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Jacksansyboy

Jacksansyboy

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Jacksansyboy
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  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486413#Comment_1486413

    Nice stats. I say there is more survivors. 77,77% are survivors mains.

    He's saying on the forums, not in the game

  • I can't ######### believe that this many people responded to this seriously when you are practically screaming "it's a joke!" Especially that last line. People on the internet will never understand sarcasm.

    :(

  • @YumiiXO said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286494#Comment_1286494

    Why would killers mori someone 2nd hook when it's a waste of time and they can just hook them again to sacrifice? What's the point of a mori.

    The point of the mori then would just be the animation and skipping DS. Moris shouldn't be in the game at all. They skip more than half of the killers objective if its an ebony, and an early game ivory is almost as game changing. I don't ever use moris on my killer because it's just unfair, and a free win for when i do use it. Offerings should not have that big of an impact on the game, survivors have no comparable offering, and keys are not nearly as bad as moris. (They are still bad tho)

  • @Dead_by_Gadfly said:

    If you do that then you have to reward survivors for a first hook mori. Otherwise i see no issue with what youre saying.

    Obsession gets bonus points for dying as the obsession for no reason. And bonus points for escaping, which makes a bit more sense. But i don't think moris or keys should reward the opposite side, i think they should punish the user. Moris already reduce the number of hooks, and can sometimes force killers to black pip, but a hatch escape is 7000 free points, and escaping at all pushes survival from silver to gold or iridescent regardless of how well they did, which almost guarantees they pip if the game has gone long enough for hatch to spawn. Mori punishment should either be worse or make it on second hook, and hatch should only give like 2000 - 2500 escape points and nothing more to survivors.

  • @Sir_Bassington said:

    Hey, First post, dont know if this is the appropriate place to post this or not, if you someone knows where to post or repost this then that would be nice to know. Ive censored the names black is me, Red is the killer, anyways lets get into it.

    So I have known Wraiths farm Iri shards for quite some time, but Never seen anyone actually confess to it.

    https://us.v-cdn.net/6030815/uploads/103/CS00U6EMO4K6.png

    https://us.v-cdn.net/6030815/uploads/580/A86IOKQ58C4L.png

    Why do some Killers que for matches and refuse to participate? derank and then jump into the end game chat and blatantly confess to AFK Iridecent shard farming? this guy apparantly have done all the rift challanges available and instead of playing the game, he decides to que for matches and do nothing so matches complete faster to get Iridecent shards. Ive encountered lots of Wraiths stay cloacked the entire match before but never seen the actual player respond after the match. which means this guy is just sitting there doing nothing to get shards?

    https://us.v-cdn.net/6030815/uploads/127/9OW4SZWM21D7.png

    since he doesnt care about "rank" then the fun of survivors doesnt really matter, why is this even a thing? and why would anyone care about getting shards? you get BP way faster than to farm shards for the shrine of secretes and all you get from shards are either the unlicensed characters or some cosmetics, this guy doesnt even play the game why would he farm shards for cosmetics? I dont get the reasoning behind this at all, does someone have any insight into this?

    You saying that he was part of endgame chat meaning he wasn't even AFK is rough. I had a game with an AFK wraith where he just hid all game, but i decided to actually find him because i found a flashlight in a chest. He was just hiding in the corner of the map next to the gate, and the second i tried burning him out, he ran away. I tried following him, but he was too fast and i lost him in the killer shack. A minute later the last gen pops and he just opens the gate instantly and runs away. Which means that there are people who are actively watching their screen while standing cloaked staring at a wall, like #########!

  • Who cares about free BP? And with out the killer, you are only getting like 10,000 points or so, which isn't worth it. I play the game to play the game, no one wants to get in and do nothing all game long. Want to see a smash bros tournament where one player just stands there and the other guy pushes him off the edge 3 times? Bloodpoints and rank don't even matter at this point in the game, people don't log on thinking "oh boy, time to farm blood points!" And exclusively play as a farming killer. That's not fun, and it is a 100% waste of time

  • It depends, sometimes you have games where the killer is terrible, but with a little tunneling, they get it to 2 survivors dead with 2 gens left to go, then after looping the killer until the other survivor finally finishes 1 gen, you go down. Then the killer walks around for another 20 minutes just slugging and looking for the survivors as they keep healing, one goes down, gets slugged, and drags the game out way too long. Doesn't sound like that was the case here, but killers dragging the game out needlessly is the same as survivors teabagging at the gate until forced out like before endgame collapse.

  • @Mattie_MayhemOG said:

    You should feel pride that you were part of that mans Evil Incarnate attempt. But yea, go in a locker.

    Yeah, i hate all the people saying get in a locker, because this is the most bs achievement to get. The survivors can just say no, and then it's impossible to ever get the achievement. Also, it's hard enough to do anyways, and if you do pull it off, you get rewarded with a depip, a black pip if you're lucky. It takes such a long time that if the survivors know what they are doing, all 5 gens will pop before you get it

  • @NursesBootie said:

    Moris and keys will be nerfed, i'm pretty sure. But at the same time i don't see the problem.

    I see the problem, but it isn't that big, since killers hardly ever use moris. The only time i ever use a mori is for the "kill with your hands" daily

  • @Bingbongbong said:

    Doesn't matter if he had a good average Kills or not that's not the point. The Point is that Matchmaking is putting him against higher ranks which isn't fair. You can still 4k while having a Miserable time.

    I don't get why people think getting a Kill means it's balanced, There's so much more to it than that.

    1st, ranks don't mean skill, because it's super easy for survivors to rank up, and

    2nd, the devs have basically said that they are aware matchmaking is broken, but they aren't even going to try to fix it. They plan on making a whole new system that may or may not even work. So until then, ranks will stay screwed up. Even then, if the new system sets every one to 0, the first month or so is just going to be hell until people start to spread out.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123462#Comment_1123462

    It's fairly large. Sanctum is way too dark and has too many super safe loops and too many super unsafe loops.

    It's literally the smallest map, so if it's fairly large, then all of the other maps really do suck

  • @AGM said:

    This is just items with extra steps.

    Less steps, more unique addons

  • @Pulsar said:

    I dislike Gideon Meat Plant as both Survivor and Killer.

    As Killer specifically, I hate every corn map, Haddonfield, Crotus Prenn, Blood Lodge, Yamoaka Estate, Sanctum of Wrath, Ironworks of Misery, Red Forest maps, Lery's, Ormond and The Game.

    As Survivor, I hate Haddonfield, Lery's, The Game and the Pale Rose.

    So all maps? Sanctum of wrath is actually really good for killer because of how small it is. Sure people can hide, but you just have to learn the tell tale signs of a crouching survivor

  • Every thread that i have seen has at least 1 comment saying "bait" even if they are raising valid points and having a normal discussion.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119374#Comment_1119374

    https://forum.deadbydaylight.com/en/discussion/comment/1119397#Comment_1119397

    He replied to your original post, you said Freddy requires zero skill for high reward. He explained specific skills that good freddy players have.

    Yes, zero skill for high reward. What do you not understand? That teleport trick is cool, and might get you a free hit down, but he can still dominate without it. If you are 10 feet away from someone, you have a gun and they don't, who cares how skilled you are? A perfect headshot is the same result as multiple chest shots, and is only slightly faster. The OP simply said that even just spamming his powers, anyone can easily down survivors.

  • @TitanByDaylight said:

    This is only for hybrid Players(play killer and Survivor). Which side do y'all think needs to be buffed? Y'all don't have to explain why. I just wanna see people's answer. Me personally, I think killers need to b a bit stronger. Let's keep things civil and respectfully disagree if our opinions differ.

    The game is in a weird state of "balance" right now. Either side can get a steamroll victory, and a killer will either get a 4K, or only a 1K maybe 2K by tunneling or camping after the gens are done. I think it's easier for survivors to win right now, but both sides can dominate in a game. There are alot of variables. From a hybrid perspective, i would prefer all the weak killers and all the weak perks on both sides, get buffed, so everything could be used without feeling like you are handicapping yourself. Like kindred, i think it got a very nice, but not OP buff, and they slightly buffed trapper and plauge with the new ptb. I don't think trapper got buffed enough, but i do think they should continue with this train of thought. Most of all, I'm hoping they had a plan with ruin. By removing the ultimate bandaid, they can see every problem, how players are dealing with them, and hopefully how they can fix them.

  • @KillerKiller said:

    Killer is easy and the devs coddle the killers.

    They never listen to survivors.

    I think the devs make up all these posts of whiny killers complaining that it's hard because they want to keep the game easy for killers and with only survivors complaining they couldn't .

    justify it. Lol

    Im with you man

    Every time I come the forums I sit here thinking

    WHAT GAME ARE YOU PLAYING?!!?

    Dbd is totally killer biased, the killer has a profound advantage. It's easy as hell

    So much so that when I've hooked someone twice and down them, I let them go be healed and don't kill them unless I down them again.

    Which I do

    I never camp, never tunnel.

    I don't hook anyone twice till everyone's hooked once. I don't kill till everyone's hooked twice.

    I don't hook the same player twice in a row

    I make sure everyone makes good BP.

    I make the game as fun as I can for everyone but the killers are faster. They can't escape us.

    It's not hard at all. It was at first but after a week, I figured it out and boom.

    I have no idea why killers complain

    See you can say that, but it's all a matter of skill. As a killer, i 4K most games as well, quite easily, and of course not playing toxic. But on the other hand, most survivor games i also escape, and i only die if the killer specifically camps/tunnels me, or if the other survivor don't do gens. A perfect survivor can run a killer for a full game, but a smart killer will just leave immediately after getting 1 hit or a pallet down, because if they have time to get from 1 good loop to another, killer can't catch them. It's up to the killer to use skill and abilities to catch survivors off guard. The game is poorly balanced in the sense of skill, but a good killer will still have no problem unless he's up against 4 good survivors. The game is for sure not in favor of killers though. It's not as black and white as people think, but at the impossibly perfect level, survivors have the advantage.

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115675#Comment_1115675

    You aren’t using pig right if you don’t dash the dash isn’t meant to just go straight through a loop though you need to either trick by baiting with your light or moon walk and catch the survivor off guard

    You can say that, but if a survivor runs away from the loop the moment you crouch, they get away for free. I have NEVER been hit by pig's dash. It's too weak, and the roar ruins the surprise, they have plenty of time to run away from it. Even if they stay at the pallet when you dash, it's still a mindgame, and can easily fail or be dodged.

  • @DelsKibara said:

    They're currently balancing in the killer's favour in the next patch.

    They are adding breakable walls to the SHACK. The God Pallet Loop, that is basically removing a very strong loop from the start of the game if that is possible.

    Devs care about either side because they need both sides to keep the game running. And they also sell cosmetics for both sides, do you honestly think killers would purchase any cosmetic if they feel like they are getting the short end of the stick?

    They are testing, and so far the breakable wall is only on the saloon map, not the others. They might not go through with it. And it's still a loop, just not as good

  • @Mandy said:

    Piggy is definitely not bad, but she takes some skill to play - learning when to dash etc. Her RBT's are actually not going to get you many kills, they're not meant to, it's a slow down mechanic.

    I suggest asking some pig mains for some advice on how to play her, watch a couple of pig main streamers etc - some are always happy to give advice on how they play their main.

    The trick to using pig's dash is to not dash. I've never once been in a position where a dash is the best strategy, and unless the pig crouched up on me at a gen, which already guarantees a free hit, I've never been hit by the pig's dash. There is no point in using it. Pig's power is that she can crouch, so no terror radius, and the traps waste alot of time from survivors, but it's not meant to kill, and I'm genuinely surprised when someone dies from it. I have never had a problem with pig, as a stealth killer, she gets 1 free hit, then she is kind of an M1 killer, but it's not too bad if you know how to counter loop. With how short she is, she can be hard to see at some pallets, which gives an advantage.

  • @DVD420 said:

    Obviously, I'm super glad the game is finally getting actually balanced and not just nerfed, but if we're talking about balance, what needs to be balanced/nerfed? In my opinion, keys need to be nerfed, as right now they're just frustrating as killer if the survivor knows where the hatch is. I think give the keys a use time that correlates to their rarity, like a green key is a 3 second use time and a red key is a 1 second use time. That way it prevents survivors from just teabagging the hatch until the killer is right there. In terms of killers, oh god. I just don't know where to start.

    But I want your opinions, as the community is always talking about balance, but rarely specifying.

    Only gen speed needs a nerf, i would prefer to see everything get buffed on both sides. They did really good with kindred and hang mans trick. I want them to bring the weaker perks and killers up to par so that they are all almost the same. Absolutely unique playstyles, but equally balanced in power. Lots of useless perks on both survivor side and killer side. Survivors need to either get slower gens or a second objective. But that's the same conversation that's happened for years. I was pretty happy with the game before the ruin nerf, but all in that 1 update, the devs changed a lot just for survivor's sake. This new baby buff to trapper and plauge are neat, but idk about it. It's not enough to put them on par, but i don't know what they could change without fundamentally changing the killer.

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108280#Comment_1108280

    Peanits, I love you, but do you actually think matchmaking and ranks are working right now?

    He just said ranks. Ranks work perfectly fine, and that's how they are designed to work. Matchmaking is what is not working, both due to game design and some players quitting. Pips and ranks still work how they were designed, doesn't change even if you are against the wrong ranks.

  • @Jholla31 said:

    It's only a buff if certain loops have breakable walls. The ones that immediately come to mind are:

    Fractured Cowshed god loop

    Ironworks of Misery god loop

    Torment Creek god loop

    Any corn map cow god loop

    The Game double pallet loop before bathroom gen is completed (good survivors don't do that gen first, even if they spawn there)

    Long walls on Haddonfield

    The broken walls are only a buff is these loops, AT MINIMUM, are a part of the gameplay. Obviously the new map will be the only ones with broken walls to start with, but if these loops aren't dealt with somehow, they will be a neutral integration at best.

    Breakable walls will change nothing with the game's double pallet, you can't break the middle square it's based around. Maybe break the sliding metal doors around the map, but those already open with gens getting done. The way the game is designed, there aren't many spots to have breakable walls. However, as the devs have been rewoking maps, you can actually see parts in Lerys where there is a door leading to nothing, or a piece of wall covered in sheets, or windows and walls randomly made out of discolored bricks. I think they've been working on this for a while, and it's going to be a while for them to rework the maps in such a way that wall breaking is usefull without being required.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101890#Comment_1101890

    "Wait and see" was the sentiment of some when the Ruin nerf was announced. It panned out just like the naysayers predicted.

    • Ruin is rarely used and often useless when it is
    • Gens fly and games go by very quickly
    • Killers are forced to camp, tunnel, and slug to stand a chance
    • Survivor queues have skyrocketed

    Because ruin change was obviously trash, a perk removal, not a balance change and very few argued for it. I'm not saying this is a good change, but i think it's a pointless one. Sabo was trash before, it's going to be trash now. Except it takes more of your toolbox.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102009#Comment_1102009

    It is relevant because OP is saying sabo is going to be too powerful due to generator speeds (personally, I don't have a problem with generator speeds).

    Just thought I brought it up because you won't see this often if sabotaging takes a lot of your toolbox durability and had plenty of counterplay from the killer. 😁

    People just need to give it time, in my opinion.

    Not time, killers need to actually see it before complaining, honestly, i have a hard time seeing people pulling this off more than once or twice in a lucky match. Congratulations to the SWF that finds a consistant way to pull it off while still doing gens and getting out. Even now sabotage doesn't affect the killer unless all 4 run it, 99% hooks, and then no one's on gens. Sabo teams are just free wins after a doubly long game. This is to be better for 1 person to annoy the killer, while still not really doing gens.

  • @ProfessorDunwich said:

    What is the thought process here? A sabo time of 2.5 seconds is going to make coordinated SWF even more of a nightmare. It will even be a challenge against solo survivors who want to use it. Not only do Killers have to deal with flying gens, now they have to worry about hooks dropping right in front of them.

    Tool boxes will get consumed way faster, like always, no precise numbers, but before it took almost no charges to sabo, now it'll be a ton apparently. They said you'd only be able to sabo a few hooks, so I'm guessing maybe 6, although that's more than just a few. They also said sabo hooks come back way faster, and that slugging for a bit would actually be effective, which i don't really understand. It would have to be like 30-45 seconds, and even that seems unlikely with these devs. Also, you can't 99 anymore, so if you really want to stop the killer from hooking, everyone is going to have to be ready to start saboing, if it's as short as they say, premature sabo won't work unless you go down instantly, and if you're right next to a hook, no one can save you unless 1 takes a hit and the other sabotages

  • None of the meta perks are OP in the slightest, and all have been nerfed already. They were broken, now they are fine. People don't use meta perks because they are OP, they are just the only perks worth running. Stop nerfing stuff. Buff all of the weak ######### to the same level as the strong perks, and even the playing field. A good example is kindred, now it is actually pretty good to run, because it also benefits you instead of you bringing 1 perk that gives a slight advantage to your team while you are hooked and get no benefit. Buff all the garbage perks that no one runs, and lightly change some of the intermediate perks maybe and people might start running some of them. Some perks are actually pretty good, but only if you run them with 1 or 2 or even 3 other perks to make them collectively strong, but F U people who don't have all of these unlocked. Deja vu, monsterous shrine, no mither (absolute worst perk, but apparently devs said they wanted it to be like an "optional challenge") predator, sole survivor, blood hound, rework object of obsession, because it screws some killers, and is 90% useless against any stealth killers, and beast of prey, which was recently buffed with the undetectable effect, but still never see people using it. If you take what people have, they will get upset, but if you give them more, they will at least accept it, even if the buff doesn't make people start using it.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/127654/do-you-think-ooo-should-be-removed

    It does hard counter certain killers such as trapper, Hag, and Huntress. I dont play against it often but when i do its usually a bully squad SWF.

    In my opinion it gives too much information to the survivor, especially in a SWF.

    Huntress gets alot out of it as well, and you can never be stealthy with it vs her. And yes, it hard counters a few killers, but now stealth killers get to see you when you look at them, and you see nothing. And you can't look in their direction to see if they are coming because then they see you wherever you are.

  • Enduring and spirit fury, obviously unrelenting, technically play with your food, since you "lost" the chase, although you probably did that on purpose. NOED is a second chance perk, who cares that survivors can prevent it, you can prevent unbreakable dead hard and DS just as easily. If they count, NOED counts.

  • @Colton147 said:

    Killers have much more second chance perks than survivors; games are more killer-sided than survivors.

    No One Escapes Death, Blood Warden, Remember Me, Fire Up, Make Your Choice, Barbecue & Chili, Rancor, Nemesis, and Whispers.

    Those aren't "second chance" perks, they help you play, but don't reward you for mistakes, other than NOED, and kinda bloodwarden, although bloodwarden is easy to play around, and requires the killer to play right to use it.

  • @AStupidDavid said:

    https://forum.deadbydaylight.com/en/discussion/124017/recent-ruin-nerfs-made-70-of-the-killers-unplayeable-rank-system-broken

    I'm going to tell you a secret: old ruin in the red ranks never lasted for more than a minute, and most of the times it only lasted for 30 seconds

    And so I wanna ask you: how could a minute buy you enough time to go from a 1k to a 4k?

    Also another secret: there's a perk called corrupt intervention which is 10 times better than ruin, I use it myself with the killers that you say are "unplayable without ruin"😉

    Ps. If you think the game is in one of the worst states it has ever been in then let me tell ya: you know nothing, Jon Snow. You should definitely go check a couple of 2016 dbd gameplays and then come back bud.

    That 1 minute did buy quite a bit of time, and I'd say it was often worth it. However, the killers that really needed it, like trapper and Hag, could easily protect it, making it worth it. Then sometimes you just got lucky, and rode a 4K with 5 gens because they couldn't find the totem, but wouldn't stop looking. Corrupt intervention is good, but not 10X better. It's never brought me any disadvantage as a survivor, and sometimes people are stupid enough to bring it with a totem perk, and i end up finding their totem instead of doing a gen. It's more of an opinion, but i don't like a perk that i will only get 2 minutes of use out of, that only pushes survivors into a smaller play area, assuming they don't just hide and wait it out. Ruin could at least be protected and last as long as you needed it to. As i said before, the better killers didn't really need it, just the ones like trapper, myers, hag, oni, demo i guess, who specifically needed the early game, even for a minute, to get their power into effect.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032452#Comment_1032452

    That's still not 3 gens though

    I need someone to show me that, I have yet to see that happen to myself or any of the streamers I watch

    Tru3 Talent has a few videos of 4 minute matches.

    Statistically speaking, it takes 80 seconds to complete a gen with 1 survivor hitting no greats. Survivors all spawn near generators, and assuming they all spawned at different gens, they all start 2 or 3 seconds into the match. The killer then has to find 1 survivor out of 7 possible gens, probably 6 tho if the killer spawned near one. So from that moment, they have to find a survivor, chase them, down them, hook them, and get to a gen to stop a survivor all within 80 seconds. If they don't find another survivor in this time, 3 gens popped 85 seconds in. Without counting toolboxes, or great skill checks. It usually would have 2 or more spawn on 1 gen, but it could be all 4 are spread out, or they chose to spread out after it started, putting a 10 second delay on the 3rd gen. This is also assuming the survivor kept the killer away from the other survivors during this time, so they can work safely. This is far easier with bond, SWF, or even a smart survivor trying to stay away from any gens. This obviously doesn't happen often, but it is an example. Usually there will be 2 on 1 gen, getting 1 done faster, but less total gens done. And toolboxes and great skill checks are quite common, making gens even faster. This is obviously worst case senario, but some groups of SWF at red ranks understand this fact, and will hardcore push this, so it can happen.

  • @OnryosTapeRentals said:

    There's definitely an issue with matchmaking at the moment and I can see how that is frustrating but I haven't had any issue with SWF lately.

    There's no accurate way to know the people you're versing are a SWF group unless they explicity tell you in post-game chat.

    You can look at their steam profiles, although alot have it set to private, you can see friends of those who don't.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030744#Comment_1030744

    ruin wasn't a crutch, it was an insurance and a bandaid for the games balance, you say "don't need ruin" but you probably mass slugged, proxy camped etc. I used ruin but tried to 3 hook everyone, never camped. etc

    that is what old ruin allowed, old ruin is not here anymore though

    This^ i never once used spirit fury with enduring, but now i don't have any better perks to run, so i just waste 2 perk slots and tank pallets so later chases are instant, even if the first chase can be long

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030900#Comment_1030900

    Should survivors just not do the objective? I love the term "gen rush." It's literally how we win the game. I guess we really should take the killer's feelings into consideration.

    It's not the survivors fault for doing it, it's the devs fault for making it happen. But the game was made with a silver thread of balance, where one crappy survivor can sometimes drag down a whole team, and the game can go from a massive steamroll from one side just to go to the other side winning.

  • @Snow_Lep said:

    I'm confused here. General idea is that keys are toxic, right?

    I bring a Skeleton Key, Weaved Ring and Milky Glass into a match. Before the timer loads, my 3 other teammates all switch to other characters toting toolboxes.

    I get found, tunneled, and proceed to be facecamped within the first 2 minutes.

    Small addition, only reason he caught me was due to Dead Hard being a wonderful perk and giving the full indication it worked, even though we all know it works about .01% of the time.

    The gens were done and they were all teabagging at the exit gate by time I died (yes I did struggle to give them extra time).

    What part of the key was toxic? I got bent over by a salty killer who in the endgame chat gave the response, "I make sure anyone who uses a key gets the [BAD WORD] they deserve"

    Like woah bro, chillax. I was the LEAST toxic of the group. I'm guessing the other 3 were in a SWF and just completely stomped you as a killer.

    But just because I bring a key because I thought, 'Hey, why not? Last game of the night so gonna try something different', I get the literal worst game in existance and a killer who feels they are some self righteous priest of the forums and entity who needs to punish my sins.

    Like dude, those toolboxes did more damage that match than that key could have EVER dreamed of. Honestly, don't even worry about the key until all gens are done (or someone has died and hatch has spawned in), and focus the gens being stopped.

    Probably someone who was upset that ruin got nerfed and just used the key as an outlet excuse for trying to punish the toxic genrush... But punishing the toxic genrush would have been slugging those 3 over and over in the match, or facecamping them.

    I'm not mad I got facecamped, it is a rather common occurance for me to make killers mad at me and get facecamped, but the logic behind it was just horrible.

    Are keys really what is toxic here, or is it the gen rushing that only gets amplified when you decide to facecamp that just fuels the fire?

    He probably thought you were all SWF, when people make the toxic leap to toolboxes like that, and you were a big threat with the key. But he shouldn't have camped like that, because that lost him the game. Normally something like that wouldn't happen till later, when he really needed to stop you.

  • @Skittlesthehusky said:

    i don't know, this is probably a really common thread nowdays, but it's becoming a little bit harder for me, as an individual, to have fun as killer. primarily because i'm forced to "go hard" most games nowadays, rather than being able to just relax and have fun. i'm all for competitive gameplay and all, but it feels like you have to sweat more and more just to be able to achieve a decent win, and there tends to be subconscious stress and frustration with it.

    this is an open discussion by the way. please don't say things like "git gud" or "just don't play killer" either, you're not contributing to the conversation.

    Yeah, i never used Spirit fury with enduring before, but now it's easier to waste 2 perk slots and tank pallets than it is to mindgame and actually catch survivors.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024791#Comment_1024791

    No they weren’t, they played well they just went up a 4000 hour player.

    It doesn't matter how good you are, if they were good, they would have left after they knew you weren't going down in 30 seconds.

  • @MamaEagle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019562#Comment_1019562

    My internet is high speed internet from Spectrum with over 100mbs download speed and 70mbs upload speed and no packet loss... I just can't seem to find a game half the time on the Steam version of this game. Most games I find in decent time is on Xbox or the Microsoft version on PC.

    Weird, killer has always been crazy fast for me. Survivor takes a bit though

  • @LetsPlayTogether said:

    So not even a slight chance of an argument, just a dumb rant. GG

    Not everything has to be an argument or a rant. They were just saying they were quiting and why. That's it.

  • @ALostPuppy said:

    So snap out of it is bad now...have you ever considered looking at literally everything else he has? His power is even better in chases now. The lack of a mode switch makes it feel smooth and intuitive, and you can easily bait dead hard etc. His AoE is really effective at finding survivors. Sure the snap out of it is worse (I doubt you're losing games because survivors can snap out of it easier) but does it really matter that much when you have so much more to work with in chases now? I find Doctor really fun to play now, the old Doc was awful. Switching modes all the time was just stupid, the new Doc feels a lot more up-to-date with other killers.

    There is nothing new to work with in chase. His base power is the same, zap, wait a moment for YOUR stun, then hit them. Same as before, you just don't switch stances. It doesn't make him any stronger though. Nothing they changed actually made him stronger, and they made a few nerfs, like with snap out of it and addons.

  • @DBDIT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015272#Comment_1015272

    I didn't ask you one example for anything so obviously you misread what I wrote. I said PROVE the devs favor survivor and you proceeded to "make your point" by going with the most recent update that's being released while I gave you several reasons the game tends to favor killers nowadays and those weren't the only ones. No one is arguing that killers don't have it rough (at certain ranks) but it's fairly easier playing killer. Camp, slug, tunnel etc, I could go on.

    Camping, slugging and tunneling does make killer alot easier, but i don't enjoy playing like that, and I'm not going to play in a way that isn't fun.

  • @MamaEagle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013672#Comment_1013672

    Not to argue or anything, but I have come to find it a polar opposite for myself. On Xbox as Killer it takes about 4-5 minutes to find a game and as a survivor about 7-10 minutes. For PC well, on the Microsoft version of the game for a killer it takes around 10 minutes and for survivor about 12-15. On the Steam version of DBD finding a game as Killer takes about 10-20 minutes and I dare not even try survivor on that end.

    Slow internet? It takes me 20 seconds to get a killer game.

  • @DBDIT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014411#Comment_1014411

    YOU brought it up to begin with guy. The game is designed to be asymmetrically 1 vs 4 so that does NOT mean the game was designed to be in survivors favor when more than half of them die a lot of games, at the lower rank. Once again, the game is not based on swf and killer is still playing with four different levels of skills regardless of rank because time and time again the ranking system has proven to be flawed. You pick one instance where the update shows to be in the survivors favor, as if there haven't been updates in killers favor. You can't base your "the game is in survivors favor" theory off one update because it shows your bias. The entire endgame event is in the killers favor but you won't mention that. Or the nerf to survivor exhaustion perks being in killers favor, like using lithe or sprint burst and having to stop, in order to recover, while STILL being tunneled by killer. Or how about DS being completely useless when the killer decides to slug you. Or killers still having one hit down abilities, but the devs nerf one heal medkits. I could also bring up doors spawning close together and killers being so close to them that they could stand in one spot and see you coming making the effort 0 on their part, but that's in survivors favor right? You're going to make an excuse for everything I've stated so this was pointless but it needed to be said.

    You keep bringing up the 4 to 1 ratio as if it somehow proves me wrong, which it doesn't. You can point out all the things in the Killer's favor, but you can also point out all the things in the survivors favor as well. You asked for ONE example of the devs being survivor sided, and it was given. The game has always been survivor sided, and this past year they have made changes to balance it more for killers. They ADDED endgame, they removed instant heals, they nerfed several perks. Why do they keep nerfing survivors? Because they are stronger than killers. Yet recently, they nerfed nurse, who's addons were broken, but was fine at base. Overnerfed. Then spirit, who survivors were annoyed by since everyone played her with nurse gone, was suddenly OP despite not changing since release. Prayer beads were rough, but they didn't just fix addons, once again, overnerfed. "Forever Freddy" nerfed. Legion, one of the weaker killers anyway, nerfed several times. Doc reworked because he's "annoying" ruin is "too hard for new survivors" hard nerf. Ruin was used in over 80% of all red ranked games. Gone. They nerfed alot on the survivor side, but also alot on the killer side.

    At lower ranks, when it's not so obvious how to play, killer has the advantage. Even if the killer doesn't know how to loop, the survivors probably don't either, and many survivors will hide in the corner or run into nowhere to heal or get away from the killer, which lets the killer get free hits or wastes survivor's time. A bad killer isn't hurt as much as bad survivors are. The killer just has to take his time and kill them, because at low ranks, survivors do not play as well, and alot of time is wasted. The longer the game lasts, the better for the killer. This makes the game in the Killer's favor at lower skill levels. Which is how the devs try to balance mostly. Endgame was a response to survivors who could take the game hostage, and an answer to hatch standoffs, not a balance issue, but a problematic game design. Even now, a survivor can just 99% a gate to not trigger endgame. So lower skill level, it's somewhat balanced. But at the top level, 4 good survivors have a huge advantage over the killer. Alot of changes are made for balance, but alot are made simply because it would be "annoying" for survivors.

  • @BrendanLeeT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013479#Comment_1013479

    "Dang, i guess i don't play enough killer. 1500 hours and i don't play enough killer. Darn, guess i don't get an opinion."

    No need for the snappy response, guess I'm not allowed an opinion right? My opinion being that DS is not an anti-tunnel perk so you go on the defensive. This is a forum people will have varying opinions and if you don't want to discuss without being overly defensive then don't be on here.

    "DS is SUPER easy to avoid, and if a killer gets hit by it, they let it happen, or forgot the person was recently hooked. "

    True and false. Yes DS is easy to avoid but so are perks like NOED (not targeted towards you) but if we have to use that mindset of "let it happen don't complain" then why are there so many posts about NOED? That mindset is not healthy, just because it's avoidable doesn't mean that it should be ignored completely.

    "If they jump in a locker while repairing a gen with DS, just kick the gen and wait."

    Again this is why I don't think you play much killer. The reason why people call survivor "easy mode" is because most of the time pressure is on the killer. They have to so much much mental thinking and planning and one mistake could cost them so much time and they will lose the game. Kicking the gen and standing outside the locker is the worst idea ever and it would be much quicker to just eat the DS and chase them again but eating DS isn't countering it it's just rewarding the survivor again.

    " If you are somehow back on someone that was unhooked and went to a gen, then they have to have like what, 15 seconds left?"

    This depends on the map size, if gens are uncompleted in that tile and if you did any other actions such as healing before hopping onto the gen. Many of times I've been unhooked and hopped right onto a gen with a full 50 seconds left of my DS. Yes I'm probably a hypocrite because I'm literally using DS in the annoying way but I can't really help it and I would be stupid to not hop onto a gen for 60 seconds because I have DS.

    "It was broken before, they already nerfed it. now it's like mettle of man. Really good if it goes off, but would you call mettle of man OP?"

    Honestly I'd rather have the old DS back. So many people say it's a nerf but old DS has the following flaws: Enduring countered it. dribbling countered it, you could waste it at the start of a match. Current DS is more unhealthy because it's literally a 60 second invincibility perk old DS had some counter play to it. Please please please bring back old DS because trust me people would call that a nerf. In my personal opinion the "new" DS is a buff because Enduring doesn't affect it, the skill check is easier and you have a 100% chance of hitting it due to no dribbling, if that's a nerf then I don't know what is.

    Regarding MoM, in my opinion it's too weak right now. I understand the perk needed to be changed but they nerfed it way too much so no I'm not going to call it OP and I think they need to buff it. Believe it or not I do play both sides and I try my best not to be biased at all and have a open mind on the frustrations of either side.

    "i think they need to "buff" it. Just change it from 60 seconds to like "2 minutes or until someone else gets hooked" because alot of killers do just tunnel and slug the person that got unhooked, and if they are really toxic, they will slug camp until DS is certainly gone. Or if you do even a slightly good chase, DS will time out before they catch you."

    I will agree to a buff if it had proper deactivation requirements. If you perform an unhook, leading the killer towards you or you work on a gen, the killer has NOT tunneled at all and the survivor does not deserve a reward for that. If DS deactivated based on certain scenarios then I wouldn't mind a 2 minute timer but it need to have requirements to deactivate otherwise it will just be too strong.

    If the killer camps the slugged survivor then that's 75% of a generator completed (correct me if my math was wrong) so if you have competent teammates they will just work on gens knowing it's a lost cause trying to save you. If the killer does that then he has already thrown the game so the killer is punished unless the survivors throw themselves at the killer.

    Regarding the chase part, some survivors can be aggressive and constantly bodyblock for the killer to chase them, if that's the case then DS shouldn't punish the killer because he hasn't tunneled. If the killer just straight up chased the survivor from the hook then the killer deserves the stun but going back to my previous point, if DS has proper deactivation requirements then I don't mind them buffing the activation time.

    Again I've read my reply to you and I don't see myself being snappy, the closest thing I've said snappy would be "You must not play enough killer" but even then I'm not snapping at you with sarcasm. If you reply to this response, please be a civil person and properly discuss otherwise I'm not going to waste my time with you.

    I wasn't trying to be snappy, and no, waiting even a full 40 seconds is faster than eating a stun and running down the survivor, unless you are someone like billy, nurse, or spirit who can instantly catch up. Because a 5 second stun gives them enough time that even running in a straight line would give them 15 to 20 seconds before you can catch them, not counting any windows, pallets or walls you would have to deal with. For the sake of the argument, maybe it's just my playstyle, but I never run into someone I've just had unhooked unless they run at me with DS. In which case i just slug them. Waiting out a locker is not ideal, but it is counterplay, and DS just isn't that OP. Old DS led to people avoiding the obsession, and while it did have counterplay, there wasn't as much, and it could happen at any point in the game. Dribbling only worked if you were close enough to a hook, and people didn't block you. So a good chase would end, and if the survivor went down somewhere safe, you would have to let them go, or hope they missed it. I do agree that making it bigger was pointless, but they didn't make it much bigger.

  • @DBDIT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013743#Comment_1013743

    So the devs have stated that they favor the survivors? Please prove it because I'm not going to agree with you. You bring up the 4 to 1 ratio while neglecting the fact that not all players play at the same skill level and not every game is a swf group.

    Do you not understand what a 4 to 1 ratio means? You keep bringing it up, yet don't seem to understand how that works. The game is designed for survivors. They need 4 survivors for every 1 killer. If the game was sided towards killers, it would take ages for killers to find a match. Say there are 100 people playing. Ideally, you want 80 survivors, and 20 killers. Every killer gets paired with 4 survivors. Which means they want people to enjoy survivor more, so they have more survivors. Say even 3 killers quit playing, that means that 12 survivors are now on hold until another killer opens a lobby.

    As far as favoring survivors, the last update notes show exactly how they favor survivors. They didn't balance ruin or the doctor for the sake of being too strong or weak. They literally said they changed it for being annoying to survivors.

  • @DBDIT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013660#Comment_1013660

    It is an opinion and I don't feel like arguing with argumentive people about this because that wasn't the original point of my post. FYI, a 4 to 1 ratio is the only way to get into a game....

    Yes, a 4 to 1 ratio is the only way to get a game. Which means that the game has to be in one side's favor to create a 4 to 1 ratio. Meaning statistically, it is survivor sided. One side being better than another or being favored by the devs is a fact, not an opinion. An opinion is a personal preference, about some thing that can't be proven, or that panders to you specifically. Saying that you are better at killer, and think killer is better is an opinion, whereas devs making changes in a survivors favor, is a fact. It happened, that's how it is. Doesn't affect anyone's opinions, they can still be better at killer than they are at survivor.

  • @Brucecastro81 said:

    Why do you need to say u play on Xbox, the game is the same in all platforms

    The game isn't exactly the same. PC has a larger playerbase, affecting queue times, and console can also be buggier, or suffer from frame rate drops. Sensitivity differences also makes certain killers like nurse and huntress easier on PC.

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