RpTheHotrod

About

Username
RpTheHotrod
Joined
Visits
2,138
Last Active
Roles
Member
Points
314
Badges
17
Posts
1,979

Comments

  • Huzzah! May you dodge every swing and avoid every hook for seasons to come! Cheers
  • I feel It really comes down to the quality of the survivors in question. Like these here are all solo queue situations for me And getting a 4 man out with a face camping nurse https://www.reddit.com/r/deadbydaylight/s/iiPateoWPS You may say something along the lines that, "well, the survivors i get teamed up with in solo…
  • I play almost exclusively solo queue as survivor (i don't have any friends who play dbd, so not much choice). While i mostly play killer, I don't really have issues in solo queue. What's the general issue? I feel it's the lack of communication with the other players, but generally, I feel that as long as you can hold your…
  • As a survivor, I've revealed him while he was literally behind me (not even in view). Got that one on video, too. It's pretty silly.
  • It's a fair question. The devs have made it pretty clear that the game is 4 individual survivors up against the killer, and each survivor gets their own specific win condition. The survivors don't actually win as a team or lose as a team. A survivor wins if they escape, and lose if they do not. This is also reinforced in…
  • Absolutely. I recall seeing a solo queue survivor having a 60% TEAM win rate (as in 3+ had to escape to count it as a win). That's pretty nuts, but certainly not the norm. Survivor potential is practically unlimited. Perfect survivor plays guarantee wins. Perfect killer plays can still have a loss. The game just comes down…
  • It's certainly variable. The numbers are just averaging across a multitude of matches. You could win 10 in a row (a 100% win rate!) then suddenly lose 50 in a row (so much for that 100% win rate, lulz). I edited my post to include mathz.
  • Bear in mind that stat is still at a per survivor basis. If 3 of the 4 survivors escape, one of them on the stats still show as a failed escape despite the survivors "winning". The game stats are built at a per survivor basis and don't count them as a team, so if it's, 48% per survivor with SWFs (IIRC), their overall rate…
  • I used to play daily. One of my favorite games. However, i like to master underdogs, so I mained ghostie. P100. I also am not out to make anyone's experience miserable, so if I'm playing and notice the survivors getting stomped, I back off and let them catch up. If I end up getting a lot of hooks at once, I'll hold off and…
  • The fastest way to kill any game is to provide instant gratification and overly casualize the game even if just a game mode. People generally will always take the easiest fastest gratification option. It ends up killing the quality of the standard game.
  • I just wish we still had smolface. Smolface was bestface.
  • Following him isnt wasting time. It's literally ensuring your team wins. On almost every match in dbd, you don't want all 4 people on gens. There's always someone that should be getting the killers attention which buys time for the other survivors to knock out gens. It's just a bit different with ghostie where someone is…
  • He is literally one of the weakest killers in the game. Survivors can also entirely eliminate his powers the entire match turning him into the weakest possible killer period - just an m1 killer with no powers. Your issue here is that you don't want to counter him and instead be left to your own devices. When playing vs…
  • and the moment he chases them, another survivor pops right back onto the gen. It's a lose-lose. Either way, the gen is a loss guaranteed. Chase off the survivor, the gen gets worked on. Dare touch it, and that's one less charge. Don't touch it, and that gen gets pushed further to further to 100%. You're expecting survivors…
  • And what was his other option? Just let survivors freely push the gen to completion?
  • As a survivor, you can effectively forced a gen to get the 8 gen limit within 6 minutes of a match. That's actually one of the meta strategies. Find an incredibly important gen, such as rpd lobby, repair it, and the moment you hear a tr, just flee. The killer has no choice but to regress the gen or otherwise let it get…
  • Having all 4 survivors is a large amount of pressure against the killer. That's a load of gen progress getting done. If you're single hooking each survivor first, that's that large amount of pressure existing consistently during the vital part of the match (early and mid). No one on deathhooks means gens getting slammed…
  • Fair thiught, but at the end of the day, we know that the competitive scene players definitely have insane looking matches on the regular vs the majority of average gameplay we see, so high MMR definitely is a thing vs low to mid MMR. Is that's high MMR where you see those death squad survivors.
  • Clarification, I don't mean your post - i mean the stats themselves are a bit misleading.
  • If he has no power, he's just a dude with a knife. It's literally the easiest and most optimal outcome for a survivor in the entire game. He's even weaker than trapper at that point. If you're having trouble with that, i don't know what to tell you. I might recommend looking up some looping videos. It's really, really…
  • If you are marked at 80%, then someone wasn't following him around. That's definitely needed. Even if you're marked, he's an m1 killer with no chase power. You have a myriad of options to be safe at loops or at the least buy a load of time for gen repairers. Btw, a fun trick that sometimes works vs ghostie if you know you…
  • It's not just comp tourney play. It's literally how you versus ghostie. I was just following up as an example that its not just some random suggestion that everyone is claiming. Even the tournament players acknowledge he is incredibly simple and easy to versus and that's how you do it. Contrary to your belief, following…
  • It's accurate but a bit misleading. The higher the MMR you are at, the more likely you're going against SWFs since SWFs have a ton of potential and are usually more successful than solo queue. High MMR players tend to go against SWFs more consistently than the average player, as at that skill level, they are typically…
  • DeBecker, quotes are broken at the moment, but this is a response to you. STB is incredibly strong, so strong that it has to come with a downside. However, killers who DO NOT proxy camp cant take advantage of that downside, so it's just sheer power against fair killers.
  • This isn't true, though. It affects all killers - tunnelers or not. This allows survivors to force the killer to have evenly spread hooks throughout the match. If you have evenly spread hooks throughout the match and you get into the endgame, as an m1 killer, that's essentially a loss unless the survivors are throwing. M1…
  • It also kicks nice killers in the gut who don't camp hooks. They can't even take advantage of the exposed status since they arent near the hook camping it.
  • Cant really use 2v8 as an example. That threw in absolutely unbalanced features all over the place that it's hard to tell if one particular new mechanic was actually good or bad. You had catch up mechanics, but also had instant heals, and 5 second gen repairs.
  • Most of the nice guy killers have been pushed away from the game. We keep getting punished every patch to the point where it's just frustrating. That, and normal hook gameplay just isn't feasible when the devs keep punishing killers for hooking survivors (especially share the burden which affects all hooking, not just…
  • Hes one of the easiest killers to go against, though. When ghostie is the killer, all you need is one survivor dedicated to just following him around. He won't get ANY time in stalk. He's literally a powerless m1 killer the entire match - literally being the weakest possible killer in the entire game at that point. In…
  • Gens need an overhaul and have their own sort of mini-game or something. Longer gen speeds could be for more interesting interactions with the gen as opposed to just holding a button for longer.
  • Hmm, so sort of like getting transported to the void (halloween event), but you have to perform some sort of objective while there to get pulled back into the "real world"? I'd imagine there would be a 30 second time limit in there to keep survivors from staying in there indefinitely…and the whole mechanic would disable…
  • The more you punish killers for hooking people, the more killers are going to just slug more often. Is that what we're really wanting?
  • Punishing the killer for doing their objective isn't a good idea, imho. You may well punish survivors for every gen they do at that point by survivors getting exposed status or broken if they get 3 gens done. Doesn't make any sense? Exactly.
  • It's the devs pushing slugging though. They continue to punish killers for hooking every patch as well as punishing defending gens. They even punish defending hooks (but frankly I think that's a good thing). Killers are running out of options other than to slug. With share the burden, winning via hooks just isn't much of…
  • Ill say that putting a lot of time into a weak m1 killer will really up your success rate for almost all other killers. This is because they almost entirely rely on mastering mindgames and loops since they cant depend on any strong powers. If you're a beast at a lowly m1 killer, you'll be a force at a higher tier killer. I…
  • I don't think anyone seriously believes that. Anything is valid unless you're cheating or playing in a way to make the experience as drawn out and miserable as possible (for example bully squads who refuse to do gens and just do bullying in an attempt to hold the killer hostage until be DCs).
  • I get some anxiety over it since I main underdogs and weak killers (the challenge of making something successful and strong out of what people think is worthless is fun). It's hard enough as it is, but doesn't help getting kicked in the gut every patch, so I know it'll just be more stressful. That being said, one thing…
  • Problrm here is that its only effective for killers who are proxy camping the hook. It punishes nice killers who entirely leave the hook and allowing for safe unhooks since they are never near enough to the hook to take advantage of the exposed hit. In other words, it rewards proxy camping and punishes not proxy camping.
  • I've been wanting a "mercy" option for a LONG time. I almost always give last hatch. If the survivors had a rough match, I often let the last two go.
  • Can ask the top players in the world as well as tournament rules - sometimes tunneling is necessary. Survivors have a LOT of power over killers. The game is designed where if hooks are evenly divided, a LOT of killer selections will lose (especially m1 killers without map traversal abilities). Want to see ONLY…
  • This is definitely my experience. If i see a p100, I can almost guarantee that they will give up on first hook. Bizarre behaviour.
  • Killers are balanced around a 60% KILL rate, not a win rate. Having a 60% kill rate (on average around 2.4 kills a match) means on average, they are designed to get a win (3k+) slightly under half of their matches. You already have what you're asking for. In reality, many killers are well UNDER that 60% kill rate which…
  • Fixing tunneling is easy. I suggested it several times. As long as the exit gates are not powered, once a survivor is unhooked, for 10 seconds, the unhooked survivor is shrouded and becomes invisible, makes no noise, loses all player collision, gives off no scratch marks, makes no pools of blood, and cannot interact with…
  • Big problem is that for a lot of killers, spreading hooks is pretty much going to be a loss (mostly m1 killers, especially ones without map traversal such as pig\ghostie\myers). They need to get a kill out early due to how weak they are. This perk alone pretty much screws over the weakest killers. Some of them were already…
  • I would disagree. Out of the hundreds of matches I've played since AFC was introduced, I've only seen a single face camping killer. That patch alone has practically made face camping extinct. Bear in mind, Proxy camping is entirely different than face camping. There is literally nothing wrong with defending hooks - killers…
  • If you're hooked for 140 seconds straight, the issue isn't the killer - that is 100% on your own team. Even an entirely face camping killer can't stop survivors from unhooking unless it's a bubba (which was always lame) or everyone is injured. Then again, even with a face camper and being injured, survivors get plenty of…
  • I mean, the developers\designers of the game disagree with you - I'd say they have the final say on what's intended or not. They balanced the game around the expectation of killers who protect hooks - otherwise they'd implement something that guarantees killers can't protect them (much like how Pyramid cages work, I'd…
  • They should just remove the self unhook chance off entirely.Don't let people just immediately push into 2nd stage. The amount of successful usage of self unhook vs the amount of people who just abuse it to get to 2nd hook state immediately I'd imagine is far into the 2nd hook state group significantly. Does more harm than…
  • Except there's nothing wrong with proxy camping. That's like getting upset that killers ACTUALLY hook survivors. "We have a hook problem. The system in place to stop killers from hooking survivors isn't working." No one is discussing the validity of it because it's not valid. Protecting hooks is literally one of the…
  • You're correct. I ran distortion for its information, not for its aura reading protection. The information of knowing what the killer is running is that valuable. I'd run distortion even if the aura read blocks where removed entirely but still had the 3 tokens. Knowing when to evade is incredibly strong. With old…
Default Avatar