magical571
magical571
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i really hope they fix this ASAP, it's ######### up games BADLY.
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it has happened to me four times in two days.
once on rpd. there were 3 gens left, and all three popped at the exact same time. i was extremely confused, since one survivor was on hook, and another was in chase with me. they could at best have done two gens, not all three, and at the exact same time, not even half a second of delay? it was phisically imposible.
It happened two more times at gideon's, and a fourth time in coal tower. That last one was also super blatant, because they had two people dead and one on hook, and two gens left. how did the remaining survivor did two gens exactly at the same time? mind you, none of them were 99 (but even if they were, there was as i said only one survivor alive). i was playing singularity. -
this was exactly the same as my experience. i was wondering if it's because enough hours passed so that swfs are gathering and got the mode down. it was great yesterday, poop today.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735341#Comment_3735341
Lethal pursuer is problematic in beginning of the match with killers with mobility blight, hillbilly and nurse. They can down survivor almost before they get loaded in the game. In soloQ match is instantly lost when first down happens in under 20s. It's too strong. Survivors should have bit of time before first chase start.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735442#Comment_3735442
The starter has points many loops are rendered unsafe to make chases shorter and expecting average soloQ survivor to loop killer long in current game is not realistic. Survivor should have bit of time in start of match not instantly get chased by blight. Match is already lost right at the start and that is not good for balance or the game.
easy fix, add an initial cooldown to their abilities (nurse, blight), just how killers like dredge do. I'ts way more reasonable to add such a small change that actually fixes the issue, than to change the perk for everyone. Other than that, if you are having a problem against lethal pursuer on anyone that isn't those two, then it's really on you i'm sorry.
most of the time by the point you reach a survivor's location, their aura has already vanished, not to mention, good teams (regular decent teams, not swfs or anything special) won't be all three grouped up in one gen, they'll start spreading (and the best generators aren't necesarily those close to you at the start, you might aswell save yourself the posibility of a three gen and aim for a central one).
And it's not like lethal pursuer makes the killer undetectable….it only makes it so you don't waste 30 seconds on the wrong side of the map (at that point, if that's what you have an issue with, then let's remove killer altogether, or why even have those initial gens be a thing if we aren't allowed to interrupt you early? let's have a gen done by merely logging into the match)
They may know were you started (if you didn't bring the one perk that counters all aura reading perks at once without you doing anything, distortion).Now, they have to do something about it in the usual fashion…
Are you not looking around or paying attention to the terror radius? and if they didn't pair lethal with other aura perks, then it does absolutely nothing for the rest of the game, you now know their are a three perk killer. and aura read builds are considered weaker for a reason, distortion, in just one slot will already counter them fully unless the killer is doing something funny like stacking 3 or 4 aura read perks. just something like lethal pursuer and nowhere to hide isn't nearly enough to eat through distortion's tokens. And if they do so, then they won't have any gen regression/block, no chase tools, no hexes etc.
And you have your own tools as survivor, as mentioned, you'll hear them coming, if not see them…and in a good scenario they'll down one person, ok well, maybe hear that terror radius going straight your way and run sooner? loop better? i swear the ones that get picked up by lethal are usually those claudetted that will stick to a teammate forever without prove thyself, and see their mate running, yet they themselves will go behind a rock… it's far from a guaranteed down, they still have to chase you the usual way…And survivor players shouldn't assume they'll never get caught early, lethal pursuer or not.
Can it be frustrating? of course, but clearly this isn't the game to play if something like getting picked up early is such a dealbreaker, since the game itself is ok with it, in smaller maps you'll spawn an inch away from the killer, one whisper away from their terror radius. -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731497#Comment_3731497
The fact it's already happening is why it needs more restrictions. You can legitimately stop people. Heavier DC penalties and the inability to remove yourself will drop the DC and removal rates massively as it will waste significantly more amounts of their time if they want to do it. DBD is not a casual/party game.
We want to de incentivize ruining the game for other people. If someone thinks they need to DC or remove themselves that often then DBD probably isn't the game for them.
"DBD is not a casual/party game."
the lead game director disagrees. he's been clear, up to this day, that dbd can be competitive in the way that players in any game might try and win the most, but it is not designed, balanced, etc to be competitive. he repeats this again and again in any interview or podcast like the slasher podcast that he is in.
My opinion though? add a surrender option for each side. simple. no solution is gonna be perfect, but surrendering is the most reasonable we might get. Add a minimum lenght for a match before it becomes aviable, and you got it in a good place to be used. -
@ad19970 said:
I agree the chances of spawning on the new map are too high. I don't want to constantly play the same map again and again, no matter if it's new or not. Not to mention I find the map to be a bit killer sided, so that doesn't help either.
it's very survivor sided. it has some S+ tier loops underground, not even counting the portals.
Add to that, there's only two hooks, there's very safe windows and pallets, now bring in the protals and how they break chase, they have a mini cooldown so the killer will lag behind you, and it makes it so what would be a dead end in any of the other indoor maps or areas, here is a literal teleport. at least second floors have stagger and the like, portals have nothing going against them from the survivor side.
You are forced to slug if they choose to bring chases downstairs. and it's a bad map in general for any m1 killer, as i said, an extremely safe and always spawning loop below + portals that interrupt your chase timer, and upstairs you'll be left with gens spread around with this huge block in the middle, very easy to finish gens up there, you'll have to patrol corners of the map, so without something like nurse or blight upsatirs is bad, but not as bad as below, below is the worse.
And this map comes up so much, and it really is a bad map, just a gimmick, a pretty one i'll give them that. i love the details in each room and tunnel, but for one, outside is very plain, clearly all the effort went underground, and gameplay wise , undeground is awful for the killer, you best bet is to give those gens and do what every survivor complains about: patrol gens upstairs -
the frame to get hit is smaller though, i've yet to get hit while teleporting, and i've only seen it happen once or twice. from the killer's side, it doesn't even matter, they just have to go down, stairs or portal, doesn't matter, there's the safest of loops to the right, two windows you can run indefinitely with plenty of LoS loss and options like safe pallets.
And as mentioned, you'll see two hooks on average, and three gens. and that area has a lot of nooks and crannies besides the bigger rooms. two hooks is way too little even without any saboing. add anything like an already hooked survivor, a broken hook, a survivor knowing what they are doing and going down in the library, saboing of course, any form of body blocking or boil over, etc etc etc, that whole undergroung half of the map is an unhokable area. it really leaves you no choice but to slug if you get a down.
IF you get a down underneath. some survivors are yet to get used to the good loops there, but they are super safe and easy to execute…so m1 killers will struggle harder than usual on this map.
Of course, if you gift those three gens away, you'll be left with an outside map with a huge block in the middle and a widespread of the other gens, so not exactly great to defend (not the worst though) unless you are nurse or blight. but even then, outside is better for any M1 by a lot. they really need to change the portals and the structure underneath, make it so the killer doesn't have to wait to take the portal (that second of wait is so bs), or make it so they go on a significant cooldown after the killer goes through in chase. add hooks underneath, make it three at least if not four, there's more than four rooms lol, it should be easy.
and change the length or distribution of the windows on those two walls, they are the safest loops i've seen in so long. Not even counting the portal at the end of said loop. you even get to choose to continue looping underneath forever, or be fancy and take the portal, it's not even necessary to take it for it to be super safe
The map is pretty, i loved all the details underneath, but it feels 10000% like a novelty and not an actual map that they tested and aimed to be fair. and outside is extremely meh, clearly all the effort went underground, but that's the most problematic area in terms of gameplay… -
it's very unreliable wether you'll hit them on the portal or not. and it has that cooldown between activations.
It's only been a day, but undeground there's a god tier loop, extra safe ad easy with those two running windows + pallets, and there's only two hooks on average, with three gens being there. So what people are doing is bringing every chase there, it's a free wiggle. one broken hook, one bodyblock, one boilover, one sabo, any one of them on their own makes it an unhookable area.
People are noticing how survivor sided that map is. Some faster than others lol. The best thing you can do as killer is let them finish down there and focus outside (awful map, seriously) -
as mentioned, 4 minutes is enough to finish all gens. and a 2k is considered a tie on the killer's side (lost mmr for 2 survivors escaping, won mmr for the other 2 dying. a net neutral).
You also mention the numbers on the dlc released today? But if you want to win as survivor i suggest you stuck to playing in the new map, forgotten ruins. it has the easiest most safest space for survivors underneath, with three gens and only 2 hooks + the free escape portals wich go on a second cooldown before the killer can follow you.
Sure, making the game easier for the 4 survivors might increase the playerbase, but not in the long run, it makes it pointless or masochistic to play killer (that's why you see slugging in the first place), and i don't think the game is for everyone honestly, an asymetric game already is a niche, and that's ok. -
No. For base anti slug mechanics, you would have to add like 10 seconds to the wiggle timer. then, make absolutely sure that hooks cannot be destroyed, and that their spacing is less random and more of a guaranteed appearance within a killer's walking range (not just a straight theoretical distance from point to point) while carrying without perks like agitation.
Right now, maps like the newly released forgotten ruins, which spawns only 2 hooks underground, has a perfect survivor loop with 2 running vault windows in either direction, clockwise or counterclockwise, safe pallets, a stagger that isn't high enough for the killer to catch up even IF you decide to be lazy on fall lol, a lot of walls and corners to get stuck in (specially for console players) with boilover, unexpectedly long walking distances to a hook down there because of all the walls plus the fact that you cannot take the portals while carrying someone, not to mention the portals get blocked for a second, it's a free escape with no cooldown for them, but you as the killer must wait. and those hooks can be destroyed; maybe basement should be there, but as itis now, they are not, so it's a safe haeven. easily abused and big safe area. even without any saboing.
So taking sabo out isn't a fair trade at all. you don't want slugging? then hooking should be more of a guaranteed. i'm not even mentioning endurance or second chance perks. right now, slugging is way safer in so many scenarios, and sometimes there isn't even a choice. get rid of the wiggle system alltogether and just add a fixed 20 instead of 15 second timer. i promise you'll get killers hooking all the time.
I mentioned forgotten ruins because it's the latest example of how even if you hate leaving survivors slugging, you may be pushed to do so. i had a match were the survivors knew how easy the library is, and refused to be chased anywhere else, portals and library every time, so eventually i was out of options, i either down all four of them and try and hook two and leave the other 2 slugging (there are no other hooks reachable at all in that map) or i just run like a fool with that extra safe window loop, letting them all pick each other up, wiggle out, etc etc etc etc.
Just erasing sabotage doesn't fix the issue. Make hooks undestroyable, make sure to actually measure the walking time from one to the next instead of whichever system they do now (walking from the undeground library to a hook once one is used, sabotaged, broken etc takes way longer than 15 seconds and survivor already abuse it there and in any map they can)