creekwookie
creekwookie
About
- Username
- creekwookie
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Survivors who farm are what's wrong with this game. I can deal with campers, tunnelers, blendettes doing nothing in the corner of the map, BM or anything else that's been complained about here. I cannot stand being farmed. I wish behavior could implement a mechanic to kick a survivor off of you while on the hook so I could watch them get downed right in front of me.
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Survivor perk: hands off
Gain the ability to push other survivors off of you while being healed or unhooked
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Just slug at least 2 and run the others out. Even then it may take a few matches but you'll get it eventually
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@TbagThisLag said:
https://forum.deadbydaylight.com/en/discussion/comment/928445#Comment_928445
See ? How do you expect me as a solo survivor , to fix a generator when the hex may delay me 3 times , but the PGTW , and you kick my generator 3 times , I’m probably gonna wanna die .
You're probably better off dying on the hook anyway if you can't finish a generator, hexed or not, in the time it takes the killer to down and hook a survivor 3 times then kick your generator after each hook
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@TbagThisLag said:
well obviously I can’t show you stats because I don’t screenshot every after game lobby . But why would they depip ? It’s a free tier three Michael on any killer ensuring no one escapes death , hence the name ... why would you depip for killing everyone ? Whispers is for killers with no eyes . 🙈
A killer running noed isn't guaranteed a 4k. If they do manage a 4k because of noed they'll get their devout emblem, but it will hurt all other emblems. If noed is active the killer has already failed gatekeeper because all the "Jenny's" are done. They won't get malicious because they haven't applied enough pressure and likely didn't get enough hits due to the insta downs. They may get chaser, but probably not if their relying on noed. Basically if the match gets to the point where noed is active the killer has already lost
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This has always happened on the switch. But I was playing yesterday and as I stood up to go do something else I heard the skill check. I expected the generator to blow because that's what always happens, but it didn't. IDK if it was changed or if it was luck
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@humanbeing1704 said:
i can't stand the noise effect when using whispers
Yup, that's what I was gonna post. I wear headphones when playing killer and rely heavily on my hearing to track survivors. The entity's whispers are a huge distraction
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/112341/possible-solution-to-deal-with-swf
I don't think this is the way to go about the SWF problem here, especially when your idea could potentially make queues worse for all SWF — even the ones that might not be the sweaty tryhard group.
I was thinking at the end of the match, the killer gets bonus Bloodpoints depending on how many survivors are in a SWF:
2 Survivors: 50% Bonus Bloodpoints
3 Survivors: 75% Bonus Bloodpoints
4 Survivors: 100% Bonus Bloodpoints
This should encourage killers to keep trying and never let well coordinated groups stop them from being the beast they are truly meant to be. 🤗😁
Right, the main point of my post was to give the killer an incentive, not necessarily the ones I posted, but something. Your suggestion could work for newer players, but it doesn't really give veterans much incentive. Bloodboints aren't really valuable to players who've already maxed their characters or unlocked all Perks. I think my suggestion would have a positive impact on queues. As it is now if a killer assumes they've joined a SWF they'll just dodge. If the killer knew for a fact it was SWF and they'd receive an incentive for staying, I think they'd be more willing to stay
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/906311#Comment_906311
Peanits, I think you understand, that "genrush" is basically an illusion, unless people bring in toolboxes or BNPs.
The dependency of summed gen repair speed of all survivors in the game vs number of survivors left in the game is non-linear, it's rather exponential.
4 healthy survivors in the game = killer can't control them all, so it's natural that gens are being done very fast at the beginning. But as soon as there are 1-2 survivors left the gen speed slows down drastically to the point where it becomes a "gen jam" with almost no gens being done.
So, it makes little sense to talk about speed of gen repair at the beginning of the game, because it gets compensated by the mid/late-game gen repair speed. The average repair speed of the whole game is much more informative. And survivor's escape rate of 30-35% tells us the the average gen repair speed is fine. It's actually too slow.
If anything, we could use a game mechanic to slow down gen repair at the beginning of the game and speed it up in the mid/late game. But with what purpose? To defeat the gen-rush illusion?
I've had this same thought recently. Maybe increase the Gen repair time, but make every completed Gen lower the repair times on the remaining gens.