riotangel
riotangel
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- Username
- riotangel
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Comments
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Just the absolutely unnecessary yell alone is off-putting enough. Might be more acceptable if he shouts "chu chu"
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Scratched-mirror MM grabbing survivor around the corner.
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What's the dice roll combo to activate a 360 juke?
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I'm not a good killer (since I gave up playing them regularly), but there will be matches where everything just falls into place nicely, so just keep at it.
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Personally I'd rather have that than the current balance-breaking momento mori system.
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@Mandy said:
The server sided hit validation was removed a little while ago - it was only a Beta test.
Then something worse has happened with the current version.
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@MisterCremaster said:
You mean this? https://www.youtube.com/watch?v=WKQQzscYM6c
For that example, killer already moved passed pallet to smack before teleporting back.
In my case, killer was still behind pallet on drop, then momentarily pops in front to hit me before similarly teleporting back.
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Which would be more exciting?
A basketball match with a team steamrolling another 104-21.
Or a balanced match flipped at the very last second 87-88.
A good match keeps everybody guessing who'd actually win. What may appear as an initial clear victory for one side could jolly well turn around into a shocking defeat.
It also keeps both sides on their toes, pushing them to play at their best levels; thus improvement.
This game however, being an asymmetrical design, seldom breeds that sort of situation. The so-called "even" outcome of 2-kill/2-escape is very rare in the matches I've played through the years.
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Camping on the spot is pretty extreme and rarely happens. But rather inexplicable when it happens with a killer equipping BBQ&C + MYC.
However, killers do pretty often hang around nearby to tunnel same victim for quick boot-out of the match. I don't keep exact statistics, but probably around 20%.
Some are so hardcore they'd abandon a chase and come back all the way from the opposite side of the map just to tunnel the unhooked.
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The game is outright designed to encourage tunneling, given the obvious tactical advantage of kicking out of match opponents ASAP. Even if the developers don't want to admit it, the state of the game speaks for itself; four vs three pairs of hands make a huge difference.
I've always felt that to encourage a more "diverse palette" of survivor attention - thereby allowing for wider and fairer distribution of match activities for everyone - the general approach is to let the killer increasingly get buffed, or survivors increasingly get nerfed, for every different survivor that gets chased/hooked. i.e. Hooking all four individual survivors in sequence yields a more advantageous match circumstance than from simply discriminating one particular survivor.
So a three-person crew who had a team mate quickly ejected out early in match (because of obsessive tunneling) will actually work more efficiently than if all four survive longer into late match. It might feel counter-intuitive but when killers know profoundly how much advantage they can get from otherwise, then tunneling will cease to be a favourable tactic.
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@BillyMain77 said:
If you miss a skill check you will lose a bit of progress on your heal, as well if you start the heal then stop it and move and restart it again ive lost some charges or progress and only been able to 99 myself.
No. Once again, the healing procedures were uneventful and they're still not enough and fall short by 0.1%.
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@Exerlin said:
hmm... This is definitely a bug, and I might know where it's coming from.
The healing progress and medkit charges values are likely stored in a variable type similar to a "double". This data type stores a number that can can include integers in the decimal place, but the big drawback is that these numbers tend to be inaccurate when processed. This is probably what's causing your issue. 24 + 8 obviously = 32, but the program may end up with 31.9998 or something because of the mentioned inaccuracy. You'd generally handle this by rounding the number up if it's within a certain boundary, but something may have messed that system up in a recent patch.
This is why floating point should not be used for calculations that need to be "precise". It's simpler to use integer to represent percentages. e.g. 16 charges = 1600
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@Kind_Lemon said:
The situation sounds like you're describing a missed skill check at some point or an accidental tap of the medkit on another survivor or on yourself before you went down, but I have no idea if either the additional charge add-ons or the first aid kit is bugged.
Nope those don't need to happen in order to be "short changed".
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1618830#Comment_1618830
I disagree, I don't main killer, but when I do play Killer I've managed to 4k without needing to tunnel or camp. Just need to have a good strategy, sometimes you get out played or the strategy doesn't work, it happens, but you win some you lose some, no big deal. You're not really going to improve as a killer if you're focused on securing one kill at a time though.
Problem is the current design outright encourages tunneling and to some extend camping. There is so much tactical advantage to eliminating a pair of hands early in game. And it does not attempt to balance out activities to all participants as evenly as possible.
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@RizeAki said:
They aren’t “tunneler” they are just playing killer in the current meta That’s why DS UB BT are used so much is because killers have to tunnel, proxy, and slug to get a win since it’s almost impossible to 12 hook and win
Its not because you or they are toxic it’s just cuz of how this game works
Which is testament to weak game design.
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Even if i'm not the first found, there seems to be a great chance for other survivors to kite killer to my position, and sandbagging, setting off a domino effect.
Today's matches have mostly been absolutely frustrating with killers hell bent on tunneling and survivors who pick me off hook just to give killer a free shot.
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@crixus006 said:
Hahaha really? Do you want to open the infinite loop hahaha, what rank as a killer are you?
That's why only open one side.
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How many decks do you envision for such a vessel?
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Why even have conversations with such people? What productive outcome do you expect?
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Very rare item. No, it's about achieving it despite the error 112. I observed other challenges didn't such problem. But eventually I did escape with another piece of loot next match without those poor-quality errors.
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Yes i have PI+AITH just for this challenge. I ran out with the loot but error 112.
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I like to see more high-quality programming. At their current level of discipline, adding more features means adding way more bugs.
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Actually I do leave my gaming bench fairly regularly to do other stuff so I do quit the game, as I'd prefer not to leave the game idle in the menu/lobby.
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Because griefing is a thing.
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I'd like him to have a boxing outfit. With gloves.
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Yea I've brought down entire SWF teams before like that, not because I was intentionally slugging or camping, but them simply congregating at the same spot like bees to honey, or flies to rubbish.
However, good teams will disperse and juggle their roles. With so much situation awareness afforded through external comms, they don't have to all do the same thing at the same time.
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Wished the game was more about hide and seek instead of wall/pallet looping.
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I know there's an add-on for it. And those add-ons are not needed on a pink map since they're inherent. That's why it's easy to see a logical step-up progression for item grade functionality.
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The pink map tracks everything, while the green map tracks generators only. A purple map with radar for another object type would be a nice intermediate.
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I agree. It should still show the skill wheel for interaction even after letting go.
The way it's designed now, is deliberate extra "gifts" to killers.
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Looks like early warning who the killer is.
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@Springey said:
I believe the portals are hidden until he uses them.
This is something I didn't know from playing demogorgon itself. 😱
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The blood web design honestly makes it feel more grindy than even World of Warcraft. So many bonus rolls and still not getting the actual gear I want. 😄
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Or, that Meg is an accomplice. Witnessed that multiple times before.
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@shalo said:
It can't be done without cheating (farming), don't bother with it. If BHVR wants to pay a writer to write lore and pay to record the voice and then hide it behind impossible challenges that's their loss.
Funnily enough I managed to accomplish Violent Imperative challenge on single try; HB + chainsaw chargers + agitation + iron grasp + monstrous shrine.
I initially managed to bring two into basement and chainsawed down a third, but the fourth got in and since I don't play HB a lot my chainsaw aims downstairs all missed, but eventually bagged the other two latter survivors into the basement too. Subsequent round-trip map excursion lead to 4K; didn't expect it to turn out so successful.
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A few rounds and people still won't hop into locker despite tunneling. Finally one survivor was kind/dumb enough to hop inside right in front of me.
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I'd prefer to "trade in" an accumulated set of unwanted items for a small refund of points. 10-25% is fine so as long as they're converted into something of value.
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@Shocktober said:
Well, at high ranks I see keys regularly. Maybe in 1/4 to 1/3 of the matches. So if the survivors get 3 gens done I will lose the game. That's 80 seconds with the team alive, with 1 survivor urban evading in a corner of the map.
Assuming you spawn into the match, find someone in 20 seconds, down them in 30, that's already half the match over when a key is involved. I have games where 2 gens pop before corrupt is even expired.
So I think mori's are fine as they are right now.
Odd thing is my region (Southeast Asia) sports more moris than keys. Given the 4:1 ratio one would've thought otherwise. Today alone, nearly every killer I faced brought alone a mori. Did I mention they tried their very best to tunnel and cull the flock?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1281511#Comment_1281511
Aiming this at both of you...but maybe try utilizing Alert in your builds. Not only will this give you the killer's location from time to time, but also information on which pallets have been used, the location of gens and the identity of the killer at the beginning of the match. Typically if a killer breaks a pallet or kicks a gen sometime before heading your way... you'll get a decent idea of which direction theyre coming from.
I don't use premonition anymore. It did help me survive (or last) plenty of matches back then, false positives or not. Especially when I perpetually suffer from bad latency, I needed all the early warning I could get; if I saw a red stain around a corner it was almost a guaranteed hit because everything happened too late too slow for me.
However, this game is unfortunately more about the chase than stealth. Therefore learning how to navigate/loop obstacles will serve towards long-term survivability, of which windows of opportunity is helpful teaching beginners where are the safeer places to run towards. At that point, then spine chill takes on the better value for boosting vault speed.
My preferred chase-to-stealth combo is quick & quiet + inner strength + head on. Pulled off properly, can hop into locker and heal while killers get confused, and knock them silly if they return. But lag makes this a 50/50 game as I often get overridden by killer's action.
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When I was inexperienced I found premonition way better than spine chill because I could tell where the killer is coming from, especially in walled locations. That gave me the exact information which direction I need to head to hide; otherwise I could be walking around a corner right into the killer. With that perk I was rather often the last survivor found/killed.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1281418#Comment_1281418
If the SWF team doesn’t know how to play the game comms mean nothing.
Comms in very little situations become strong, but again if the player doesn’t know what to do with that information it doesn’t matter if they are SWF or not.
This thread isn't about SWF per se, nor about individual survivor experience.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1281389#Comment_1281389
That makes no sense, how would that solve the issue with SWF?
The problem with SWF is some poor stranger killer has to counter the unfair coordination the survivors have with voice comms. At least if another friend is the killer, s/he knows exactly what lies ahead. There've been calls for a casual mode so SWF can operate there instead of in the public competitive ladder.
Anyway, I don't really want to turn this into an SWF discussion. I do not see moris as a "solution" for SWF.
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@BeHasU said:
Well, the cypress mori should be base-kit and the moris over-all should be only on death hooks.
But keys are a thing too though. Yesterday i was playing killer and after 4 gens i managed to finally get a kill (all the other survivors were on death hook). It was a nice 3 gen situation with very close gens. I patrolled the gens for 30ish seconds and then all of them escaped through hatch. Pretty fair, huh? After their lack of strategy for avoiding a 3 gen situation, they still got rewarded for that because of an item.
And this isn't the only problem, i understand that killers have mori's and survivors have keys, but key's addons are extremely powerful. The guy with the key had Object of Obsession with that key addon that let you see the killer when he is in a 32 meters range for 45 seconds. I was unable to do anything about that, mindgames were impossible bcs he was able to see me at every moment in the game.
Since the hatch is kind of like a "last survivor" feature, I also question whether a key should let multiple people though, especially more effective with a SWF group. A better balance could be to reduce the key into a "ticket", per-person entry. If everybody wants out through that avenue, they must have their own keys.
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@sulaiman said:
If the game woud be just about perks and addons it might be fine.
But the game evolved, and now resolves around communication a lot. I take moris to have a fighting chance against swf, because they dont use only perks and addons.
solve the swf problem, and i am fine with moris changing or gone
While this thread isn't specifically about SWF, yes I feel SWF shouldn't even be in the game at all. Unless one of the friends is the killer as well.
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I'm personally so sick and tired of getting hit through windows with unbelievably long arms when I'm already half-way dropping to the ground. Even with hatchets that toss straight through the walls.
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So that turned out to be a bug..... wow.
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Open my eyes
It was only just a dreeeeeaaaam
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@Joelwino said:
I'd imagine that Adam would have some knowledge of Chinese. Other than him though, she really would be lonely. She can't even explain to people that her first name is Min and last name Feng, and that "Feng" is actually pronounced "Fung."
凤敏
https://www.google.com/search?ei=1E20XtmtIM3y9QPkloXIAw&q=chinese+to+english+%E5%87%A4%E6%95%8F&oq=chinese+to+english+%E5%87%A4%E6%95%8F&gs_lcp=CgZwc3ktYWIQAzoECAAQRzoCCABQ9fQHWPD6B2CH_gdoAHACeACAAS2IAVeSAQEymAEAoAEBoAECqgEHZ3dzLXdpeg&sclient=psy-ab&ved=0ahUKEwjZ5-DEq6LpAhVNeX0KHWRLATkQ4dUDCAw&uact=5凤 (family name) = phoenix
敏 (given name) = agile; nimble; sensitive
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@Mat_Sella said:
While we're at it, can there be a button differentiation between vaulting pallets and opening (entering) lockers?
This is an issue for both sides, especially when the locker is far too close to the location of a vault (Gas Heaven and such)
Absolutely hate this. I run to a window to vault and instead hop into a nearby locker. I have to perform actions earlier than normal because lag makes it so difficult to time it precisely.
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"Artistically", momento moris are cool and add flavour to each killer. But yes, they upset the balance awfully. While I am not in favour of out-right removing the feature, I feel more conditions need to be met in order for them to activate. It should not have to boil down to the killer's decision to delay the killing in order to appear "honourable and fair" to the survivors. The game design itself should be fair from the beginning.
Hex Devour hope is a nice example of fulfilling tiered requirements before mori happens.