purebalance7
purebalance7
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Until they start punishing people who kill themselves on the first hook, they really have no business doing it to people who disconnect.
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@Stabbicus said:
https://forum.deadbydaylight.com/en/discussion/comment/588381#Comment_588381
Show me here the devs said camping is 'not appropriate'. Last time I saw a dev speak out on it, they said it's a legit strat, but not a good one.
Try again.
I already did. It's when they implemented a penalty on your chaser emblem for camping. That flat out says they believe camping is wrong and are actively punishing it..... Sorry, you're wrong. If it's a legit strat why the punishment?
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@Stabbicus said:
No. There should be no 'punishment' for camping, because Killers don't have to follow some made-up rules from unhappy Survivors.
The way Survivors want it:
Killers must leave a hooked Survivor promptly after hooking, or it's camping. (Forums)
Killers can't chase the Survivor trying to unhook his friend, or it's camping. (Yes, I had someone scream at me in the end game chat because he was hiding 2 feet away when I hooked his friend, and I saw him. I was 'camping' because I did not ignore him and walk away first)
Killers must let a Survivor run away after being hit, or it's tunneling. (Mentioned in game)
Killers must ignore a recently unhooked Survivor, or it's tunneling. (Mentioned in game)
Killers should not be allowed to close the Hatch, because that's unfair to the final Survivor. (Mentioned on these forums)
Killers should pause in Gate patrols if they spawn too close together, or it's unfair. (Mentioned in game)
Killers MUST get hit by pallets instead of baiting a drop, or it's cheating Survivors out of BP/being a troll. (Mentioned in game)
Should I go on? Each and every one of these things was either mentioned on this very forum, or screamed at me by salty Survivors in game. I did not make up a single one.
There is no rulebook on Killer play that we have to follow.
Hell, I once got tunneled and camped by a Wraith one game that had me laughing my butt off. From the start of the match, he found me, chased me nonstop, downed me, hooked me, and just stood in front of me ringing his bell nonstop while staring at me.
I have no idea WHY he was so peeved at me, or if he was just trying to piss me off, but I was laughing too hard to breathe. His anger was...wow. It was funny as heck.
And he did not do that to anyone else. Once I was dead, he played smart; breaking off chases taking too long, hooking people and leaving, etc.
But me? He wanted my tight Dwight butt. Man was it funny.
So stop being upset if you get camped; it sucks but take it and move to the next game. There's no rule against it. Camping is it's own punishment; it gives 3 other Survivors ample time to do generators. If they split up, they can get THREE done before a Survivor being camped dies (Provided he's being camped from his first hooking).
They aren't made up rules considering the devs have finally acknowledged that camping is not appropriate. So try again. Their current punishment is too weak though.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/586174#Comment_586174
@George_Soros It's a homophobic slang word used in some countries.
I'm gay and I use the word. It really has grown beyond that like most words do.
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Remove 24 hours and 48 hours. 24 Hours- Does nothing when in reality most people have different games to play. 48 Hours- Again Does nothing.
They care more about DC than harassment even though people are allowed to rage quit via killing themselves on the hook as the first person hooked which should be counted as a dc. DC gets the exact bans as you listed.
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Only works on safe hook rescues and protection hits(or saves via FL/Pallet) so not sure where you're getting farm from.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/586856#Comment_586856
Camping is only viable if survivors make it viable.
It's 100% viable unless you're playing SWF on comms. This garbage response needs to stop being given. If it wasn't viable they wouldn't do it.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/586856#Comment_586856
DCing hurts your team more than the Killer. It's wild seeing the hoops survivors jump through to rationalize DCing.
I play killer way more than survivor for this very reason. It's wild the accusations trash make to somehow make it seem like camping is ok. PS I'm typically one of the last ones alive when I play survivor. The DC helps the last person or hurts the killer. Try again.
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Reward robbers for not stealing! "Wow Mr Thief, you went a whole month without doing despicable acts of thievery, here's 1k dollars"
Yeah, no. There should be punishment for doing the wrong thing, not reward for not doing it.
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"Dedicated servers will fix it" except they were way more laggy.
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Also until you implement a blood point penalty for camping that is visibly showing the decrease on the screen, it should be 100% fine for us to implement our own if a camping killer downs us to deny them hook and sacrifice points by disconnecting.
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@Clockso said:
still no excuse to make them removable at the first box, i as a killer feel so robbed when they get it off in the first one when it could've actually slowed them down, whats funny is even when i use 2 VERY RARE add ons (jigsaw's sketch + crate of gears) they still have a chance to remove it first try
Actually it is. For all of the first box times you cry about there are last box times.
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@TAG said:
Someone correct me if I am wrong: Wasn't this exact idea already tried in the past, and it was quickly scrapped because Survivors abused the hell out of it?
They implemented it incorrectly. They have the tech in place already to fix the problems. If a survivor is within 16 meters similar to how a killer doesn't lose emblem points for camping, the penalty isn't in effect.
I still don't understand how people sit and accept camping at this point. I can see if you 100% know a survivor is there, but I've had plenty of games the killer just sits there and stares. And yes I will berate them on PSN after the game.
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@martin27 said:
Guys i have a great idea how about we punish the survivors that make camping so profitable for killers. We punish every survivor that
- loops a killer right infront of the person on the hook.
- That run right at the hook without attempting to be stealthy or hide their presence
- That doesn't wait for the killer to leave the area first.
- That farms people on the hook.
- That care more about denying the killer a single kill rather then use that time to work on gens.
All of those already happen. Killer doesn't lose emblem points if a survivor is within 16 meters of a hooked survivor, if a survivor doesn't get safe hook rescue they get massively punished on emblem and lose out on the 1k pts or whatever it is. Stop trying to make lies when killers tend to camp when there is absolutely no one nearby.
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@Chocolate_Cosmos said:
They will get punished a lot If your team Is not garbage. They can simply "gen rush" him. 1 kill, 3 escapes and Killer will de-pip.
Also Kindred says "Hello there!"
Still doesn't change how disgusting and toxic it is for the person who has to endure it. Pretty sure they didn't queue for "stare at the killer for a few minutes" simulator.
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I'm afraid about the future of DbD.
They worked with Identity V and it's pretty solid.
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@Crazewtboy said:
Lag switching is basically where someone turns off their connection for a few seconds before quickly turning it back on, causing anyone running off of the host's connection to lag so bad that they normally can't move. You can typically tell this apart from normal lag because the killer will be standing in one spot and then teleport to hit you.
They don't even need to do that. They just need to tax your connection. Most people do it that way not the pull out method.
Honestly dedicated servers might help, but I still see survivors lagging to get speed and they aren't the host.
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@LordGlint said:
@purebalance7 If it happens when the killer is doing something, like attacking... Couldnt that be simply due to the extra action being more taxing on the system? You waiting in a lobby isnt as taxing on a PS4 as loading and tracking an entire map as well as each player's actions. Point being, lag doesnt always come from the internet connection. Can also come from the system its running on being a potato, and some maps/killers REALLY ramp up the strain.
It shouldn't be THAT taxing that you yo-yo that hard when they had green ping in the lobby. It's not during the action though. It's before the action as in they clearly are using the lag to then be able to get the hit.
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@fcc2014 said:
Just curious is it a wired or wireless connection you play with? Lagswitching is real and can be done I have only seen it 5-6 times in 2 plus years though. It is very rare. Poor connection and spikes are not though.
It's rampant on PS4. I refuse to stay in the lobby with any killer with ping higher than 150 so it's very odd when I start to yo-yo in game and ONLY when the killer is about to hit someone.
Then again BHVR is only concerned about banning DCs and seems to do nothing about it since console doesn't have any sort of way to explain what you're reporting.
Even if the killer has a ######### connection that somehow magically started acting up in game, that deserves action taken if it's constant. You don't belong playing killer with a bad connection until dedicated servers come.
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@prettyf said:
for ms this always happend when survivors cancel their actions faster than my grab but cause of pingrate it didn't just showed me that very short of time,
but doctor rapid m1 grab could be bugged
I've gotten stuck in the animation permanently as doctor so many times
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/581296#Comment_581296
What if they are set to invisible on Twitch? What if they just use Twitch in an incognito window or log out?
We'd basically be going off of, "You had perks that counter that guy's build, you're banned." If that sounds ridiculous, it's because it would be.
Except in the case of Tru3 that's happening to him right now it's BLATANTLY obvious. Sniper usually has a flashlight(and clicks it constantly which needs to be removed by frontloading the battery usage to the activation rather than duration) and on occasions across several days or weeks has been practically stalking him both in game and stream and somehow just always coincidentally has the perks that counter him. Playing doctor? Shocker he suddenly THIS game has Calm Spirit when any others he did not.
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@Boosted_Dwight said:
I'm down for that. Old Freddy mains get to have something cool for learning how to play him correctly.
And as has been stated, so do people who just played any other killer and fed him the points. Bad idea's basis is bad.
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@TheMadDoctor said:
https://forum.deadbydaylight.com/en/discussion/74853/thank-you-sweaty-killers
This is...beautiful! T-T
Except it reeks of sarcasm and I'm not sure how that many people have read this and though it didn't.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/570848#Comment_570848
I didn't say he didn't require skill. I said he didn't require skill in keeping track of and finding survivors. It's the same problem I have with the Doctor.
That backpedal that wasn't even right still. The aura reading means you failed at chases, not finding people. Freddy was one of the hardest killers to actually initially locate survivors. If you got found by a Freddy, he didn't lack skill at finding or tracking. The dream state aura punished you for your initial lack of hiding from someone who has a terrible screen state to work with in finding you.
Much less by your logic, Nurse players lack skill at chases; Billy, Myers, LF, and GF lack skill at getting a second hit on players, and the Spirit lacks skill at mind gaming.
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@NeonAlien said:
I won't miss playing against old Freddy at all, but many many people underestimate him and his Potential if played right. I've my fair share of matches against good Freddys. They're nervracking. Not fun at all, for me personally, but it's certain that he isn't nearly as weak as people claim him to be.
Dream transition was WAYYYYYY to long without add ons. No other killer had to wait that long after finding someone to just M1 them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/570849#Comment_570849
@purebalance7 That only happens to inexperienced Freddys. A Freddy that knows to prioritise repeatedly putting survivors back to sleep will rarely find themselves watching survivors finish a gen repair in his face.
That happens with ALLLLL Freddys. I've seen it happen to the better streamers constantly so don't try that bullcrap.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/572389#Comment_572389
This forum is survivor biased? LOL
Wait which is it? Every time people complain they say amg it's not that many and suddenly when the argument suits you it's that they are a large portion lol.
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@HorsePower said:
https://forum.deadbydaylight.com/en/discussion/comment/572389#Comment_572389
My man says that playing with friends is a form of cheating now. Devs will never ever block any form of VOIP software (you can't block Steam chat). Even if they did, I could still easily use Discord or whatever on my phone. For your last point, if survivors try to get help for something, then the killer "clan" will also attack them, am I wrong? It's a vicious cycle at this point.
It's not cheating in a sense that it's not allowed, but rather it cheats the actual function of the game. The game was not built with comms in mind. That being said SWF on comms get NUMEROUS perks in addition to their 4 that solo players would have to equip as well as negating several killer perks and add ons. It's essentially cheating, not literally cheating.
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@oxygen said:
Restricting SWF isn't happening, devs obviously want to pursue the buff solos -> buff killers that need it approach.
That's fine:
Kindred, Bond, Empathy, etc baseline. Basically all of the perks that being on comms gives you, give to solo players and rework them.
Anything that gives blindness should also deafen which would be no sound and no terror radius.
Knockout removes sight from the survivor on the ground(makes sense they're knocked out)
All killers buffed as a result of the free perks.
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@Karltastisk said:
gonna play the hell out of him these next two weeks and use all his good addons, since his new ones are mostly crap :(
The UR ones are much better, but I don't see BB going live as is. Permasleep makes an obsession hurt the team.
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@Karltastisk said:
https://forum.deadbydaylight.com/en/discussion/comment/570768#Comment_570768
the 7 second delay mean nothing when you play as the dreammaster :P If you play noobstomper Freddy it can be annoying, but that is a very boring playstyle to me tho.
Honestly with old Freddy, actions should have made the transition happen faster. The number of people who just sat on a gen while the transition happened was ridiculous much less hex totems.
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@brokedownpalace said:
Yeah unfortunately you're going to need to use perks and actual skill to find survivors instead of map wide aura reading.
......if a survivor was THAT far that you're claiming map wide, you don't chase them. More than likely they're going to fail a skill check before you get there. Claiming that Freddy didn't require skill on live......riiiiiiiight. Let's see all of your Freddy 4k vids.
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@Rydog said:
My guideline tends to be: 2 gens, 2 unhooks, try to survive for at least 9 minutes, and hope I can lose the killer in a chase or two. If I'm doing at least this (at green ranks), I'll usually safety pip or better.
You need 2.5 or so to max that category. 2 is overkill for gold and it's also split if you do gens with others. Same thing goes with unhooking 2(assuming you get safehook rescue) as it only gets you to 95 assuming you don't heal anyone and nobody dies. If someone dies you lose 10 because of the "hooked" reduction and you didn't get the unhooked global. They should really just change that to "dies" except moris don't trigger it.
Assuming you survive, that will be a safety pip and depending on rank could be a single pip like you said, but it's a waste of points to use those as benchmarks.
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@Ember_Hunter said:
https://forum.deadbydaylight.com/en/discussion/comment/570691#Comment_570691
That's the thing. It used to be easy for me, but in mid-yellow ranks (where I got deranked to currently) I usually either get found first and die to tunneling and farming, or get a decent game with good chases, rescues and gens. And in these games when I escape, I get just a little after safe pip, and when I die, I lose a pip no matter what. It just seems to have become extremely strict for me, and this is yellow ranks. Maybe I have become worse at this game? Or killers suddenly became better?
They buffed certain categories to give you points while in a chase if certain things are done by your team. You get lightbringer points from gens getting done while you're in a chase as well as totems being cleansed. So even if you're being chased you can still get a decent lightbringer while evader and unbroken are iridescent if you escape.
Honestly the worst part about bad ranks is dealing with other survivors who literally get downed within 10 seconds of getting injured. Not even sure how that's possible. One of the reasons I like running OoO is to get the killer to chase me instead of the potatoes.
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All of the emblems got upped in difficulty and it increases as you get to better ranks. In order to get a full emblem for generators you pretty much need to do 2.5 of them solo. In order to pip you need at least 2 full emblems or the equivalent and anywhere from a bronze to iridescent in another category depending on your rank group. The emblems have number values of 0(no emblem) to 4 iridescent. You need 9 points to get 1 pip at rank 20-17, 16-9 10, 8-5 11, and 4-1 12 for survivor. Ranges are slightly different for killer.
https://deadbydaylight.gamepedia.com/Emblems https://deadbydaylight.gamepedia.com/RankIt may seem like you were doing a lot, but possibly you didn't hit benchmarks for emblems which if you are just shy of one all the work doesn't apply.
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@KaoMinerva said:
Red paint brush will be nerfed. I guarantee after survivors start crying it'll be nerfed
Why? Find alarm and negate it. His aura read is gone. It's basically an opening slow. Also Shroud of Binding negates it as well.
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@Theluckyboi said:
Black box seriously needs to be changed, red paint brush basically renders it useless.
Black Box is permasleep. Obsession basically will never wake up.
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@[Deleted User] said:
his addons look terrible but the red paint brush sounds great
Black box is permasleep so the obsession is a gimp leg.
Paintbrush they can just find clocks from the start like old black box you just found a friend or gen.
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@tehshadowman33 said:
https://forum.deadbydaylight.com/en/discussion/comment/570042#Comment_570042
There's a 0% possibility that blindness obscures the aura of the alarm clock.
There are other ways to get out of sleep. There is no other way to get a trap off your head. There is definitely a chance it will. Completely different mechanics. 3 ways to wake up(4 if you count hooks) 1 way to remove traps that requires an aura and there's an add on to make them auraless until activation.
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It never affected the lullaby before(which is why i never understood people using Insidious on him) so why should it affect something now. I'll give you that the aura reading(the only reason you'd use M&A now) is being removed so maybe. Just going to make OoO even more meta.
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@DaS_only said:
Not even once. And honestly, it's better to have perk beeing useless like now than a perk beeing insane op like it used to be. Rip old MoM, noone will miss you.
I never used it much like old DS, but as killer it never really bothered me. Honestly they should have kept it at the safe hook rescue or protection hit, but put a cd so you can't get 2 stacks in a row. WGLF has an internal cd so not sure why they couldn't do a 15 sec cd to let both get stacks. I honestly hate the WGLF cd because there've been times that I've taken a hit, popped an instant, and taken another that let the survivor get off because dumb killer went in a new direction towards a pallet, which should have been 3 stacks and I got 1. Still would have done what I did, but it's just a BP increase.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/570498#Comment_570498
Sorry, I'm not really good at wording perk effects. Yeah, your highest healing speed will be 100%, which is as fast as We'll Make It! :)
Should have just kept it at the token system with it still saying max tokens is 5.
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I'm still confused because people keep saying conflicting things about it:
Is it a flat % of the 100% or is it a percent of the percent completed? So basically is kicking a gen that is 50% complete sending it back to 25% or to 38 ish(75% of 50)
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The Spirit Fury one is way OP. Should be increased duration on Haunting Grounds
A lot of the others are useless or UP like Overwhelming Presence which should do something else since most people just stop using an item when nearby
Surveillance a time increase isn't really going to help at this point since I think you're using the old version. The current version is all regressing are white and turn yellow when touched. You're essentially nerfing it back to where it was and giving the Pig a worse version than current but slightly better than before.
Thrill isn't even a hag perk so not sure why she gets a boost to it. Could add the deafen idea people had to Third Seal.
Knockout needs a buff as is since it's useless against SWF.
Territorial is garbage except in basement builds and the "buff" for Huntress isn't really that good. It should add if they're in the basement for a certain time period they get exposed. Not so short you can't rescue and gtfo, but enough if they heal there it kicks in. It'd better to just use Lullaby and buff it's regression.
The others seem fine.
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@Freudentrauma said:
I'm not sure, if I would like to see her as a survivor. Ash and Bill are already a stredge as characters, who are already quite strong, but Buffy is really a character known to be physical strong and always fighting back. Especially when the Buffyverse has actually a bunch of other beloved characters, that would all work as survivors as well like Giles, Xander, Jonathan or Andrew e.g.
But going with the second question: I would imagine her perks highly beeing chase focused on the concept of fighting back. Well maybe even something based on her "visions" or her will to sacrifice herself to help others. Who knows.
Not sure how Ash is strong. He doesn't have any actual enhancements except his hand. I hadn't seen season 3, but 1-2 I don't recall anything other than his knowledge of deadites. Hell David would beat the crap out of Ash.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/568934#Comment_568934
But you aren't supposed to have efficiency as high as SWF makes it. When someone gets hooked in game with solos you don't know if others go for the save and you can possibly waster time just from not knowing. That's how it's supposed to be.
Or you know how SWF inherently gets about 10 free perks just for being on comms and also negates certain killer perks as well as some add ons.
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@[Deleted User] said:
This is why they need separate ranked and casual modes.
No they do not. Rank is not a reward. It's a match making tool to ensure you play against people of similar skill. SWF, however, should be just like KYF and be it's own category that doesn't award points.
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@AetherBytes said:
@Saitamfed There's 2 kinds of farmers, nice farmers (always killer) or griefer farmers (always survivors). Killer farmers mess around with survivors so everyone earns BP, while survivor farmer's are where they unhook you right in front of killer, or deliberately block you to make sure you die.
Working with killers/survivors when you're playing the opposite is not a "nice farmer". It's reportable I'm pretty sure. I had 2 survivors doing that with the killer and the 3 got mad that I was doing gens and instead decided to block me in and let the killer farm me. You're not supposed to "mess around" to circle jerk blood points.
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So incredibly wrong on every level. You do realize that it is intended that survivors are going to be downed eventually against a competent killer hence you get 3 hooks. Implying BT rewards farming is a cop out on your part so stop.
@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/547057#Comment_547057
There are four of you only one person has to do 2 totems the rest just have to do 1. And as for the perk being bad play I am not against the perks I am about list as I think they are fair but they reward bad play as well so here we go:
Decisive Strike rewards bad play by getting downed by the killer
Borrowed Time rewards farming the survivor off the hook
Unbreakable rewards you by being able to get up from the dying state, getting into the dying state is bad play
Tinkerer overall bad perk but still reward bad play of not hitting a skill check
Dead Hard rewards bad play by being injured
Self care if you run this perk this is an actual bad play because you waste time healing
The list of "bad play perks" goes on and on
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/547057#Comment_547057
How about the team plays stealthy and goes for totems first?
Killer is already busy prowling gens. Nab 2 or 3 totems before anything happens. Sounds to me like you are thinking about totems too LATE in your game.
So now you're talking 40 minute games basically because the only way you're stealthily doing totems is slowly much less if you even find them. Sounds to me like you can't down survivors until your garbage perk activates and you'd be salty if they nerf it.
Also your scenario implies SWF