smileybones
smileybones
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2277080#Comment_2277080
The difference there is that once the pallet is dropped, Huntress usually has to respect it and break it or attempt to get a hit over it if possible. Nemesis can miss and still get the pallet break and keep the chase going.
I've already had a few games where all the pallets that could potentially prevent a hit are gone 2 minutes in which makes playing not very fun for solos.
I don't know what to tell you dude. It sounds like you want pallets to end up the "be-all, end-all" against killers, which I personally find boring.
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@gibblywibblywoo said:
He does kinda feel like another pallet = free hit killer, but I think its balanced out with the need to hit 3 times overall to actually get the down out of it. I don't think he's OP by any means but he feels like another "counterplay is just hope the killer is bad" killer. Again I don't think he's OP despite that. He seems relatively balanced.
I enjoyed him a ton in the PTB but haven't played him in Live yet. So far I'm just repping Leon's RE4 jacket.
You face him the same way you face huntress: You can drop the pallet, or just run through it for another loop. Readying his power will slow him down enough for you to reach the pallet again. So if you think he'll ready his power, run through the pallet. If you think he's just gonna keep running after you, drop the pallet. He can't ready his power fast enough to hit you if you've already dropped the pallet
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As I'm writing this comment, I'm current stuck on the same log as killer. Devs, please fix this bug.
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@WeenieDog said:
Dude, appraisal is a precious jewel to us loot goblins.
I've escaped 3 games in a row by building a pile of loot for the killer in the basement and showing them
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@Yords said:
It has always been a joke.
Beefmur: "Top 1-5% MMR IS A JOKE!"
Yords: *pulls out gun* "Always has been."
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@Grimm120 said:
Personally I haven't run into a cheater in a few months (TY luck). Last time was a Huntress who always saw everyones aura no matter where they were or what was being done. A friend of mine did say last week he ran into a flying Hillbilly who threw hatchets like he loaded them into an M16 though so I guess they're still rampant.
Is it too early for a fix on their Easy Anti Cheat, or do we have to wait another 4 years before it's addressed?
I've run into several survivor cheaters, as both killer and survivor. One thing I notice is that they're getting sneakier. I had one that wouldn't turn on their speed hack until I wasn't looking, but when you see the person in their unique outfit go from one side of the map, to behind you, unhooking the fellow you walked away from, it gets noticeable.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1894943#Comment_1894943
Well we can exclude matches where you get thrown wild ranks like the browns you were mentioning. That's a matchmaking issue and not truly reflective of a normal solo queue game.
There are a multitude of issues with mmr and why it's not going to work.
Firstly the whole reason we are getting mmr is because rank isn't an accurate gauge of skill. Yet, we aren't being told how mmr ranks "skill". We also aren't going to be shown our mmr. If mmr is to replace ranks because it's a more accurate gauge of skill, why didn't we just use that criteria for the current ranking system?
So what reason would there be for not showing us our mmr, not showing us how it determines skill and not just using its metric for the current rank system?
It's because there isn't confidence that it actually does gauge skill and also because they don't want us to be able to point out its inaccuracies or that it is matching us incorrectly. In other words, it's the current system we already have except without the ability to see the poor ranking and poor matchmaking to be able to call out the devs on it. It's a way to cover up the games issues.
The only reason they've given for hiding the mmr information is that it will supposedly be manipulated to control our mmr. This doesn't make any sense. If mmr measures skill...then us seeing the skill metrics...will make us play skillful in order to.."manipulate it"? So "manipulating the mmr system is just playing skillful? Sounds silly right?
You're now gonna have no idea after a match as to whether or not you were matched correctly and no clue if the system considers what you did playing well. You're gonna be in the dark. Can't complain if you don't know anything right? lol
Here's another issue different from the rest of this...
The game is quite poorly balanced in its current state. The extremely poor ranking system, rank reset being too little, too much ease in ranking up on survivor is what covers up the games imbalances. It puts more potatoes against good killers.
IE in a perfect mmr system world killers would be getting destroyed. The games issues I just listed cover up these imbalances.
100% agree with everything you just said. Hiding MMR is the most shady thing I've seen come out of these devs. Some players like to think that this is just some "party/casual" game to play with their friends, and the devs like to pretend that's the case. But we all know it's the intrinsic competitiveness that keeps everyone coming back. Even if the devs and the players like to pretend otherwise.
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Unpopular Opinion: Inexperienced survivors are what is keeping this game alive. Without them, no one would play killer.
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@NoelleMina said:
I still see them often, but I no longer feel stressed every time I don’t see the last offering turn over.
And then the devs add an offering that begins a timer at the start of the match that will instantly sacrifices all survivors if the gate doesn't get opened in time :>
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/221517/weekends-are-the-worst-time-to-play
Sundays are by far the worst, i turned this ######### off after 3 matches
if it's not keys then it's pallet breaking simulator
garbage
The worst days to play are when I don't get to hug you! <3
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1894930#Comment_1894930
For all I know I have fought Tournament Squads already, many times in fact. Until recently, when all matches have become rainbow hued, I fought nothing but all Red Rank teams, and most of them SWF. I never made any claim about which Perks I use. I said I have slowly but surely gained all I needed from the Shrine. I can't comment on Nurse or Billy aside from fighting "against" them, because I tend to play one Killer at a time until I feel competent, and I haven't gotten around to either of those yet. Right now I'm interested in Trapper. I still play Myers quite often though.
What I'm saying is that the skill cap isn't the Killers or the Perks. It is the PLAYER. That is why we have crazy good people like Otz (and a notable few others) able to take any Killer and win over and over again with them, sometimes with no Perks at all. This game isn't pay to win. This game is PRACTICE to win. You have to pay your dues in the field. The most important skills for Killers or Survivors are the basics. I don't know why I'm bothering to argue this with you because you are the kind of person who blames your failures on the build, or limitations, or not having the right Perks. It is never YOU is it?
I'm a different sort of player. The buck stops with me. When I win, I take credit. When I lose, I take responsibility.
Except I have I seen Otz and other people like him play killer, and end up in unwinnable games. And they didn't make any mistakes during the game either, the survivors they went up against simply were fast on gens, and competent in chase. So I don't know about you, but I wouldn't place the blame for losing on the streamers. They can win against as many potato teams as they come across. But the moment they hit a good team, they smack a ceiling where their experience can only take them so far.
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@celesteismore said:
One time when I was solo I saw nobody was coming to get me so I took the chance and it actually worked and I got downed again and nobody came to save me.
"Why Are We Still Here? Just To Suffer?"
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Now Kish!
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Listen, most competently designed games have a character/weapon that's easy to use and powerful, so that new players can stand a chance against more experienced players. They're also designed in a way that experienced players that go against them and are aware of it's shortcomings can win against them, while experienced players who use them can make that harder to do, but not impossible. I believe Freddy has been designed this way. At the end of the day, he's an M1 killer with a power that forces you to leave the loop or take a hit. His teleportation isn't so oppressive that you can't just finish the gen. Most of peoples gripes with him have less to do with him as a killer, and more to do with their teammates inability to deal with him. Hopefully, he's nerfs don't become so egregious that he becomes useless again.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1894886#Comment_1894886
Longer game time will encourage more chases. Having to do dull totems extends game times. If you assume equal skill, killers, especially low tier ones do not have enough time to chase, down and hook 12 times in a game alternating the person hooked. That's why tactics like camping/patrolling, tunneling, and slugging are used to save time or reduce the amount of time needed to hook someone. Now there will always be people who will face camp or tunnel out of spite, but most killers also enjoy the chase. Having gens fly when all you want to do is chase often leads to these time saving tactics. Yet when a secondary objective becomes more prominent, like the current Ruin/Undying meta or whenever NOED goes up in use, survivors will often complain that they don't like it.
I know many survivor players dislike it, but one of the reasons I slug so much is because I enjoy immediately getting into the next chase. Makes the game feel busy hectic (even as a survivor, imo). This of course assumes I know where the next survivor is. If I don't, that's usually when I start picking survivors up. Pretty much agree with everything else you said as well.
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shrug If I have them, I use them. The only reason I had a stockpile of them was because I didn't want the game to won just cause I mori'd the first person that looked at me wrong. Only really brought them if I saw a key or a quick switcher. Now, there's no reason NOT to bring them. Generally speaking, I like them more now, cause sometimes I'm like "OOoooh, I can mori this one!" after forgetting I had a mori on me.
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Once you've gotten enough experience as survivor, it becomes less "Surviving against a Killer" and more "Surviving against my ######### Teammates." I generally consider it a good game if my teammates haven't done something to piss me off. Even if I get tunneled, I'm confident enough in a chase to make the killer pay for it.
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If you get unhooked in front of me, I'm going to yell out "BT CHECK!" and hit you. That's assuming I can't get the trade and don't already know whether or not they have BT.
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/1894889#Comment_1894889
The problem is that there are TOO many survivors, cause everybody wants to play with their friends. During the daytime queue time is instant, while for killer it takes too long.
My survivor ques are never instant. At best, they take 4-6 minutes, at worst, 15-20. It's for this reason my killer challenges are finished in 1 or 2 days, while my survivor challenges take at least a week.
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@Axx said:
SWF is an issue when all 4 survivors are decent, even more so when they are on coms, but it won't kill the game. In fact, SWF is one of the things keep this game alive tbh.
Killers will play a certain way or bring certain loadouts because they feel its the only way to keep up with competent teams. Those ways will often be at the detriment of more casual and less experienced survivors. Then, certain perks/killers/playstyles will be nerfed, causing people who enjoy killer to be disenfranchised and play killer less. Rinse and repeat until the survivor ques become unbearable, or the next DLC brings something that will bring those killers back before it's inevitable nerf.
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@FreakPrince said:
It hasn’t killed in the last 4 years and it’s not gonna kill it now when the game is the easiest it has ever been for killers compared to what it used to be.
I wonder how long survivors ques need to be before people start realizing there might be a problem.
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@TheClownIsKing said:
Thank you so much.
And oh man, how exciting. Clowns getting at least one additional tonic, and by the looks of it, if gas clouds are mixed, it creates a third additional effect.
Ooh, my mind is racing with possibilities.
I'm still in the camp of "give clown a molotov cocktail" :P
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@Koziiina said:
https://forum.deadbydaylight.com/en/discussion/comment/1789460#Comment_1789460
I'm not entirely sure what you're trying to say here. Even if Surge+Oppression isn't a "viable" alternative to Ruin+Undying, I still think having another option is better than not having one at all. I like to think of it as the Ruin vs Corrupt discussion before ruin was changed to what it was now. Both had different strengths and weaknesses. Regardless, having two options and having one be slightly worse than the other is better than only one good option.
I literally said I wish Surge and Oppression were viable.
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eh, I don't know about implementing changes based off of juvenile behavior. I will say, however, that I've always wanted hit's on the edge of the exit threshold to turn into grabs if the survivor is injured, making staying around the exit gate a more dangerous proposition. Kinda irritating how they just fall into freedom.
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Well, I think Surge and Oppression wouldn't make sense if they worked together. If we're talking synergy, I'd say surge and oppression being the delivery system, with Pop and Overcharge being the payload. Many people complain about the ruin/undying combo, but if there were viable alternatives that didn't synergize with ruin/undying, then we could see some variation.
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Farm maps, 100%. Although, if I could make an off topic remark, I would like to see more maps added to Doctor's realm. Lery's, I think it's called?
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The two most pallet laden maps now have dead zones? What a nightmare!
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Oppression synergies with losing the game because you only have 3 useful perks.
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You don't counter Spirit; you survive her. As it should be with all killers
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paid actor confirmed
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@EldritchElise87 said:
I have been wracking my brain trying to think of she is actually good at and so far got nothing. Killers need either high chase ending potential, good tracking or high mobility, and the twins don't really have any of that in abundance.
Early days but just can't figure out what an effective playstyle is for them.
Camping hooks and gens is unfortunately the best thing she can do
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While I know some of these comments are rude, understand they're paying customers with expectations. If those expectations are not met, expect anger.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1765708#Comment_1765708
Why do you think BL is outdated? A lot of people saying this seem to think BL is some sort of magic free advantage that seriously impacts normal chases rather than putting a time limit on how long you can loop at one object.
I personally think BL is fine. If the killer is willing and able to invest 45 seconds into a loop, and your in a position where you can't break LOS, guess what? Your not actually doing something very skilled as a survivor. Learning to do a loop isn't trivial, but it isn't 'hard' and it is entirely rote to do an optimal loop, especially around objects that don't block LOS and thus don't have real mindgame potential. So saying 'The killer is just brute forcing it' is stupid... doing a loop is the SURVIVOR brute forcing it, creating a scenario out of the geometry of their relatively hitboxes to extend out time with actually nothing the killer can do about it besides running the loop.
There is this meme that Bloodlust is 'low skill' but in reality what it does is forcibly make it so you can't get a 'safe zone' with a pallet outside of super extreme 'megasafe' scenarios. I think that is fine, in normal play scenarios 90% of the time the killer farming up to BL3 is the wrong move, and survivors can just... not allow it to happen by abandoning the loop and resetting BL and absolutely screwing the killer. In that 10% of scenarios it serves to force the survivor to respect the killer.
Complaining about Bloodlust strikes me as complaining about old pallets pre-vacuum but worse. Once vacuum was added, all tension left the survivor side because now there were massive safe zones the killer couldn't hurt you all around the map that made extending chases indefinitely trivial, which made doing gens and actually plotting out your movement over the map very boring because you always felt like you could last indefinitely. Bloodlust lets survivors waste time (Quite a lot of it in fact) while still saying 'Ok but you can't JUST loop everywhere all the time anymore.' DBD is just NOT FUN when survivors can treat any pallet+window combination as an indefinite or even just long term tool to keep a chase going, and we know that pretty solidly. I think that means BL is in fact, not outdated.
After all, the geometry problem it exists to solve has NOTHING to do with vacuum pallets, so saying 'vacuum is gone so its outdated' is kinda... dumb? It existed to solve problems with entirely non-pallet based 'loops' where the amount of turns on a wall made it so the killer was slower than the survivor, meaning perfect survivor play made that area an infinite. Vacuum pallets going away doesn't change that, so the conditions that made Bloodlust required are... still here.
Its also a pretty narrow and well tuned mechanic. Bloodlust 1 happens pretty much automatically for being in a chase, you can't NOT get BL1 after getting a hit unless the survivor makes a mistake, and they are such minor movespeed increases that you won't notice them even when they are happening that much until you get to 3, they just let you turn those corners slightly faster to ensure that weird things like 'a hook spawned next to this wall' doesn't make a loop an infinite, and, again, getting to 3 means either Killer or Survivor made a huge mistake.
Pretty much sums up how I feel about survivors trying to decide what parts of killer are skilled or not.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1744811#Comment_1744811
As a spirit, you can bait the survivor into dropping the pallet and then coming around the other side. Spirit is fast enough to do that while phasing.
And then you hear her coming around the other side, and just vault it. Not really a good strategy
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@Stealth said:
Wait, what was the bug? I've been away for over a year and have been playing mostly Blight since I got back.
You can hear Spirit's groans while she's phasing. This makes standing at a pallet and waiting until you hear which side she's on a viable strategy. It makes facing Spirit super boring.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1726018#Comment_1726018
Just curious, is this bug fixed yet or still isn't? I haven't played dbd in a while
It's been fixed. Although the fact that so many people were for this bug is concerning.
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@Eninya said:
https://forum.deadbydaylight.com/en/discussion/comment/1697413#Comment_1697413
How? You just don't turn your camera and move only by keys. I was already doing this because I thought that's how it worked. lol
At the higher ranks, its common to lose 2 gens when you're about to make your first hook. If you don't get one before, it's typically a game loss for killer. While this bug was affecting her, I've been able to time pallets drops perfectly. I loop her around the pallet until she stands still. I can tell right away if she's faking or not, because the husk will no longer moan. Then I just wait at the pallet until I hear her moan get close. Worked almost every time. So if I was the first one chased, I could guarantee putting her in a game loss scenario, as long as my teammates haven't gone full potato. Remember; she's a 110% killer, so she relies on her quick chases to apply pressure.
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@SCP_FOR_DBD said:
Hope they keep it, makes her more fun to play without destroying her.
https://forum.deadbydaylight.com/en/discussion/comment/1699512#Comment_1699512
2/3 of our big gamemodes are a complex ranking system meant to separate by skill level, this is absolutely a competitive game for some people.
Thank you! If you wanna play it casually, that's totally fine. But pretending that the people who play this game seriously don't/shouldn't exist is absolutely bonkers.
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@Uncharted said:
All I hear is no more standing still "mindgame". Beautiful.
You can give her an indication of when she's phasing. Making her able to be heard all times is overdoing it.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1697413#Comment_1697413
That's the dumbest take I've seen in a while. The only thing this changes is the stand still for free hit crap. The timing inbetween noises is too long for the survivor to get any major use out of it and ontop of that you shouldn't even be phasing long enough as Spirit to even let them hear more than 2 moans.
And now the survivor can just wait at a vault/pallet and listen for her to get close. You can get rid of the standing mindgame without completely gutting the killer. Giving the survivor information on where she is while she has to guess where you are completely puts in the survivors favor, which makes using her power pointless. She's a 110% wraith with this bug.
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@GhostMaceNotCrusty said:
The blight looks like he wants a hug.
And legion is like "This is the knife imma stab you with!" Makes me laugh everytime.
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It completely destroys her ability to be competitively viable.
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Feels like many people here forget that it's a 1v4, not a 1v1. The skill required from survivor during a chase isn't "never get caught"; it's "how long will it take UNTIL I get caught." I understand no one enjoys being helpless, but that's exactly what you signed up for when you play survivor. The only way you're gonna survive is to play your best and rely on your teammates. Stop pretending that being able to instant escape a killer when you reach a god loop is balanced in a 1v4 game.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1176135#Comment_1176135
However many you need to prove your point! 😁
Right, but if you're not gonna bother watching them, I might as well convince a brick wall. Which is why I asked how much you wanted. Its about gen speed, so I assure you, they won't be long.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1176126#Comment_1176126
Post them on my wall, I wanna keep the thread on topic.
Will do. How many is reasonable?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1174453#Comment_1174453
I mentioned in my thread that I do play killer more than survivor, and generators aren't really that bad.
Sure, the beginning generators are gone and that sucks, but if you can get a good snowball going — survivors won't reach the Exit Gates.
The main problem is queue times, I shouldn't be forced to play killer 24/7 without getting a proper chance to play survivor. The bugs, queues, and dodges makes playing survivor almost impossible. Maybe if you play a few games of killer, you can get easier survivor games and vice versa? 😁
I have a massive collection of videos that say generators are terrible. Would you like some?
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@Peasant said:
Okay, Deathslinger has potential to do some crazy stuff:
But it'll take time to learn all of the tricks of the trade.
And then you play huntress, and just down them for trying to slow vault
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Will you guys be looking into the emblem problems certain killers face? The Plague and The Shape come to mind.
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@Galklife said:
wait so let me recap what you said, you were angry because surv took items so you took most broken sh.. you could and for you its weird they are angry hmmmm
hell yea
btw let me show you perma T3 myers, Shes called Plague
Bad recap. He was bothered by the salt, not the items
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@Unicorn I'd like a hug...