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surveilltheempathy

surveilltheempathy

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surveilltheempathy
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  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631749#Comment_1631749

    You keep missing my point and putting words in my mouth. I never said the game was dumb. That particular rule is. No game should lock people out of playing unless they were cheating. That's an idiotic design. And where TF did I say I make games? I don't do that for a living, I work in the medical field. People who do make games for a living should also be fixing their bugs on a quick and consistent basis. As a fan of pvp games, this game just has too many issues to be punishing people for leaving.

    I don't see this going anywhere. You're missing my points and cocking and attitude so I'm just gonna agree to disagree and stop replying to you. Have a great time in the fog.

    You are missing the point here. It doesn´t matter whether the rule is dumb or not. The rule is simply there, so you have to accept it or stop playing the game. It is that simple. BHWR could make much dumber rules and everyone of us had to accept it. It´s their game, they can make every rule they want. And if they change the DC-Rule at one day and allow it, then we who have a problem with DCs have to accept that. It would still be a very egocentric and antisocial behaviour but it would be allowed. Right now, it is not about opinons, it is a rule. And that´s it.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630157#Comment_1630157

    funny and sad slagging not hooking letting everyone bleed out not taking the game hostage you'll bleed out end will end so not bannable reason why people dc in tho cases

    everything else I agree with but I still feel bots would be better the DC penalties they can't get it right and mobile ver got them bots.

    I don´t know wheter you can call this situation "taking a game hostage" or not. But if a survivor dcs after the killer slugged everyone and knows where a few survivors are but does not hook them and you can be shure that nobody has unbreakable, than I don´t have a problem with smeone dcing. I wouldn´t do it, but it doesn´t hurt the game at that point so I don´t care. But to be fair: I never had a round like this. I played against massiv slugger, but they slugged to waste time ore secure the 4K and thats totaly fine.

    @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628816#Comment_1628816

    I've been wanting the second phase to be reworked for a long time. Why do I have to mash a button? Just have it be like the first phase where I can wait and collect my thoughts.

    You could also change the button spaming to skill checks. If you miss one you loose 5 seconds. There would be a punishment for missing, but you could only reduce the time (from 60 to 40 seconds maybe), but you couldn´t suicide.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630071#Comment_1630071

    Okay clearly you cannot read. No where did I say I don't want to play the game in general. I think we all do. But I'm not going to play a game where a killer has overpowered add-ons, slugs, camps, tunnels, moris, etc. That isn't fun. So cause a killer slugged everyone and watched them all bleed out so I dc cause I'm not having fun, am I in the wrong? No.

    Soo clearly you cannot read too. Cause you are still ruining the games of the other players. Maybe they want to try it again an OP-Killer. You know that this Add on is in they game so you agreed with it by queuing up. It´s that easy. Moris are also in the game. Tunneling and camping are super unfun and bad but still a way to play the game (even if it is a realy bad way). If a killer slugged everyone and does not even try to hook them he is taking the game hostage. That´s a reason for report and maybe the only situation, where a DC is ok. In any other scenario it´s not. It is not on you to decide how the killer plays, what perks or Add Ons he uses and which offering he brings. That´s on him to decide and you agreed to that by joining the round.

  • @Tactless_Ninja said:

    Funny how many of you have already figured out the answer.

    A business needs to keep running. And putting everything on hold doesn't guarantee results. It only amounts to a net loss.

    It's like running a restaurant. Closing it for a day would be catastrophic. It's loss in revenue and diminishing interest in their product.

    Btw Operation Health on RS Siege fixed nothing and it still runs like dog #########. Community is awful too. Lmao.

    Thats just not true. Operation Health helped R6 a lot, everyone who is truely invested in the game will tell you that. The problem why many people still have the opinion, that it fixed nothing, is, because they don´t understand, what Operation Health was for. It was never it´s job to fix the bugs that the players werde experiencing at that time. It was designed to change the whole infrastructre of the game. To make bugfixing in the future easier.

    For DBD it should be the same. A Health-Chapter should not fix bugs like the "stuck in the hill"-bugs. A health chapter should give them the time and room to reorganize theire whole infrastructure. Be able to change parts of the code, because nobody is inventing new stuff based on that code at the same time into the game. The playerbase would not see most of the stuff, they could do in a Health-Chapter, but it would help the game in the next years.

  • @Tactless_Ninja said:

    Make injured survivors have a natural gen repair debuff. Either work on gens with a debuff, or heal first to normalize times.

    It rewards killers for spreading damage and contributes to their secondary objective, protecting gens.

    I like that idea. Sounds much more interessting for both sides than most of the other ideas I´ve heard. It requires effort from the killer to get them injured, it´s against camping and tunneling, the survivors have ways to deal with it. I realy like that.

  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561850#Comment_1561850

    That is still wanting the times adjusted. Honestly I'll say I wish they brought back old ruin. Old ruin was a game changer and actually was (in my opinion) balanced and a challenge. As a survivor I'd either truck through it or get annoyed with how slow I am and go find it. Ruin used to screw over survivors every game.

    And yes nurse was super op back then, but every killer is op if you play them right and understand the potential of their kit. Trapper for example has some awesome add-ons that turn him into a nightmare. 4ks all day if you play him right, understand map pressure and herd them into your traps. Its actually not hard. You may have to sacrifice a gen or two from getting done to set up but it's worth it if half the map is blocked off and you bring the add-on that automatically resets your traps.

    Old ruin was anoying as f*. I refused to use it as killer back than because I knew how anoying it was for the survivors, espacially for new ones. The new ruin is much better designt. It requires someting from the killer, it´s not totaly passive thing. But when it last for more than just one minute I think it´s even stronger than old ruin. And much less frustrating. It´s only problem is, that you still can´t rely on it, because you could lose it after a few seconds.

  • @Blueberry said:

    First step is shrinking most maps by at least 25%. Then get rid of all the loops that can be chained together abusively. Don't let the survivors spawn spread out and on top of gens.

    That with the early game slow down mechanic they're adding should be enough.

    I like the idea of it being the killers job to pressure gens to prevent them from going fast, but the issue is that the majority of maps are simply too large and too safe for most killers to be able to do that.

    The idea of pressuring gens is alright, but sadly it´s just an idea. Gen pressure is an illusion with many killers. You have just so much pressure, the survivros are willig to give you. I had it so often: Two survivors working on a gen. I walk to them and ten meters before I reach them both go away. I start chasing one, and when I am just 5 meters away the other one sits on the gen again. If i chase the first one. I lose this gen. If I turn around and chase the second one, the first one will walk ten meters behind me to the gen and will also work on it, when I´m just a few meters away. So in that scenaro I also lose the gen. Not to forget the two other survivors, who can also work on gens. Of course they can´t do that with every gen in the game, because some are to far away from the next loop so I would catch them before and they couldn´t waste enough time then. But with the most gens it works. And because of that it´s also not on you as a killer to chose 3 gens for last, against a realy good team. They choose. If they want an gen, then they will get it unless you stay in front of it (which is obviously stupid, cause you will lose every other gen. And only some killers like nurse or huntress can prevent this from happening. Luckily most of the games aren´t that extreme and some teams who try to play in that hyperaggressiv way make one or to mistakes and you can snowball, but it happens often enough, that the killer has to decide between two choices and both of them are wrong. And thats a realy big problem.

  • That´s not the game. I want an explanation in the game not on a website. DBD is not the only game that does that, but it´s so stupid to require research in the internet to understand a game. That is insanly stupid...

  • I think he want´s the survivors to suffer he want´s their hope to slowly fade away, because it increases their suffering. It´s like Banes plan in The Dark Knight Rises, so it´s not realy a new concept.

  • Of course there can´t be a general answer, but the most fun I normaly have in 10-15 minutes matches. It also helps everyone to get a lot of bloodpoints an pips.

  • Thank you for the explanation. Would be nice if the game could explain that itself propperly...


    But annyway, I don´t think that thats a good way for the emblem to work. I mean: 8 hooks are a realy good job, but you can still only get bronze. Ore withn six hooks none emblem. That´s stupid. And it rewards camper heavily. Kill everyone on first hook=Gold. Double amount of hooks but no kill= bronze. Sometimes I realy don´t understand the devs...

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/182563/is-plague-viable

    She’s viable.

    She just requires a lot of “management”, and I strongly believe Dark Devotion & Infectious Fright are essential on her (many will probably disagree).

    It’s usually those 2 perks (if they’re used effectively) that put survivors on edge enough to cleanse, and continue cleansing regularly.

    From there it becomes a delicate balance of management.

    • be enough of an unpredictable threat that the survivors absolutely do not want to be caught out while broken.
    • Manage pools of corruption so that they never reset.
    • BUT... don’t get greedy with Corruption. Plague’s ideal match conditions around the mid to late game are all the survivors sick or broken, all the outer perimeter pools corrupted, and only 1 or 2 clean cleansing pools mixed in within an ideal 4 or 3 gen set up, making it very dangerous for survivors to either engage in repairs or attempt cleansing

    Basically she requires a huge amount of juggling, and micro management.

    I wouldn´t say that dark Devotion is essential on her, I only used it to get the trophy. For a long time I thought of changing Infectious Fright against another vision perk (like bbq, if I´d had it) but in the meantime I think it is very important for the snowball effect. But I think her last perk is even more important. Corrupt Intervention gives you so much controll at the beginning of the round. IF you infect the generators you get immidiate information on someone starting to work on a gen, and you have already infected one. If they won´t give you that adavantage you have at least 120 seconds to find the first survivor. So you´re normally able to get your first hook before the frist gen is finnished and you could also be in your secon chase. And thats so important for the rest of the round. Because now you have real pressure on the survivors, now you are very much in controll. These first two minutes are so important, they influence the whole round heavily.

    At the moment my build is: Corrupt Intevrention, Infectious Fright, Surveillence, and Make your Choice. But the last one changes over time. I try to have a slow down perk there so I used Tanataphobia for a while, but it´s to inkonsistent for me, because if there are only one or two Guys injured it´s not realy strong. But the first three perks are so very strong on her, that I can´t realy imagine playing plague without them.

  • Plague Main here. I definitly think she is viable. I don´t think that the survivors have to much influence on her ability in general. It´s only a problem against a 4 SWF. Because they won´t clean themselfs for a long time and do it at all at the same time near endgame. That can hurt you. But otherwise: Yes, if they don´t clean themselves you don´t get your range attack more than one or two times and you are a simple m1(R2)-Killer. But the survivors are one hit wonders for the hole round. It´s like playing against Michael in stage 3. And the survivors are also very easy to find even with iron will. So I don´t think that it is smart in generall to not clean yourself. It can snowball very fast, espacially if the plague has kept one of her fountains unused.

    I have only two issues with her:


    1. Her vomit is way to inconsistent. I had it several times, that I vomited on a survivor who was running towards a window, vaulted trough it and ran away, and I hitted him for one second straight. But nothing happend...
    2. I think it´s a design mistake, that a survivor who got injured in a chase can walk to an infected generator, infect himself and heal his injury by cleaning himself on a fountain. You should just be able to clean the infection and the broken status, not the injury.

    But overall I think she is perfectly viable in every rank and also very fun to play. But because of her inconsistancy she als is very frustrating sometimes...

  • @Adeloo said:

    Plague, she as the weakest power of all killers.

    That´s definity not true. Her ability can be realy powerful und sometimes crashes the games of hyper aggressive SWFs in a few seconds if they do one little mistake. Many people think it´s a counter to her if you just don´t clean yourself on a fountain, because then she gets her range attack. But guess what: Now your one hit for the hole round...

    Sometimes it can work, if it´s a 4 SWF with realy good loopers and all of them clean themself simultaniously at the end of the round. But it can also crash your game in a few seconds. Plague isn´t one of the strongest killers, but can youse her power in enough different ways that it works well.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1527647#Comment_1527647

    Just a small point, his lullaby is like huntress' and is 2d. You're not supposed to be able to hear which direction he's coming from whilst asleep.

    Ok thank you for the information. I didn´t know that this is intentionally. But it doesn´t change my point. It just gives freddy even more different powers.

  • @Cheers said:

    I'm the only one here that doesn't mind Spirit (although I do dislike Stridor Spirit)

    I hate slowdown Freddy especially if they just spam snares on loops as there is little you can do in those situations. Other than that though, I'm not sure.

    I would also go with freddy. He does to many things in my opinion. Most of the time you are asleep so you have constant debuffs and you can´t hear his terror radius. And for the broken sound system in the game you often cant tell from which direction his singing is coming from. He can slow you down (on loops or whereever he wants) and he can teleport to generators. So he combines map pressure with chase pressure and is able to weaken the survivors passivly. In my opinion, thats to much.

  • I still remember my first time playing against Oni. I think it was the most terrifying round I ever played in DBD. Normaly DBD feels like a tactic-game, but that round it was a pure horrorgame. So in my eyes he fits perfectly into the game.

  • @Canas said:

    So what was the point of the patch again if one of the most bugged killers in the game still sees no fixes? Not a single trace of her in the patchnotes. Do we need to re-iterate what her core issues are?

    1. Survivors don't cough anymore, not until they're fully broken at least.
    2. Her aim is completely messed up, she can't infect survivors in front of her anymore.

    These two aspects are what define Plague's gameplay. If they don't work nor can she. I own every single paid cosmetic you've released for her and yet you still deny me the ability to play her.

    She is definitly playeble right now. I reached rank one with her last night and could use her as usual (PS4). Her vomit had problems before too, there are so many hits that you can clearly see, but nothing happens (or one second later the survivor suddenly falls...) but thats nathing new (sadly). And I think I heard not fully infected survivors cough yesterday, so that seems to work at least sometimes.

    I hope they change the point of view back to the old one, although I gut used to it in the meantime.

  • @WalkedMoss92 said:

    Not relying on perks, but takes ACTUAL skill for survivors?

    I think this is a misconception, cause using perks properly is definitly actual skill, or at least many perks are. Aura perks for example are easy to use, but to get the most out of them requires skill. Other perks can help you massivly if yoused correctly but become your downfall if not.

  • I dont have vision issues, but i´m still glad they changed it and made the auras easy visible again. Much more fun to play on both sides if you play with aura perks like empathy, kindred, dark sense or alert as survivor and surveillance as killer (and even more with bbc, bitter murmur or hex perks). Thank you for the fast fix.

  • I played some time with Devour Hope, but only in combination with Thrill of the Hunt to protect it. And if you are lucky, and both totems are not to far away from each other and you have also gens nearby the round can be realy bad for the survivors. But if your unlucky and the totems are far away from each other or a survivor spawns on top of it, than you play the rest of the game with three perks or even two, with that perk-combination.

    So for me it´s a fun build. It is so satisfying to get a mori (or even 4 moris) but it´s so f** rare that it happens. Because of that I run most of the time Perks which i can rely on the hole round.

  • Why not? Better than making a new thread for an already existing one.

  • @deadwolfwalking said:

    Blocking is a ******* strategy as much as anything else. Hook blocking is a legit survivor strategy. Plain and simple. And the ability to block the basement is necessary. Thats the killers base. There should absolutely be no reason for anyone to 'feel safe' there. Its what makes the place dangerous. Leave blocking alone.

    No. Bodyblocking is forbidden and listed as a reason for report. So it definitly isn´t a legit strategy.