to slug them, or simply let them bleed out on the floor. That's very mean, and you should never do it.
You may also find out that there are 7 generators on every map, but the survivors only have to complete five of them. You might think it's a good idea to play defensively in the area of the three closest generators, and let the other four go. That's bad. Very bad! That's gen camping, and it doesn't allow the survivors to complete their objectives, so you shouldn't do that.
Speaking of camping, you'll find out pretty quick that camping someone on the hook is something only people who should kill themselves do. Instead, as soon as you put someone on the hook, you should cross to the other end of the map. Don't worry if there aren't any survivors or generators there, it's what the best players do. That gives other survivors the chance to pull their teammate off the hook.
At that point, it's okay to return to the area, given you take your time getting there, but if you find the same survivor who was just pulled off the hook, it is not okay to hit them again. Ever. That's called tunneling, and only players who live in their mom's basement and have never had sex do that. Even if they're the only survivor you can find, even if they are the only injured survivor and hitting them would seem to make tactical sense, it isn't okay.
It won't take long before you notice strange twitches among other players too. They have a medical condition which causes them to repeatedly hit their crouch key. You'll hear some people call this teabagging, a sexual term derived from a man squatting over a someone and dipping his testicles into their mouth, like you might dip a teabag into a mug. That isn't at all what the survivor is imitating, and they certainly aren't trying to insult you: it's a nervous twitch. It would be very wrong for you to take it as an insult and punish them for it in the match.
Also, flashlights are a survivor's only defense from you! Yes, it's annoying, but it isn't like they begin the match with all the momentum, or have pallets, windows, loops, med kits, perks or anything else to defend themselves with. If a survivor moves in front of you with a flashlight, you should stand still and let them flashlight you. Never face a wall, and never bring Franklin's Demise with you into the match! It isn't fair!
After the Match
If you do very well during the match, and kill all four survivors, especially if you do it quickly, never use the acronym "gg," or "good game." It isn't nice to compliment people when they lose. Instead, inform the other players that you'll be putting your head in the oven, since you obviously hacked and cheated during the game.
I hope you've enjoyed these tips to making your Dead by Daylight experience more enjoyable for everyone! Except you. Oh, that's the last rule: the killer is always wrong and isn't supposed to have fun. ENJOY!
Gold
@fluffybunny said:
Someone being salty made you salty, I take it?Nah, just shows how the most pampered of the community can't have enough in-game and out-game advantages while saying only killers want easy games. Like spoiled kids
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@Jake_Parks_prince said:
LegitAdventurer said:
Emeal said:I dont dodge... I guess Im fine then.
Ill [BAD WORD] Camp tho, høhøhø.
Hey man, do you. Tunnel, camp, who cares. Its part of the game. Your job is to kill the survivors. Kill them however you see fit.
Uhhh those are pretty scummy things bud it really shouldn’t even be allowed nor part of the game
So is cheating the system by using external communications. Just because survivors come up with some arbitrary rules as to what makes the game toxic or not based upon how they want to experience their games does not mean that it's right and is obviously one-sided.
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@LegitAdventurer said:
A message to all killers. I never understood why people are afraid to fight any sort of survivors. Are you not a confident killer? Do you think you're bad? I don't get it. I understand killers have almost instantaneous wait times but survivors do not. I can't tell you how annoying it is to wait 10-15 minutes to find a game just to get dodged, sometimes 3 or 4 times in a row.Stop being afraid of SWF groups, half the time i get dodged I'm only a group of 2 people. Sometimes people join up all at once, regardless of them being in a SWF together or not. Ontop of killers being afraid of specific survivors (???) I still dont understand that stigma. "Ope nope. I can't kill them, they have a claudette on the team. Time to dodge"
So TLDR killers, please stop dodging us. We understand you find games instantly but we do not.
-sincerely,
survivors and our ridiculous wait times.You get dodged because the second a killer so much as gets a whiff of a 3-4SWF, they're dropping it. It doesn't make the game fun, it's not a "git gud" issue when the survivors have been given an advantage that used to not be present/prominent and things played much differently, i.e. external comms. They didn't put motions in-game as taunts or a way to communicate to those not on comms, they did it as a means for survivors to communicate at the intended level of communication. When you get placed against a group that can ultimately bully you with no consequence, you effectively defang the killer and any purpose for there being one on the map. The reason why Nurse and Billy are so memed against by bitter SWF is because of their mobility/presence isn't something that comms can quickly react to, they're effectively a hard counter to external comms. Time on games has shown that any side that consistently memes "We're fine" runs a 4 minute loop "you just need" 3 people bodyblock a hook and killer drops "to get" sprint bursts across the map "gud" stands on top of a hill at the open exit gate until you try to get close for BL instead of just leaving "m80" removes 1-2 of your perks in the first 2 minutes pops 5 gens in under 6 minutes 40% of the objective gives escape option, winning even though you lost 4 decisives with flashlights and bulbs "huehuehuehue" simply means they know they have it good and are threatened by the idea of being brought down to a fair level of competition. SWF are by far the most toxic members of the community because they know they can get away with cheating the game. Thank god they screened killer perks, nice start.
Survivors were never meant to be this highly organized group, that's why the whole "hurr killers are just afraid of organized survivors" is a dumb argument; of course they do, the game was designed to function with survivors being disorganized in mind, killers weren't made to go up against organized groups with active communication and borderline radar on the location of the killer at any given time, whereas the killer only knows where survivors are through actions that trigger auras, searching, and tracking, which survivors have perks to completely nullify as well (NM, IW, PS, UE, Claudette, never get found).
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@NoShinyPony said:
@DocOctober said:
@NoShinyPony said:
@powerbats said:
@NoShinyPony said:
Looping is a core mechanic of DbD and one main aspect what makes this game unique and why so many people love this game.
Not for everyone, but for the majority of people the chase is the fun part.
If the devs would put more focus on stealth, this game wouldn't be DbD anymore and a lot of people would quit playing it.
Well for some looping is the greatest but for others it's not and they could give stealth much more support so both types of players on both sides could enjoy it. I mean some killers complain about looping now but if stealthy play keeps getting whacked/not supported loopers are going to be 100% more common.
There are Hide & Seek video games without the looping mechanic but these games are nowhere as popular as DbD. Of course, there are people that like stealth play, but it's not the majority.
If the devs were to put focus on stealth, they would lose more players than gain new ones.
I'd prefer that.
Looping was not part of Dead by Daylight for well over half a year after release. To claim that looping is a core mechanic is false. Even the devs call it an unintended way to play the game.
Looping was not intended when the game was developed but you can't deny that looping became a core mechanic of the game. Nowadays, the devs would not say that survivors are not supposed to loop. When it comes to map changes like pallets and windows, it's about looping since it became an essential part of the game.
You don't have to believe it but if DbD had stayed a stealth game it wouldn't have become that successful.
You're absolutely right in saying that looping was not core for a while and not intended. Devs spent a fair amount of time boarding up windows and doors due to infinity loops or loops that took way too long to complete if they couldn't shake the killer. I miss moonlight offerings, it was one of the killer's ways to counter survivors thickening up the fog +/- claudette for making it unbelievably difficult to locate survivors.
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@tt_ivi_99 said:
Pallet looping takes skill, as killer you should try and improve your mindgames. The only problem is the infinite loops. Those are the ones which dont take skill at all and should be removed from the game.You're ignoring the disparity here and christ stop using "skill" and "map knowledge" as interchangeable terms, there is nothing skillful in running towards a pallet that you know is there. The fact that you're suggesting that the killer must incorporate extra effort on top of already being disadvantaged in mobility is mind-numbing.
That said, procedural generation of pallets would resolve this overnight, as survivors won't be able to reliably run to the nearest loop while still keeping the same amount of pallets on the map -
The way they have everything set up is a bit screwy. In my ideal world of MM, it would take into the account of the killer/survivor level, quantity of perks, tiers of those perks, and then rank is taken into consideration last. The problem with this is that they've pigeonholed themselves into their current system and the system I imagine cannot happen unless they completely change the match joining system. Given that people queue up and can change their perks and killer as they wait makes this not possible, the only resolution being that they would have to make players commit to a perk loadout and character before entering the MM queue. Teachables are huge and a give a substantial advantage to players that have them vs. those who don't