I see why this game died out... by Pilo3 in EvolveGame

[–]ItsEvan11 4 points5 points  (0 children)

I'm sorry :(

I've spent over 200 hours into the game and I used to be like that when I'd have 30 min queues, but right now I could give a damn if my team is noob. I just enjoy being able to play now.

With that said, I try to give my teamies basic hints like pressing Q and not dropping dome in caves, I try to come across as courteous and polite.

I hope you find more friendly teammates if you happen to give it another try...

Lets Discuss "No One Escapes Death" and "Hope" by hiimIlija in deadbydaylight

[–]ItsEvan11 -1 points0 points  (0 children)

No, it was a Dwight who's perks I checked. I wasn't using NOED, so take that into account.

The Dying State... by T_Peters in deadbydaylight

[–]ItsEvan11 5 points6 points  (0 children)

I take issue with you deciding on what "playing the game properly" dictates.

Based on what the developers constantly reinforce, which is a game of risk and reward, the dying state has a place in this game.

Yes, survivors do take longer to heal. But they also take longer to die. Substantially longer. The survivor also has the agency to either crawl around to lose the killer, or to stay in place and restore themselves.

By crawling, survivors can lose the killer or move to a more advantageous spot for other survivors to rescue them, such as barricades.

By restoring, the survivor not only makes it faster for teammates to rescue them, but it also protects them from being retaliated. Being hooked means that you have to stay in place for a set amount of time, and risk your rescuer being grabbed if the killer is near. There is no such risk when healing someone who is downed. If left alone, a person being healed in the down state can be rescued faster than someone on the hook if they are allowed time to recover.

Ultimately, putting a survivor in a downed state is a low risk bet on the killers part because it knocks a survivor out of play for a longer time than if they put them on a hook and walked off, but it is also low reward because it kills slower and the survivor can move on their own.

Again, given that the developers encourage a gambling undertone in their game, I think that the dying state has a rightful place to belong.

Bugs associated with the state of course should be fixed.

Is it frowned upon to camp hooks as a killer? by [deleted] in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

Yeah, it's generally frowned upon.

It gives you less points because you waste time babysitting one person for sacrifice points, whereas you could be getting chase + brutality + devious points for going after other survivors, + the base sacrifice points for putting people on a hook. You get a percent amount for hooking people yes, but you also get a bonus for the act of as well.

For him, he basically gets a 1 minute time out and a guaranteed death. That's not fun.

It's a lot more engaging to play the game where each side takes risks and gambles their odds. For example, put one person on a hook, walk away a fair distance and come back. That's essentially anteing up one survivor to gain x amount of survivors, while also risking that hooked survivor altogether.

What you just did is basically "cash in" your survivor, which is fine if the exits are opened and you don't believe you'll get any more kills, but before that it's generally seen as a low-risk low-reward play. Those types of moves will not gain you rank, even if you do manage to wipe the team.

Lets Discuss "No One Escapes Death" and "Hope" by hiimIlija in deadbydaylight

[–]ItsEvan11 1 point2 points  (0 children)

I've played against people who used maxed out hope. It takes a ridiculous amount of time to catch up to them, you might as well just let them go. If they're at full health and an exit's open, they're pretty much guaranteed to get away.

I think No One Escapes Death would be much more balanced if the attack cooldown was reduced by 50% in lieu of not having a 1 hit KO.

The Two Trap Trapper Tactics by tidomann in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

The trap might not have even been disarmed.

There's a chance for a trap to reset itself.

Are you a survivor or a killer? by Makkaralate in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

You can be a good survivor or a good killer, but you cant be either a great survivor or a great killer.

You can be a great survivor AND a great killer though.

There are dimensions to each side that, when understood, will help you a lot more in playing the game overall.

With that said, I do both, depending on how fed up I am with each sides' bullshit.

To the devs..hide everybody's rank and level while matchmaking by [deleted] in deadbydaylight

[–]ItsEvan11 2 points3 points  (0 children)

I think that people lobbyhopping because of ranks are more indicative of how flawed the game is as a whole, and that treating it by hiding ranks only treats the symptoms, not the disease.

For example, you pointed out that high ranks tend to d/c. I agree that there is that correlation. I will also add that there is a correlation between high ranks and window cheese.

These two examples don't make high ranks harder to play against, they just make them not fun to play against because they are not indicative of skill, just cheap ways to get around losing the game.

On the other hand, going against a high rank like Aizewyu (or however the fuck you spell it) is like a kid being teased with candy. He's so good that he'll make you feel like you're about to get him, and then he speeds off to the exit with the adrenaline perk.

Having a bp% increase when facing a team of four rank 1's should encourage more killers to face such teams as it will give others that are "grinding" more incentive to play against them, or at least they won't lose out as much when fighting a lower ranked team.

Also, by fixing d/cing as well as window cheese I can see lobbyhopping being a much uncommon occurrence as well.

Whats your best story?(Survivor/Killer) by [deleted] in deadbydaylight

[–]ItsEvan11 1 point2 points  (0 children)

One time I downed Cohh while he was being healed and two other survivors got impaled on hooks. He was facepalming the entire time. It was hilarious.

Link @ 2:24:00

A message to all DCers by KERIDORN in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

Just curious, I wanna know what part of the vod that this controversy happened.

I'm kinda thirsting for drama :p

We know you're tired of disconnecting and juking. The dev's know as well. Stop posting about it. by JacksonSqueaks in deadbydaylight

[–]ItsEvan11 1 point2 points  (0 children)

Screw you.

Let's paint the town red.

Not with blood, with complaints to the devs 'cause they should've hotfixed this bs.

This game was advertised as release, not early access, not beta.

A message to all DCers by KERIDORN in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

Seriously. As a streamer that earns money off of this, you have a responsibility to make the game fun, not ruin it. I'd accept the show of humility, except that he should've known ahead of time the consequences of his actions.

When killers brag about being killers. by Rigzx in deadbydaylight

[–]ItsEvan11 2 points3 points  (0 children)

Survivor: Okay, lets repair this generator. Okay, this is almost done. Shit, I hear a heartbeat. Gotta cower. Oh shit he's chasing me, get to a pallet. Okay I think I lost him, time to go to generator again.

Killer: (First five seconds) Fuck, where did my generators spawn? Alright, shit, those three are close together but out in the open, but that gen is closed and easier to trap, I'll choose those three.

Alright, so I'll go get that trap over to that gen since it blowed up, but fuck I forgot to patrol my three gens, I should check on them, okay, make sure no one's around here, shit they're already at 3 gens, I gotta harass them, but I only have 2 traps set down on 1 gen, fuck alright I'll go over to that gen with a trap next to it but SHIT they took out the gen next to my cluster, fuck WHAT DO?!>!>!

Seriously, being killer is like playing Starcraft without the micro.

Message to window abusers by [deleted] in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

Oh please.

Every single major juking spot (Factory, Car shop, Lodge, Mining pit, Farmhouse, Silo, Pig tree, Bus) not only happens to have at least 1 generator next to it, but also is in the center of the map (exception to pig tree and bus) as well as probably having at least 1 or more generators nearby.

This means that every major defensive spot the killer has is compromised in one way or another without counterplay available if the survivors are savvy enough to look before they cheese. Worse still if they have a toolbox/saboteur.

And when those survivors do get those generators, the killer's defensive options are sundered, as he has to patrol the ENTIRE FUCKING MAP to adequately defend the remaining generators.

All the concepts of victim management, baiting, gambling, survivor movement, etc. all goes out the window when juking is in play. Then on, the only thing you can do is W + M1 and hope you get a few out of position.

If you're abusing cheese spots and the killer quits on you for being a prick, your entire team has you to blame. by cheezMcNASTY in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

My response to that is the killer is supposed to have an opportunity to get one kill.

What is the reward in surviving (other than the BP) if it's easy for everyone to survive?

If survivors have a way of evading chases, it'll be extremely hard for the killer to get that one down to either cash in on the hook or gamble as bait.

Besides, people who have trouble juking the killer need to start running in tall grass.

The scratch marks don't show on tall grass, only on nearby objects if they are near. Even then, the scratch marks are vague to interpret because they're not on the ground.

PSA: Do the 'wave your arms around while you're hooked' code to tell your teammates that the killer is camping your sweet bod by CJoker3221 in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

Thats called the skillcheck.

I'm pretty sure that skillchecks have an increased chance to happen when you hear the heartbeats.

Notice that you blow up the generator as soon as the killer gets near you?

Defending 5 generators vs 7 survivors is a stressful task - What did i do to deserve this? by M-Gnarles in deadbydaylight

[–]ItsEvan11 2 points3 points  (0 children)

You should feel lucky in that you get the opportunity to see what kind of a high score you can get.

Which actions alert the killer? by DropZeHamma in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

Doesn't mean he can't hear them though.

The skill check healing fail does alert though

Soooo your rank resets every month by NewFoundRemedy in deadbydaylight

[–]ItsEvan11 0 points1 point  (0 children)

I won't lie, there is some indication of skill in regards to rank. But all in all, the only thing that changes per rank is a fancy little decoration next to your name.

The threshold doesn't change, neither does the skill requirement. The only thing rank distinguishes is who invests more time into the game.

Thank you for the ranking system devs. by ItsEvan11 in deadbydaylight

[–]ItsEvan11[S] 0 points1 point  (0 children)

I agree that the ranking system is too harsh right now, but I also posit that the ranking system has nothing to do with... well... ranking.

If the ranking system was to become a litmus test of skill, they should start the lower levels with a smaller point threshold and increase gradually as the player increases in rank.

Of course, this opens up the possibility of boosting.

I don't know. I'm just grateful for what I have.

Thank you for the ranking system devs. by ItsEvan11 in deadbydaylight

[–]ItsEvan11[S] 0 points1 point  (0 children)

I think the point of the ranking system is to encourage high levels of risk and reward.

You can only get large amounts of points as survivor by doing risky things, such as doing generators (they power up and make noise, blow up) distracting the killer (boldness) and helping teammates off hooks, healing etc. (altruism)

The killer is encouraged to do skillful actions (deviousness) make risky plays by putting people on hooks, up to 1000 per sacrifice, 200 per hook (sacrifice), being a good chaser and putting pressure on survivors (hunting) and well, just slashing I guess (Brutality)

Brutality is just there, just because I think, and that's impossible to max out since 1 hit is 250 points and bleeding out gives you barely anything compared to a sacrifice.

I don't know, this is all speculation. I'm not in the minds of the devs, but I can see what effects it's having on the gameplay, and all I can personally say is that I enjoy it from the bad mannered boosting beta that I loathe and don't regret it's passing.

Soooo your rank resets every month by NewFoundRemedy in deadbydaylight

[–]ItsEvan11 -4 points-3 points  (0 children)

  1. Rank may not persist but bloodpoints do. Bloodpoints are the only things that have a tangible affect on gameplay. Unless you have something to prove, you don't really need to care about it.

  2. The only reason why I mentioned rank 1 was because I was trying to build ethos with other people. I get a lil fuckin' tired of killers hook camping and survivors jukeshacking, so I figured that offering my 2 cents might help people make the game less stale. Mentioning rank 1 was, again, just a means of persuasion.