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  • I appreciate your in-depth analysis on this, but I have only read some of your post.

    I'm intrigued by your statement: we’re going to be pairing these perks together. Now, I might be going off on a tangent, but I'm struck by how many garbage and mediocre perks there are in this game. They just clutter the bloodweb and make it harder to get the perks you actually want. Something should be done about this, such as:

    1. Combine two or more weak, relevant perks into one such as Slippery Meat and Up the Ante or Plunderers Instinct and Ace in the Hole.
    2. Assign points or classes to each perk, such as low, medium and high. Perhaps allowing players to select two low perks instead of one high perk: such as Wake Up! and Deja Vu instead of Adrenaline.


  • I must have missed this year's SBMM test. But I remember it from around 2 years ago. I was matched with survivors of very different ranks, but the matchmaking in terms of ability seemed fair and balanced. It just shows how irrelevant rank is in this game.

    I have not played the game much recently. Now, due to rank reset, I feel like I'm stuck in rank 20 hell! As a survivor, I'm often matched with noobs and cannot escape the match. As killer, I'm either matched with noobs who get demolished, or with co-ordinated SWF squads and don't get a kill - even though they could be yellow ranks. That's what happens with rank reset: you never know whether you're playing with skilled and experienced players who have not played for a while or people who are new to the game (or just bad at it).

    I suppose rank reset is intended to motivate people to play enough matches, well enough, to PIP and progress through the ranks. But now I tend to be weary of having to play enough unbalanced games to reach green or purple ranks.

    I hope BHVR implement SBMM again soon, so I can enjoy more balanced games quicker, without the grind.

  • I played survivor against Trickster several weeks ago and had an awful time.

    The killer was new at the time I wasn't familiar with him. After the killer hooked the first survivor, all I knew was that the other survivors were trying to get the unhook (I could see with the bond perk). The exposed status was going off all the time, like some broken, OP Myers add-on. The survivors went down like a stack of dominoes. I knew at that point that the game was lost. I manged to revive one of them, but it was too little too late and the game was soon over.

    I then saw that killer had one, one tier perk - Starstruck.

    Perhaps the other survivors were playing wrecklessly, or they were just unfamiliar with the new perk as I was? But I remember feeling disgusted at the time. It's good that it combats body-blocking and B.M. gameplay, but it also discourages good, balanced altruism. I imagine this perk could be abused, for instance, if combined with a perk such as Infectious Fright. It's too early for me to judge and I haven't experienced it since. I suppose survivors just need to be aware of it and alter their gameplay accordingly.

  • There a lots of different perks to counter the opponents perks and abilities. But its often difficult to know what specalist perk you may need before starting a match. Detectives Hunch is good - but is it worth taking a particular survivor perk to counter a perk that the killer may or may not have? You may start the game with a build that goes to war on hex perks - only to find the killer has no hex perks. Congratulations, you'll have a survivor build that earns points and wastes precious time, while cleansing dull totems. The same goes with other perks, such as Lightborn, when none of the survivors have flashlights (you could argue that you can see if the survivors have flashlights in the lobby - but you get the idea). You might take Balanced Landing, when the map has no verticality. You might take an end-game perk such as Left Behind, Wake Up or Remember Me - but everyone gets killed before the exit gates can be powered.

    When deciding on perks to use in a match, its best to choose those you know will have use throughout the game, such as Sprint Burst or Sloppy Butcher. A perk such as Spine Chill is particularly effective against stealth killers such as Pig and Wraith - but it is also useful against all other killers as well.

  • I dislike NOED for all the usual reasons expresed by survivors. You've heard all of this before, so let me get to my main point: I hate the way there's no warning with these perks until the perk is used rather than activated. The exit gates are powered, but even though NOED is activate, you only get a warning when someone is downed, rather than when the last generator is repaired. This makes a huge difference, because you don't know if it's safe to dash past the killer who is camping the open exit gate, for instance. Hex: Devour Hope works in a similar way: you're only aware of it when it's been used to down someone, rather than when it was activated.

    It would be much fairer if survivors were warned of a hex perk as soon as it was active. Contrast this with hex: Haunted Ground, which warns about the perk and exposed status as soon as the hex totem is cleansed and activated.

    in Noed Comment by Impact
  • I agree with the OP as this has been my experience also at these low ranks.

    To be fair, the game does have a steep learning curve. It doesn't help that there's so many perks now - most of them are just gimmicks that aren't worth using in a serious game. It would be good to get rid of some of them or combine some into one. I had to put hours into learning to play by watching Youtube videos.

    Sometimes I might not play survivor for a while. Then, when I return to the game, I've gone from rank 10 to 20. I sometimes assume that we'll have an advantage, because we'll be playing against a low rank killer. Wrong! A rank 20 killer will always destroy rank 20 survivors (assuming they're mostly new to the game).

    When I have not played killer for a while, I find it unfair that, as a rank 20 killer, I usually have tedious 4-kill games. With the pip system it takes many games to get back into green or purple ranks. What happened to the new skill based matchmaking system that would replace, or augment, the usual time-based rank matchmaking? To make it more interesting, I'll play with a low tier killer like clown or cannibal - but I still get the 4k.

    For me this also highlights an issue with rank reset. Why should the passage of a few months significantly determine the skill of the players I'm matched with? I think they should get rid of rank reset and introduce a new skill-based matchmaking system.

  • I'm a PS4 Pro player myself and have not played the game on PC, but I've long suspected your experience to be the case. I would watch Youtube videos of devestating nurse players. But on PS4 its like, "Ha! Another nurse. I'll probably escape with ease." So far, I've avoided deadly PC nurses, because I suppose they're in purple and red ranks most of the time. Since the introduction of crossplay I've noticed that 'projectile killers' such as Huntress and Deathslinger are something to be feared. On PS4, you can run around as survivor, right in front of the killer, knowing there's a good chance their hatchets or harpoons will miss - not with PC! You know you're playing against a PC Huntress when you are running in a zig-zag pattern, but a hatchet hits you from halfway across the map.

  • How about Ferra / Torr from Mortal Kombat as a legendary skin?

  • I'm reluctant to use red or purple items, in case I have a bad game and lost it without getting much use out of it.

  • @csandman1977 said:

    Dragons grip is a good perk...kind of. It will be god tier in a 3 gen situation, however I feel it's purpose is to discourage the gen tap while being chased shenanigans.

    Problem is most solos have a hard time dealing with a 3 gen, so this will greatly effect them. Swf, will of course have little to no problem with it.

    Fair point, but isn't that what Overcharged is for?

  • @NursesBootie said:

    Spine chill.

    Yes! Spine Chill is amazing and I use it often. But it puts me in a dilemma, as I like to run other perks, but feel forced to use it more often. Allow me to elaborate further...

    This is my typical perk build for survivor:

    • Bond: Especially useful when playing solo. See what's happening around you, who's in a chase, who needs healing and who can heal you.
    • Sprint Burst or Lithe: Everyone needs an exhaustion perk and these are my favourites.
    • Iron Will: Amazing perk for avoiding detection whilst injured. Can perform objectives when injured, before finding someone to heal you.
    • Spine Chill, Alert, Botany Knowledge, We'll Make It or Borrowed Time: A perk that gives an idea of the killer's whereabouts or something that helps your team mates.

    It's difficult for me to decide what my fourth perk should be, but I aim for a detection perk or something that helps team mates. I've learned to live without Self Care, but still feel I need another perk slot. With the increase of stealth killers that avoid detection and stealth perks and add-ons, I often feel compelled to take Spine Chill for perk slot 4, above other options. This prevents me from taking an altruistic perk, such as Borrowed Time or Botany Knowledge.

  • @CalamityJane I hadn't thought about that before, but you're absolutely right. The exposed status does raise the stakes and brings a sense of fear and excitement to the game. I suppose its just some games that make one think it's just too much.

    @MeltingPenguins your post made be recall from personal experience, how difficult it can be to hit many exposed survivors and to build up tokens of Devour Hope, before it gets cleansed. But when Devour Hope does get stacked, it's devestating - perhaps that perk is balanced, after all? Maybe just certain maps were you can't find the totems, is when it feels OP? As for the Blight, we'll have to see how the PTB goes. I foresee nerfs on the way.

    @Withered8 I've never really had an issue with the oblivious status before. However, if the devs keep on adding aspects to the game to make people oblivious (or any other status effect), it can become too much. Maybe its just certain games that make oblivious seem too much? I suppose you could also add Hex: Haunted Grounds to the list of totem defender perks.

    @ZaKzan you made some good points. I've never been skilled with Ghostface and his stalking ability. But there are some good GF players out there who seem to destroy survivors. I suppose it leads people like myself to think that Ghostface is overpowered - just like there are some people who learn to play nurse very well and cause some people to disconnect in frustration. I hear what you say about NOED, however, most good survivors will feel compelled to rescue that last, hooked survivor. Otherwise, you could get salty post-game comments. NOED makes this rescue more difficult, but it could also provide an excuse for the remaining survivors to just leave. The chance of being exposed gives survivors enough pause to think about their actions instead of doing things mindlessly. Agreed, but it just seems like too much sometimes. A survivor gets hooked, better get into a locker or hide behind a gen, in case the killer has BBQ & Chili. Don't heal within the killer's terror radius, as they might have Nurses, and so on. It feels as if there's this growing checklist of things that survivors need to be aware of when they play the game and perform certain actions.

  • When the developers first hinted at crossplay, my first thought was that it should be fully configurable. By that I mean you can switch on or off whatever platforms you want to be matched with. Personally, I would select PS4 and Xbox, as I'm a PS4 player. I'm concerned that PC players will be too strong, because I believe that mouse and keyboard provides more precise movement than a controller. This is just a theory I have and I have no hard evidence to back it up. I'm glad they allow players to switch crossplay on or off, but it was not the full options that I'd have liked.

    My own experience with crossplay so far, is that the killers always seem to be too strong for me. I've escaped only about 2 times since implimentation. I seemed to be playing quite well until that time, as a green rank survivor. Perhaps it was because the invisible rating and matching system was in place just before crossplay? I'm not sure.

  • @Iron said:

    Honestly I do want NOED changed. I've had the idea for while now that only tier 3 should give one hits. Tier 1 and 2 should give something like 5% and 10% movement speed and attack cool down buffs respectively.

    I'd feel a lot better about NOED if they reverted back to the previous tier system: tier 1 affects 2 survivors, tier 2 affects 3 survivors and tier 3 affects 4 survivors. There's no need for a speed boost IMO.

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094555#Comment_1094555

    Doubt it.

    Also have fun finding them all on Lery's/Hawkins without a Map, Small Game or Detective's Hunch to prevent NOED while someone is getting camped.

    People don't mind the exposed part of the perk. What people want is a requirement from the Killer to activate it. Could be anything, really. I just hate how this perk rewards those that chase/tunnel one survivor the whole game.

    I agree about the totem placement, which has become a lot more difficult on the reworked maps.

    I know it sucks for a killer when a hex totem is quickly found and cleansed. But it also sucks for survivors when a hex totem can't be found, or even stays active the whole match.

    Totems should be placed so they are not obvious and moderately difficult to spot. Ideally, a totem should be enclosed from three sides. A survivor should be able to see it if they walk past it.

    But on the reworked maps, they are often recessed in small, L-shaped alcoves. So a survivor could walk close by it and not see it. You can only find these with a perk, such as Small Game or Detective's Hunch. With such difficult to find totems, it's Devour Hope that you really need to worry about!

  • @Mringasa said:

    Only if you have to unlock it first, and if you fail the unlocking skillchecks a car alarm goes off. But if a Killer detects you inside the car, they are able to flip the car over and crush anyone inside. Make a new Achievement: Don't Forget the Airbags - crush all 4 Survivors in a car during a single trial.

    Good idea. Alternatively, you have to find the nearby key so you can unlock the car doors.

  • In answer to the popular argument, "Just do totems!" ...

    I agree to a great extent, however, it's not always so simple.

    What do you do when the survivors are under a lot of pressure? There could be 3 survivors remaining. Then, 1 survivor gets hooked. What do you do? Join Dwight on the final generator, cleanse the dull totem next to the generator or run halfway across the map to save your teammate? You could argue that the killer in this example has earned the right to NOED, having played well. I have mixed feelings about this. But my point is: it's not always as simple as telling people to 'just cleanse totems'.

    I agree that survivors should cleanse totems when they come across them. But again - what if you're under a lot of pressure? It's all about priorities.

    What about those totems that are in obscure places - off the beaten track, so to speak? If you're under pressure to complete objectives by a comptetant killer - should you really go searching for totems in the corners of the map? Without a totem counter, you don't even know if such totems even exist.

  • I'll admit that I can't stand NOED and never use it. I play killer and survivor equally (more killer recently because of the queue times....but I digress). I understand some people like NOED, so let's seek a compromise!

    Here's my ideas to make this perk less annoying:

    1. The OP's idea of a 7 second cooldown after a survivor is downed, seems good. Perhaps this could be affected by the 3 perk tiers?
    2. Consider a totem counter in the survivor HUD, perhaps as part of a perk. I heard recently that the devs are looking at buffing some survivor perks - including Smallgame.
    3. There's no need for a speed boost with this perk - the instadown is powerful enough. So re-impliment the previous perk tiers: tier 1 affects 2 survivors, tier 2 affects 3 survivors and tier 2 affects 4 survivors. Tier 1 in it's current state is too devestating!
    4. Give the survivors some indication that NOED is active. So give the hex warning when the final generator is completed - don't wait until the first victim is insta-downed.


  • Slightly off topic, but there's another way to provide players with more abilities.

    Why not combine some lesser-used perks into one, such as WGLF with Babysitter or Mettle of Man?

  • @T2K said:

    For inner strength you need totems. The time waste searching for one on big maps is often higher than selfcaring. And if your mates cleanse your 5 totems...

    Surely you would only go searching for a totem if a hex was active? Even then you'd prioritise gens. I doubt anyone would go searching for a totem purely to activate their inner strength. So if you activate inner strength by cleansing a hex, such as ruin, it's a win for you and the team. I come across dull totems many times when I'm going around doing other objectives. I would cleanse one when passing it - unless there was a greater priority at that moment.

    In a typical game, I'll cleanse about 2 totems, so when using inner strength, I'll bear that in mind. I would never expect to get 4 or 5 uses out of it, although that is possible.


  • @SaintDenisSlasher said:

    I agree, learning to counter is stupid. I mean you're a pro player that learned to counter every other killer and they expect you to learn to counter this one too? How is the average player going to stand a chance? Oh and now i guess you're supposed to run spin chill, HOW. That's not meta, you can't have a meta build and spine chill without SWF.

    All in all what they should do is give a loud notification everytime he tries to stalk you and change his "expose" status to "broken for 30 seconds" which would still be incredibly powerful. Also is it just me or do gens take too long?

    I like new killers coming into the game, but it presents a learning curve for both new killer and survivors. It's just one of those things, I suppose.

    I like Spine Chill and use it a lot. It's effective against all killers and particularly effective against stealth killiers, such as Ghostface, Wraith, Pig and Shape. But I don't use Spine Chill all the time. There are times when I'm in a game with say, a Wraith, and bring something like Balanced Landing on a map with no verticality and wish I'd brought Spine Chill instead. I just wish I had 5 or 6 perk slots sometimes.

    At the start of the PTB, Ghostface made some eerie sounds when stalking (or was it approaching?) a survivor. But killer mains, including red rank YouTubers, made a big fuss about it and BHVR removed it. I can see why the devs were reluctant to create a stealth killer with such a strong ability, without giving survivors much of a warning.

  • @SunderMun said:

    If the ghostface is stealthy, there's no way to really counter him, sadly. He can easily 99 survivors he doesn't commit to and go for easier chases, in order to catch you off guard for an instadown with no warning.

    (Not saying he needs a nerf, please no, he's too fun to play as, but against he's just not fun)

    Agreed. I hate the way he can get a partial mark on a survivor, so he can instadown you when you least expect it. I believe there should be a cooldown on the marked progress.

  • @Blazing91 said:

    So how do we go about fixing this? My suggestion is lets completely redo ruin to where its not so toxic. I've personally been thinking to make the game more interesting depending on kill/survivor rank the repair time slightly increase as you level up to make it more challenging the higher you go.

    I agree that some of the game mechanics, including perks like Hex Ruin, ideally need to be "geared" according to survivor rank. The same game mechanics, such as perks and add-ons, have the same rules and stats, despite player ranks.

    I believe that the game needs an overhaul to balance game aspects according to player rank. Changing gen completion times according to rank, would be a good start. Perhaps then we'd see a refreshing change were Ruin is not so heavily used at higher ranks?

    Also, I believe players should have individual ranks per killer. So a player could be rank 4 spirit, but rank 12 clown.

  • @JawsIsTheNextKiller said:

    Most of the people on the forums are in the red/purple ranks. That's why there is typically limited support here for fixing Ruin. Red rank survivors do not see a problem with it - They can hit the greats 90% of the time and also know the Ruin spawns. The problem with Ruin is for all the other ranks. It sucks as a survivor because its tedious to deal with and it sucks as a killer because you feel that you have to run it, because there aren't other perks that are good enough to slow down gen times effectively.

    I agree.

    Ruin should, to quote a well-known YouTuber: slow the game down just a lil' bit. But it's affects are too varied depending on map, RNG, perks, add-ons, killer type and player ability. Ruin has the same mechanics for red ranks, were it's often a slight hinderance, as it does yellow ranks, were it's often devestating.

    There are too many games were, as killer, your Ruin totem gets destroyed within 30 seconds. But there's also games, as survivor, were the totem lasts most, or all, of the game. If the killer is strong (player skill, killer type, perks, etc.) or the players are weak, then Ruin can be overkill, unnecessary and not fun.

    There are other perks that slow down generator progress: Corrupt Intervention, Pop Goes the Weasle and Thanataphobia.


  • @pemberley said:

    I like Ghostface but then again I LOVE playing against Myers, especially spooky ones, because they are quite startling. I actually played a game as Ash earlier this week and I turn my camera and there’s Mr. Ghostface just staring at me nonchalantly and I dropped my controller and got zoinked. Made a similar noise to Ash when he got downed.

    But I do have to say, there have been many times I’m directly looking at Ghostface - and I still get exposed even if I reveal him too. And that is frustrating.

    I also like having stealth killers in the game. I like it when I'm doing a gen and look up to see Myers staring at me. But at least with Myers he builds up towards instadown level through stages; it takes some time and you get audible warnings.

    But I don't like the way that Ghostface can get someone into exposed status so quickly and with hardly any warning - no heartbeat and so on.

  • @Rin_is_my_waifu said:

    Why don't you write the whole title?

    You forgot to say "Please nerf"

    As for the topic, it's your fault that you didn't pay attention to your surroundings.

    No, I wound't go that far. I'm willing to admit that I don't know how to play against him, but that doesn't mean he's overpowered. The last thing I want to do is spoil people's fun with this game.

    However, I do object to his high-powered add-ons (and with other killers, for that matter). He gets people exposed quickly enough, without having add-ons to tremendously increase stalk rate. In this respect - please nerf!

    Ok, I will pay attention to my surroundings. However, it's that first gen where he always gets me. I think I can't hear him and his warnings over the sound of the gen. I do tend to look around when doing a gen - but maybe it's also because at the start of the match I don't know what killer it is and I'm not expecting him?

  • @AshleyWB said:

    I think the issue with a lot of people including myself with GhostFace is that his detection is broken. You have to fiddle around with the camera before you even start breaking him out of stealth.

    Even with no add ons it's annoying because he can expose you easily in this time.

    Yes, I recall watching a DBD YouTube video by The King, in which he said something similar. He said there were times when he's looking straight at GF and does not break him out of stealth. Perhaps that's another reason why I'm struggling to play against him?

    This needs to be fixed ASAP!

  • @Alice_pbg said:

    There's no cooldown. Unless he attacks or hooks you, you remain stalked to whatever % you were.

    He is a stealth killer after all. If he didn't get the drop on survivors it would be weird.

    And you did say you got used to him in that match. So I don't see the issue...

    No cooldown? That is rediculous! There should be some reward and counter-play for getting partially marked before escaping.

    I feel like I'm starting to get used to him, but I'm still learning and not quite there yet. My biggest struggle seems to be getting marked at the start of the match, while I'm on a gen. The sound of the gen seems to make GF detection too difficult - for me at least.

  • Ghostface. I don't know how to play against him. He always seems to creep up on me unnoticed and get me in the exposed status.

  • Try using Botany Knowledge - it's almost like using a med kit that doesn't run out.

  • @SteveyTheExEevee said:

    No. Because you can't force someone to play against something they don't like. The unreasonable things that make most people DC in the first place (overpowered killers, one hit down addons etc) need to be addressed and fixed first to drastically reduce DCs.

    I agree. They really need to revise the overpowered mechanics in this game.

    I'm particularly irked by the one-hit-down mechanic: NOED, Tombstone Myers, Huntress with Iridescent Heads (especially when combined with an Infantry Belt). I played a game against the latter mentioned yesterday and it was horrible.

    I could talk at length about how disgusting NOED is. It's disheartening to say the least, to play well all game and complete the gens – only to get downed with one hit when opening an exit gate. There's hardly any counter-play.

    I'm okay with Myers' tier 3 exposed status mechanic. At least he builds up to tier 3. But I take exception to add-ons that maintain permanent tier 3.

    I still don't know how to play against ghost face.  I'll be repairing a generator one moment then the next – I'm exposed. GF pops out from behind a rock and downs me with one hit. No terror radius, no warning. I don't know if it’s the noise from the generator or what – but I struggle playing against him.

    So, yeah, DC'ing sucks. But I can understand and sympathise with those who DC sometimes.

  • Allow me to arbitrate in this stand-off between @HellCatJane and @NuclearBurrito, by suggesting that WGLF should do SOMETHING TO HELP MYSELF AND/OR OTHER SURVIVORS TO SURVIVE (as opposed to just doing SOMETHING).

    I'll admit that I've been struggling to survive in this game recently and feel I need all the help I can get. So there's no way I'll take a perk that provides no help whatsoever when it comes down to my main goal: surviving.

    It seems absurd that playing killer typically yields more BP than survivor and tons more with BBQ + Chili.

    The term We're Gonna Live Forever implies some kind of promise of surviving - but it is a false hope from an almost useless perk. It should do something to help my teammate survive. That could be hiding the hooked survivor's aura, grunts of pain or scratch marks for several seconds.

    There's already lots of weak perks nobody uses in this game. I like the idea of some of these being combined to make them useful and to alleviate the bloodweb grind. How about merging WGLF with Breakdown or Baby Sitter?


  • @Nutty_Professor said:

    As a PS4 player I don't want to play against someone on the PC. As players with a mouse and key board have a higher skill level ceiling than those with a controller, which would be an unfair advantage.

    EDIT: For example a lot a lot of PC players can moonwalk, and can use it to juke the killer (such as the Nurse). Not many players on the console can moonwalk. I can moonwalk with a controller, but not as well as a player with a mouse and keyboard can moonwalk.

    As a fellow PS4 player, I agree.

    I also feel that PC survivors have an advantage during a chase, due to keyboard and mouse. Whenever I watch gameplay on YouTube, PC players seem to be able to track the killer using the camera, a lot better than I ever can. I suspect its due to the versatility of using a mouse. It might also be due to a higher maximum sensitivity setting for PC than console. It's just a suspicion and I could be wrong, as some PS4 players are great in a chase.

  • I love the idea of cross-play, but I'd just like it to be totally configurable.

    I mean, allow players to choose exactly what platforms they want to play with in the settings. Personally, I'd just play console plaforms (XBOX and PS4), because I'm on PS4. I feel that PC players have an advantage because of using mouse and keyboard, as opposed to controller. This is a suspicion and not based on personal experience.

  • @altruistic said:

    Tracking has consistently been buffed over time, while being chased has been nerfed.

    I believe my lack of survival has been due to various factors, but this sounds like it is among them.

    Now let's talk about perks. I usually run the following:

    • Self care
    • Urban evasion
    • Bond or empathy
    • We'll make it, botany knowledge, spine chill, small game or borrowed time

    Maybe I should swap out Urban Evasion for an exhaustion perk or something else?

    I suppose I could even swap-out Self Care - if I have a med-kit and am using bond.

    I like Iron Will, as killer I've found so many injured survivors due to hearing their grunts of pain. I should use it more often.

    I'm not keen on Decisive Strike, although its a favourite amongst many. I just feel it buys you a few more seconds, whilst annoying the killer - I'm probably wrong though.

    I used to use Unbreakable a lot when I first started playing, but then stopped using it. It's one of those perks you might never get use out of the whole game. But when it is used, it's a life-saver. I'll consider using this one again.

    I'm not used to using Adrenaline, although a lot of people use it. I often don't last that long for it to be of use. But I'll try it out.

  • Thanks @premiumRICE, you've made some excellent points. 

    Being good in a chase is important. But survival is also dependant on being efficient in this time-critical game. I make many of those mistakes you mentioned and often mistake 'enthusiasm' for 'objective-efficiency'. This is what makes the difference between green and purple rank survivors. 

    Lack of co-ordination between randoms also impacts gameplay. I almost always use bond or empathy to mitigate this. But nothing replaces the benefit of voice comms in a SWF team. 

    I'm so used to using urban evasion and feel naked without it. I can pull off some great feats with it, such as urban evading away at an angle from the killer during a chase, to lose them in the cornfield. Then there are those games when I don't take it and go against a hag. I need to move away from using it though.

  • I think this is the reason why each killer we play should have their own rank. For example, your Nightmare could be rank 5, but your Trapper could be rank 13. I'm sure I heard BHVR (Dave Richard?) mention this during a livestream.

    Perhaps you could wait until rank reset to bring out your baby killers? You won't fair well at high ranks with a low-tier killer with whom you have little practice with IMO.

  • I usually play without it.

    The thing about hex perks is they're high-risk-high-reward. It could get cleansed in a couple of minutes or 30 seconds into a match. I've played lots of games when it lasted the whole match, as a survivor player, it's not fun at all. I'm one of those rare players who actually cares about all players having fun during a match.

    I prefer to use something like PGTW to regress generators and I just prefer using a variety of perks.

    But this is coming from a player who cannot get beyond green ranks at the moment 😒

  • This has always been a very difficult situation. When playing killer I always hated those "rainbow ranks" SWF teams, who would defeat me - often with some cheeky BM'ing.

    I'm generally happy with the new changes, but I can't help but sympathise with the OP, who just wants a fun, and I assume fair, game with his freinds.

    The OP is rank 1 but his friends are only around rank 15. I'm inclined to believe such a team should be matched against a green rank killer (around rank 10 or 12). However, there are some aspects which skew the situation.

    I'm not making assumptions about the OP's gameplay, but I've played lots of games were the red rank survivor baits the killer (often with T-bagging) into a chase while the yellow rank team members do all the gens. Is this fair? Maybe the killer shouldn't tunnel, but yellow rank players often don't know better.

    Then we have rank reset and the like which causes a person's rank to inacurately reflect their actual ability.

    The whole thing's a mess IMO.

    Now that I think about it...maybe new, yellow rank players should only play with other yellow rank players. If and when they get good - then they could join their red rank friends in SWF matches. Otherwise, it's difficult to match a game around such a mismatched group.

  • One thing I don't understand about the Plague is this:

    A survivor cleanses, Plague collects corrupt purge at a fountain, uses the red vomit, then reverts back to green after a while.

    But then, for seemingly no reason, the Plague is "breathing fire" once again - without having gone to another fountain.

    Is this a game mechanic or a bug? Whatever it is, it's a surprise mechanic which some survivors would argue is unfair.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/705735#Comment_705735

    Not every pink add-on is game breaking. Also, don't touch my scratched mirror.

    Now that I think about it, I believe you're right. It's just that some perhaps even most, ultra-rare add-ons are game breaking, IMO.

    Perhaps BHVR could do with re-classifying some of these add-ons in terms of how much they affect the game?

    Personally, I think that scratched mirror you're so fond of would look much better in pink...just sayin' 😊

  • An almost permanently invisible killer who takes seven seconds before he's allowed to actually injure survivors?

    Marvelous! 😕

  • @Yung_Slug said:

    The problem is that everyone would have to agree with what is and isn't OP.

    How about we start with the pink ultra rare add-ons? I reckon all of those could go, as most of them are potentially game-breaking.

    The problem then lies with deciding what purple very rare add-ons are OP. I'll voluteer a couple of suggestions to get us started: Spirit's Prayer Beads, Shape's Scratched Mirror and Survivors' Alex's Toolbox.

    The rest of them, green, yellow and grey, can remain.

  • @cleit68 said:

    Roles in survivors would change this. DIfferent stats so everyone focused on a different thing. For example Dwight repairs faster but isn't as fast as meg but meg runs faster and isn't good at repairing. That way meg's job would be to loop the killer but a good killer would kill dwight first.

    Either that or making teachable perks work better when used by original survivor than by others would small nerf survivors and matches won't go as fast.

    Yes, perhaps an exclusive tier 4 teachable perk level on their original character?

  • This sounds like my current experience as killer. I used to be in green ranks, about rank 9 or 10. But now I'm stuck in yellow ranks, around rank 13, because every other game I play is against highly skilled and co-ordinated SWF teams who make me de-pip :-(

  • @xllxENIGMAxllx said:

    Toolboxes should increase the repair speed slightly not moderately except the purple one maybe.

    Considerably/tremendously toolboxes are overkill in my opinion. To prove i'm right use Mechanics/engineers toolboxes with clean rag-Socket swivels. Play with prove thyself and streetwise you'll see how the toolboxes are powerful.

    Note: Streetwise stacks if you are a SwF your toolboxes while be able to do 2/3 gens depending of how many streetwise they are.

    Some great posts here, but I feel this one sums-up my thinking on this.

    I see loads of posts about gen rushing and ruin - but not many about toolboxes. Gen speed can be influenced by perks, but let's assume everyone above yellow ranks run the meta. I believe anything that can be brought into the game that can considerably affect gameplay balance, should not be included in the game. This includes items, add-ons and offerings that considerably/tremendously influence objectives. It should be a more level playing field. A slow moving killer is going to struggle against a SWF team with green or purple toolboxes.

    Conversely, pink ultra-rare killer add-ons should also be removed. A pig with an Amanda's Letter or a wraith with a Coxcombed Clapper and "All Seeing" - Spirit or Myers with Judith's Tombstone or Fragrant Tuft Of Hair.

    Most of the time when I've played as killer with ultra-rare add-ons - I've been unbeatable and felt bad for the survivors. These are game-changing, game-breaking mechanics which have little to do with skill. I know they're ultra rare, but they affect game balance too much. I also think some very rare purple killer add-ons are OP, such as Scratched Mirror on Myers or Prayer Beads on Spirit.

    BTW: I don't think streetwise is that much of a problem, as hardly anyone uses it. But I see it's potential.

  • @BunnyTheHutt said:

    I know no one wants it or likes it, but with toolboxes, Brand New Part, and Prove Thyself, I can't see 20 seconds being enough too make it feel any different.

    Perhaps this is a root cause? I think the devs should investigate the affects of certain perks, items (toolboxes) and add-ons, when it comes to gens being completed too quickly.

    I also hate being gen rushed as killer, but I also dislike the idea of increased gen completion times and secondary objectives, as survivor. Increased gen length for survivors without toolboxes, against a strong killer, will make survivors struggle too much.

    There has to be a way to establish balance.

  • @StupidButTru said:

    Even they complain about SWF but nobody really wants to play with a group of people who just UE their way around the map or get down after 10 seconds of a chase, or farm their own teammate because they want to get their alturism points. Hence why people get a group together, it's inevitable. Killers aren't to suppose to always get 4ks and survivors aren't suppose to always survive. For some reason that pisses off a lot of players but that's how the game is suppose to be.

    I agree - it's frustrating when there's a lack of coordination and teammates are not doing objectives. However, what makes this game special is that lack of communication and coordination; survivors trapped in a strange new world and haphazardly trying to get out. I feel that voice comms spoils that atmosphere. It's not meant to be a FPS game like COD or Fortnite. However, I feel that killers are balanced somewhere between solo and SWF. Hence the sense of needing to team up with competant players - I play SWF myself sometimes.


  • @Carpemortum said:

    No. That's too harsh considering people can be DCd on accident.

    Increasing timed bans.

    5 min, 15 min, 30, hour, 3 hours, 24. Resets every week of two.

    Accidental and irl issues wont be bothered because what's 5 mins if your power flickers?

    The people who do it constantly will be unable to even play or make it worse.

    It works on rocket league, r6 siege, and a few other games. DCs are almost nonexistent now.

    I agree with this entirely.

    I hate the way BHVR try to use de-pipping as a punishment or motivator (that includes rank reset IMO). Some people want to de-rank, so they can play against lesser skilled or experienced opponents - especially SWF teams who play with the same people most of the time.

  • @TheRoyalOwl said:

    They likely are only safety piping because they are camping, or are just killing survivors way to early. I doubt thats the case its likely cause people leave and come back and they end up in higher ranks.

    You have a good point there and that could explain my recent experiences. I'm no expert on the ranking system. But if it's possible that killers are only safety pipping because they are camping, or killing survivors way too early - shouldn't the emblem system be revised?

    I've noticed on this forum that people can have a run of bad games, then come to a conclusion that it happens all the time to everyone. They assume there's a flaw in the game and come here to make suggestions: remove NOED...nerf DS...increase gen completion time... I don't know - maybe I'm doing the same thing here?

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