Skulldugged
Skulldugged
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- Skulldugged
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PC - US/NA - Several times today 8/2 and yesterday 8/1
I seem to be disconnecting as killer with increasing frequency. This usually happens when I am either using a killer's ability (setting a trap with the hag), or trying to grab a survivor either off the ground or off of a gen directly. I'm up to like 45 minutes for a DC ban, and each time I have no sign of having actually lost my connection.
The attached log is the most recent.
DeadByDaylight-backup-2020.08.02-16.23.50.log -
@Pawcelot said:
You might have lost connection, not the killer DCing? Could explain it, a mix of both worlds.
Would it show the killer with a DC symbol if that happened?
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Survivors are going to complain if they don't survive. I'm a survivor main and just do what you want. Is it annoying for the survivor who feels like they're getting tunneled? Yeah, but their teammates could also step in and try taking a hit so they can get away.
Half the time "tunneling" becomes a problem when there is no other target for a killer. If their team won't come to their aid what are you supposed to do?
When I play killer I try to change targets once in awhile, but if there's no one there and I can get another hit I'm going to take it.
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I really like Sprint Burst. The only thing I don't like about it is that it's sort of meta right now to run everywhere all the time in order to start gen rushing, so if you run right away to get to a gen fast and you happen to spawn near the killer? Bummer.
I'm not great at looping, so I try to save it to (like you said) discourage a killer from trying to chase in the first place.
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um his first name is Detective
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I'd love an entire group of killers based on local legends/folk lore monsters. Demo is already sort of a wendigo, Mothman is a great idea although I think wings would be difficult to animate.
I like your perks overall, though I wonder about Swift Wings/Talons being that viable. I can see it as a counter to DS, but there's not a lot of struggle-drops in the games I play, so I'm curious to see if it would be useful beyond that. Maybe either after an escape and/or in Bloodlust 2? That might encourage tunneling, but it also sort of punishes killers by making them choose between a tunnel and losing gens.
What do you think you could do to separate the ability you have in mind from how The Doctor plays with add-ons? Part of what I like about doc is the illusions, the heartbeat and false red stain, trick pallets, etc...
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@Mat_Sella said:
yeah there's no vocal spacing between sentences, its as if he was paid by the minute and they couldnt afford to have him be recorded for more than half an hour
I thought about this -- that it was a budget thing, or that it's not a hired actor exactly, just someone on the team with a "radio voice." I guess it just bums me out? The most recent survey had some questions asking how significant Lore was to my choices, and honestly? I don't know the Lore. Any of it! Because it's not presented as important and then for these Archives, which arguably tries to place more emphasis on Lore, the focus still seems to be in providing a progression and reward system.
That's just game psychology and design, and tbh I love having the missions to help me switch up how I play, but I don't think you have to necessarily prioritize one over the other.
ANYWAY devs if you're reading this I've got creative writing/TTRPG/Narrative design chops, call me. ;)
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@[Deleted User] said:
For a licensed chapter, I'd like to see Alien. (Ellen Ripley, The Xenomorph)
For just a one off paragraph, the Walking Dead. (Clementine)
Yesss Ripley. I'd also want to see Call (winona ryder) if they wanted 2 survs like they did with Strange Things.
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@Marcavecunc said:
To me it feels like they just put the text through a text-to-voice program rather than have a real person reading it.
Yes totally! That's a great description. The pace and where the reading pauses feels very unnatural to me.
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I always play alone and I run Alert A LOT. I try to have at least one "map awareness" perk in each build, and with the frequency of break actions Alert pings often and can usually give me a sense between "chase" (multiple break actions = pallets), and "patrol" (single ping on a gen).
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@emptyCups said:
Offerings could effect
number of totems
Could affect the lights above gens brighter or missing
Could trap chests causing aura on search or damage on open
Dust clouds on map that either help hide or help know when survivors last past based on settled. Things that make them think twice about running when not in a chase
I really like the idea of the lights, I think that's a subtle and interesting way to change up the game.
Not sure I understand what you're saying with the dust clouds (like I can't visualize it), but I would like a mechanic that punishes running a little more. I know you can be tracked with the scratches and all that, but I dunno...it feels like a huge part of gen rushing is that everyone just runs all the time. It could help pace games a little if there was something in addition to scratches. I main survivor and I don't really want to just run from one gen to the next the whole time.
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@Twix said:
https://forum.deadbydaylight.com/en/discussion/comment/1062152#Comment_1062152
That doesn't work for me either, like I said, even if I try to run away they just ignore me until they kick it closed, once kicked closed it's pretty much impossible to get an exit open especially now that endgame collapse exists.
I consider myself a relatively casual player, but one thing I've started doing is going closer to exit gates instead of trying to find the hatch. It feels like the meta right now is for both killer and the last survivor to try and find the hatch first, so I try to get a little extra time on the doors, if that makes sense.
Killer behavior can be a hint too. A killer that facecamps will definitely look for the hatch, any BMing usually will too. They'll try to camp the hatch to troll you, and you can almost always get through the doors.
Generally, I think my success at surviving when I'm the last left alive is pretty even. Maybe 55% sacrificed, 45% make it out.
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Honestly? The only way I've been able to counter this is to trust that I can loop and try to get them to chase me instead of camp the hatch, then I try to run a loop to cut back to it before they can reach it or down me.