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FKreuger1

FKreuger1

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FKreuger1
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  • Had a game against a freddy a couple of weeks ago when I was in a 3 man SWF (casual players). Normally we just have a laugh no matter the result. This killer from the very start put so much pressure on us, we started actually trying to organise ourselves, it made no difference. He was insane, it was like he knew which gens we were starting each time and didnt take long to down us. Gave massive props to him after the game!

  • @Fiv55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1241843#Comment_1241843

    This was done, so that the killer can close the hatch to start EGC. Imagine you killed 3 people, 1 gen got done and the last one is a urban blendette, just wandering around for 10 minutes straight holding the game hostage. This was a thing before EGC, believe it or not. People who got salty and went into a corner, spammed an emote to not get any crows and just sit there.

    They wanted to prevent these kind of games -> EGC timer. That way the killer can end the game without relying on the survivor to show themself or do a generator.

    Yes there is a rng factor to the hatch if it didnt spawned yet, but honestly I'd rather end the game and get into the next one than being forced to look around the map for a long period of time.

    Btw the whole EGC is "killer sided". The early hatch + extra BP are probably the only upside (at least that I can think of rn) for survivors, everything else benefits the killer. Before EGC survivor could open the gates straight away and now they need to 99% the gates. Cant count how many times I got caught bc of these 99% doors, how many surv I caught/I died of bc the EGC ran out. Surv that 99% the gate, which you can capitalize of, is more likely than 4 survivors that cant do at least 2-3 gens.

    I understand that this was done for the health of the game as the situation you stated was frustrating as hell but it cant be called a killer nerf, as much time as it took to find that last player, it was very rare that the fourth escaped during this time.

    Dont get me wrong, I prefer the new gameplay as it still feels tense to the last minute but theres no denying more survivors have escaped due to this one mechanic now allowing them to escape with 4/5 gens left to go.

  • @Ascended4Head said:

    I've been playing this game since 2016 and have seen balance on both sides. A year or two ago, I would get to red rank with both killer and survivor. The last 18 months have been nothing but continual survivor nerfs and the continual decline of any type of skill needed by killer to 4k during matches.

    This recent patch where tons of dead zones are now on maps, and you really can't do anything as survivor, should not surprise anyone that has followed the updates or have come on these forums. For months anyone with an opinion that this game is not survivor sided has been bashed or banned from posting on here. I see 10x more posts and people getting attacked if they say anything about survivor no longer being fun or issues with the current balance. The mods have really turned this forum into a cesspool of people who have created an alternate reality of the balance of the game. The mods also seem to turn a blind eye to anyone attacking someone who argues for survivor balance. This has obviously created more of an echo chamber.

    4-5 months ago escape ratios were released. Which showed overwhelmingly that this game was killer sided. To my disbelief, people still argued that even though all killers at red ranks have over a 50 percent kill ratio, some over 70 percent, that this game was still survivor sided.

    Through your "balance" you have made this game just awful to play on survivor side. You have taken out the mind games. You've destroyed any type of critical thinking in the chase for killer. You've released a killer who completely destroys any resemblance of balance in a chase by giving that killer a long range gun. This game is overwhelmingly killer sided. To state otherwise is to deny reality.

    I keep hearing about how killer got a few balance patches to nurse and ruin. Please. Look at the list that shows survivor nerfs compared to killer nerfs, you'll see that the list is 10x lengthier. Nobody should be surprised that this has become run in straight line simulator. We are living the meme. Expect even more nerfs to survivor in the future. They won't be done until every 10k hour lunchbox is able to 4k with ease.

    Just a question about you saying survivors get nerfed every time and killers dont need skill for a 4k, which you've stated has been since 2016. In 2018, if there were 4 gens left and one survivor, that lone survivor would have to do a gen before the hatch would appear whilst being hunted.

    I think the hatch play now considerably helps survivors a lot more compared to that previous hatch play. Now it doesnt matter how survivors do, theres always a 50/50 chance for a survivor to escape even if they played terribly and the killer played well.

    What would your thoughts be on this point?

  • Hell yeah! I cant wait to jump back on as killer and see how it plays!

  • The way the new matchmaking will work is it will get a large amount of people into a group, match as many games as possible with close score numbers and the remaining games might be a bit unbalanced.

    To counter the unbalanced factor of the last few games, if you are matched with people with a higher score, you will gain more points than normal for winning, pr lose barely any points for losing.

    In short, I wouldn't expect amazingly balanced matchmaking, if i was the devs and I had just fixed it, I wouldn't hide the ranks/scores, I would leave them visible so the players know it's fixed.

  • Have the generator repair time and the map changes in the ptb affected the gameplay in the way the devs were hoping for or are you still looking at more changes in the future?

  • Hopefully in the next patch it can help killers create more pressure which will encourage less 'bad' behaviours such as Mori's' camping, tunneling etc.

  • 2 DCs wouldn't make you wait for 5 hours and I've played lots of matches in the last week or so and haven't been disconnected from the game once. Stop justifying ruining the game for other people.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208199#Comment_1208199

    But A really good survivor is going to be able to loop a killer for 4 gens regardless of infinite loops or God pallets. I have a swf team that can do that. 2 members don't need this loops and has run the killer for 4 gens because while they were being chased we got on individual gens and gen rushed. The killer should have stopped chasing him knowing he wasn't going to catch him and went after someone else. And we even got the noed totem and rescued our teammate when he finally got hooked and camped. We had bt and ds helped. One killer dc'd as we were going out the gate. It was not being toxic, it was the killer playing like a moron. And he was a rank 3 so he should have known better.

    There are skill gaps between players but I meant rank 1 survivors and killers. It's extremely rare that a rank 1 killer is going to be looped for that long without lots of safe pallets around. That's why I said matchmaking should be done at the top levels.

  • Slugging will probably not be as bad once the patch goes live, as for the title, the DC penalty is completely fair. DCing was a massive issue in the game before and the only people who get really frustrated about it are the people who want to DC all the time and ruin the game for four other people.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201928#Comment_1201928

    Lol Killers shouldn't be stupid to chase ONE survivor for 4 gens. If they also nerf survivors too much then survivors will just stop playing and killers can sit in lobbies forever. It's a hard balance since both sides think their side should always win.

    I agree that this game is extremely difficult to balance because either way they balance it, someone will always be unhappy. Where I disagree with you is a killer shouldn't chase one survivor for 4 gens as if that's the killers fault. Survivors shouldn't have the ability to run a killer for that long because the balance would be wrong if that was possible which is why the devs should make patches based on top rank gameplay, where the survivors can run as efficiently as possible.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204514#Comment_1204514

    I'm sorry for answering the question and giving a surefire and strategic way to completely avoid the situation, as I was asked to do. But user error is not a cause for a change.

    If you were to show me a situation where an unhooked survivor is working on a generator and hops in a locker whenever the killer gets close, I'm right there with you. That's something you can't really avoid and is totally justified. This, however, could have been avoided very easily.

    Firstly I'd like to say you were right in the first place, I just wanted to ask since you mentioned it that this lerk can be abused by jumping in a locker straight off a gen which is an abuse of the perks mechanics. Since you guys have already taken note of this, is it something you guys are looking at?

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201928#Comment_1201928

    I'd rather just play something else if its as bad as he says it is.

    I'll come back when (if) the monkey's fix it.

    That's fair enough if the game isn't to your liking anymore. I wouldn't call the devs monkeys though, their just trying to balance a game that this community can never agree on what's right.

  • If it's not going to work then let everyone play the ptb as much as possible so the devs can get some data and see what needs changing.

    Moaning about these changes 24 hours into the ptb isn't going to change the devs position as there is no proof.

    As for a few of the 'there should be more pallets not less' comments. For the game to survive, nobody should be able to run killers for minutes at a time. The games health will deplete and people will stop playing the game. They have to balance for both sides to be fun, not just survivors feeling good about chasing a killer for 4 gens.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201376#Comment_1201376

    Hard to ignore the archives when the game constantly plasters it into your face.

    My point before was you can play the game without looking at archives. Quite easily ignored.

  • @Ghostey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201376#Comment_1201376

    I did play it long before the archives. I sadly am and was (before the archives) at a point where I pretty much achieved everything the game had to offer. Thats why I didnt play that much shortly before the archives were released too.

    That's fair enough if you were getting tired of the game beforehand. I hope you enjoy what you're moving onto next.

  • I dont understand why you would leave for something that has nothing to do with the gameplay of the game? If you've played 1000 hours then you must have enjoyed it before the archives was a thing? Why not treat it like it never happened and just dont spend auric cells on it?

  • @AlphaLondyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188035#Comment_1188035

    Thank you for the support. What do you think of the items not being depleted but you can’t take them with you when the game ends?

    Imo if you wanted to make it like a competative mode, everyone should start the same so if they wanted items then they need to search chests. I think the items could work like normal if done like this.

  • Love this concept, would probably have some flaws but the main game has flaws so why not have something like this too!

  • - Hex perks shouldn't alert survivors, they should learn about them like we used to

    - ranks should be visible again so people know what they are getting into

    - (got called stupid a lot for this one before) killers should lose their red stain as base, I like realistic games so a big light telling me where they are looking wouldn't happen. Also moonwalking... why would a killer moonwalk?

  • I agree, having a small-medium grind isn't a bad thing to make you work for it but through all the DLC, this is now a big grind.

  • I've found discordance is a great early game perk which can help chase off 2 survivors from a gen if you get lucky, it also really helps the snowball start rolling if you down someone and know theres another close by. Hope this helps improve your game.

  • Whether you can or cannot see the ranks, you seem more annoyed about the match making system, which in fairness isn't doing justice to either side right now. But with the extremely long queue times for survivors, I wouldn't want a way to dodge games and make that even longer.

  • I have a teammate who does this constantly, tries to hook tech/ loops around the hook you're on and seems to have no idea how detrimental this is to your team (I know hook teching is scummy, try telling him that!).

    I play killer more and trust me when I say, a survivor that does this is like my personal assistant, they are helping me get that kill.

  • I agree, more so with hex perks, I preferred the game when it didnt tell you what was happening, you just kind of stumbled across it.

    Although I will say I enjoy the jumpier side to this game, I'm not interested in becoming the best, I just like the 'HOLY CRAP' parts of the game that it does so well! It does feel like all the information does take that away a little bit.

  • Survivors - Meg, Feng, Yui, Bill, Jake

    Killers - Pig, Deathslinger, Doctor, Nurse, Trapper

  • @Aztreonam78 said:

    There are Blindness Status Effect and Knock Out perk. The benefits of them are completely destroyed by voice comms, they just say each other where they are.

    And Stealth mechanics. If I am Pig, Wraith, Ghost Face, Myera, or a Killer using Dark Devotion for instance, the swf team opportunities will eliminate the surprise element..

    If the former can be simply reworked, the latter will continue be hurted by those legal cheaters anyway. Swf literally breakes the game mechanics and should be at least penilized for such advantages (no Bloodpoints from the game like in KYF, or Bloodpoints are achievable only through BP offerings).

    I agree that a fair amount of killer perks/powers can be negated by a SWF who are playing competatively. What will kill this game is punishing SWF, if people dont want to play with their friends on DBD they will find another game.

    I think the real solution to this is survivor base kit is improved so solo survivors are at the same level as SWF, then re look at killer base kits so they can deal with SWF rather than be balanced for solo survivors.

  • This doesnt seem like a big enough nerf to moan about, I think some sort of balancing needs to happen but this is too small a nerf to matter in games to me

  • When I see a few toolboxes or flashlights, I take a mori with me, if their going to try and either make my objective harder (by flashlight saving) or cut some time off their objective, I'm going to save myself the worry of bothering with a second hook. It's like killer charity, I get to remove a few items for future killers :)

  • I think they nailed the atmosphere in the new rework of the treatment theater, it looks great and shows they really stepped up their game.

  • @Peanits said:

    I don't know if we just watched the same match, but I just saw Otz 4k (and double pip) with speed limiter bubba and no meta perks.

    Is the result honestly all you guys are focusing on? I could go on a massive rant about all the second chance perks survivors have but it's been said tons already.

    What does bother me is you watched someone play a game that was stressful rather than enjoyable and focused on nothing but the result. I loved playing killer before but now the gameplay is not enjoyable whether I get 4 or 0 kills.

  • I think I would be more towards the bottom left of the grid, not because i want over powered killers. I think the one thing Friday 13th game had over this one was survivors felt like they were actual survivors, not just 4 people to do an objective and leave. Jason in that game made you feel an adrenaline rush when you were being chased, this game has turned it more into a moon walking game of tag.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117816#Comment_1117816

    You are right, lets remove red stain. After that, give survivors 115% movement speed and a power. According to your logic, this has to happen, since it is something survivors cannot do. Sorry if that sounds sarcastic, but i am only using your logic.

    Serious question: Do you guys even have played this game or are you playing the game at the current state? How can anybody even think of an idea that is as silly as this one, seriously? Next thread will be "remove killers power and all his perks" or "remove all the pallets and windows" or "remove terror radius at all".

    Killers dont need a buff. Survivors dont need a buff. And especially not such gamebreaking stuff like this.

    The reasoning behind this 'silly' idea was the game is more fun from my point of view as a survivor when the killer hits you or appears with 0 warning.

    I would guess that the vast majority of people who buy this game new and play as survivor enjoy the 'oh God it's the killer, Please dont see me or I'm dead' type of gameplay which I put up a suggestion as to how to bring this feeling back to people who've played the game for over 50 hours.

    To me, I think having a game that would resemble the hypothetical real situation would be perfect. Not the killer with a torch on his head, having to walk like Michael Jackson to 'hopefully' predict where the person is they are trying to hit.

    As for killers and survivors dont need buffs. How many survivor mains do you see complaining in these discussions? I see a lot of killer mains suggesting new ways to balance it as they are predominantly the ones struggling to keep up with the new speed of the games.

  • @Yamaoka said:

    The red stain is a core element of the game as it allows survivors to react during a chase as soon as you're going through tiles such as jungle gyms or double walls.

    That's kind of the point I was making, wouldn't you get more of an adrenaline rush if you didnt know which way the killer was chasing you when you lost sight of him? I think it would deter a lot of the toxicity from the survivors that are being complained about in these discussions.

  • I think if killers didn't have a red stain anymore and a shortened terror radius, it would make the game more jump scary again. Playing against a scratched mirror Myers is probably my favourite as a survivor because it actually gets your blood pumping. Putting in more blood and new music wouldn't change if the games scary or not because as it's been rightly said, you would quickly get hardened to it. Nothing compares to doing a gen as a survivor then seeing the killer right next to you with no warning!