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  • I like the idea, but I think there should be a cap in the diff between highest and lowest rank killer... Ie I'm a Myers main so if my Myers is rank 1, there is no way killers I don't play as much should be rank 20, so maybe like 1/2 the rank with Max spread of 8? So like rank 1 main (all others would be rank 8) - rank 4 would be rank 12, rank 10 would be rank 15 etc etc.

  • From what I've seen, the killers that do crappy at red ranks, are the killers that play like they're going against brown - purple ranks.. if you're getting looped swallow your pride and keep gen pressure, that's key.. if you tunnel to get someone down you're going to get wrecked..

  • @ABannedCat said:

    I mean, Freddy too was reworked because old Freddy was apparently "frustrating" to verse. No killer ever gets reworked because the person playing them find them frustrating or boring. Its always all about the survivor's fun.

    He was annoying to verse and was under powered, so yes, he was reworked to make him more powerful and less annoying to verse... Like if your going to rework a killer, you may as well fix all the issues, not just a buff... Jus saying..

  • @FearedbytheGods said:

    I don't get this post.

    People whine about survivor disconnects and want the devs to do something. They find that survivors find doctor annoying, devs do something, continue to whine about having done something.

    Why don't we leave doctor as is, ban all the disconnects and then play lobby simulator as killers.

    Great idea.

    Metrics before going to dedicated servers demonstrate a consistent 2 survivors to every killer. You need 4 survivors for a game. Sometimes you see 3:1, but NEVER the inverse. Always, too many people want to play killer.

    Over time the devs have consistently removed or nerfed the aspects that allow survivors to survive (vaults, pallets etc.), while buffing killers (bloodlust, more one-shot/instant find mechanics, end game hatch). Survivor mains did one of 2 things since release. Left the game or migrated to playing killer. The only survivor mains left are ‘new’ survivors who have no perspective or my favourite; killer mains that ‘play both sides equally’ -.-

    The game is biased in favor of killers and the metrics show it. 

    If killers want to play lobby simulator, just keep making OP like this one -.-

    Big big +1 of everything in this post.. won't change a thing though people will complain without looking at the big picture...

  • I'd rather quick queues then wait forever for good matchmaking... Also OP, have you ever been red rank on killer? If so, then why should ranks matter?? Ranks mean very little in this game... I've seen green ranks better then red ranks because they took a break or whatever.

  • @KingMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/950469#Comment_950469

    Ok calm down keyboard warrior it doesn't have to mean they do anything wrong, I've personally spawned into quite a few different matches with the killer literally only needing to take 4 steps to apply terror radius/see me and at that point your fate is at the killers hand, if they wanna camp you it's game over if they have a mori and your team is stupid it's game over either way matches CAN end in 3-5 minutes

    Read his post and it states the AVERAGE match is 3-5 minutes... Never said a 3-5 min match is impossible, but to average 3-5 mins at red ranks (or any rank) is highly improbable... So perhaps before going all "keyboard warrior" yourself... You should read both posts

  • If your average match is 3-5 minutes as a red rank then you are doing something terribly terribly wrong... If that's a dramatic exaggeration, then what else is an exaggeration?

    I also main survivor... Sometimes I'm unluckily... Very rarely am mori'd... And most matches last over 10 mins if not more...

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/945446#Comment_945446

    300?

    Dont forget when the level restarts and just give you like 10 shards.

    I think it is 700 hours.

    21000 shards is nowhere near 700hours... May be like 200 hours.

    Also stop complaining, the devs need to make money to continue putting out frequent content...

  • Mori that already been massively nerfed... For the first year or 2 u could use Mori on first down... They are fine now... Maybe should be harder to get in blood web but otherwise they are fine...

  • It's called map presence, don't tunnel and patrol gens and you won't be rushed... Run a perk like ruin to slow the game... It's common sense... The goal of survivors is to complete gens as fast as possible without being seen...

  • Just force them to 3 or 4 gen near basement run iron, agi, deer stalker and whatever the slug them until gens are low enough to take to basement

  • Fine, OP is right, remove exhaustion and set it back to a cool down, then let's see how ya like it :)..

    the happy medium would be to recover exhaustion @ llike 33% normal while running.. which is a Nerf to the 99% but a big buff to all exhaustion perks (including this one) which would literally create mass hysteria on the forums from killer mains...

  • I rarely see people escape by key and have never had some escape on me with key so given the rarity of this it isn't really a problem

  • Can tell you that majority of survivors don't devote two perk slots to beating ruin... Ruin does it's job in slowing the game, even if 2 are working gens and two and looking for ruin.. That's slowing progress.. if you can't keep gen pressure that's on the killer..

  • Idk I'm a surv main and when I play killer I usually get 3-4k's so that's gotta say something? Tbh tunneling is fine, but camping is busy league... Gen rushing is the objective of the game... Killers should have better gen control, then you won't be rushed.. ie. Patrol all gens, but identify the 3 gen scenarios and try and force those situations on survivors...

    If you don't adapt to the survivors tactics as a killer then don't complain... Killer is incredibly easy

  • @Waffleyumboy said:

    Obviously you haven't considered gate mind gaming. Waiting for the killer to leave, getting progress on the gate until right before it lights up, waiting for them to come then leave, then finally popping it before they can get back to you. It requires some skill, like some other things in this game.

    Hope this helped 😊

    Realistically not an option now that EGC will end you before stealthily open a heavily patrolled door...

    Simple solution is spread the doors a bit more what's the point of 2 doors of they are 40 meters from eachother... While in other games they are on opposite side of map

    in Gates Comment by MAV
  • If killer doesn't camp, BT is worthless (soft or hard camp)... If killer camps (again soft or hard) BT is the counter to that, so there doesn't need to be another counter to a counter... (Only change would be lower the radius and add a distance check vs terror radius as 0 terror killers have a distinct advantage to camping with no plausible counter.

    As for DS, it's the counter that usually solo players run as they don't have a team with BT on... Easy killer counter as you can either wait 45 sec once you determine who has DS after downing..

    Right now the perks are balanced except for BT with zero terror killers

  • The main issue is swf match making is based on highest rank which discourages veteran players from getting their friends to play... I literally bought an alt account so my friends who just buy the game don't get their butts kicked and refund the game.. Idk why the devs think it's fair sticking red ranks with newbies

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/881514#Comment_881514

    "If a person won't read the rules and is misinformed then why would a name change for an action make them suddenly do so?"

    Because then they don't conflate one thing that is permitted with another thing that is bannable, when they are very similar but distinctly different.

    If we assume no one reads the rules, if you use body block in both instances, it can lead to someone wrongly believing either both are allowed or both are bannable. This is evidenced by how often these threads pop up where someone cites the rules as saying "body blocking". Several people have done so in this exact thread. If they were two separate things, even if they share a mechanic, there would be less of this.

    "I'll give an example."

    You examples are flawed because we are not talking about a sweeping change to the entire concept of body blocking. We are talking about giving this specific instance of body blocking, the one that is banned, it's own term.

    "All I am saying is the term soft lock isn't very logical to use as imo its a very generic term which had very broad meanings and would take a lot of time to educate people into using and then those that know the term start to use it for all glitches and bugs causing more confusion."

    Again it's not about educating people. That is a different problem altogether. This is about preventing cross contamination if you could call it that. It's for those players that do not know the exact rules that may hear about body blocking and bannable offenses from unreliable sources. All the rules need to state is "soft locking is bannable". If the rule says "body blocking is bannable" that leads to people automatically assuming any form of body blocking is bannable.

    "Look I get you like the idea and are very invested in it but I won't agree."

    You don't have to agree with the name, I've said this. But it's clear you don't seem to understand the concept. You claim you do, but if you did you wouldn't be arguing with me. This is a very straightforward and simple idea that isn't at all about what you argue it's about. It's about the separation of one act from another. Hence my murder V manslaughter point. In either case you are still killing another person, but the context in which is happens makes a huge difference.

    https://forum.deadbydaylight.com/en/discussion/comment/881588#Comment_881588

    Your gaming experience and DBD experience is irrelevant here, because I'm referring to how often someone comes to this forum and says something to the extent of "a survivor body blocked me as I was carrying another survivor, please ban them". Hence why I point out your low forum post count because you likely haven't been here long enough to see how often this issue pops up.

    Furthermore your entire argument is irrelevant because we are not talking about whether or not trapping someone in a corner is bannable. It is. The rules say this. The devs have said this. A mod said this in this exact thread. The point of this thread is as I state above; to clarify the specific instance of what is exactly bannable by giving it it's own term that cannot be confused with similar actions that are NOT bannable.

    https://forum.deadbydaylight.com/en/discussion/comment/881465#Comment_881465

    Possibly. I don't have the game open, and it may be worded this way on the report screen, but I definitely recall the devs making these exact statements elsewhere and it doesn't help. We need a separate term to define the bannable form of body blocking so that there is 0 way for someone to assume permitted body blocking is also bannable.

    My gosh, you nit pick on the minor details of my post and ignore the points that are relevant to the conversation.. not surprised as that seems par for course of your seemingly always right attitude and superiority complex because you " post a lot on the forums"... As for the relevant part of my post... It matters not what the rule says, people are still going to ######### and moan because most don't read the rules... And if people want to complain on the forums about breaking a rule that doesn't exist, ignore them... Explaining it like "body blocking with the intent of taking the game hostage" is immediately understandable without the need of reading a definition... "Intentional soft locking" needs a glossery/definition which will cause less people to know the rule... dbd Forum experience is irrelevant to knowing that fact... Perhaps a bit more life experience for you would help though :)

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/880546#Comment_880546

    You only have 31 posts on the forums, so I'm being nice here...

    But have you seen all the complaints about body blocking and how many players think ANY form of body blocking is bannable? Because if you just type "body block" into the search bar you will get a ton of threads of killers complaining that a survivor blocked them and forced a hit, or how a killer blocked a window/pallet and got a hit from it. And then how this forum user reported this player, etc etc, only to be followed by a shouting fight where the people that understand what is actually bannable trying to explain why what the person did is not a reportable offense.

    The terminology is the problem. "Body blocking" refers to two completely different things in this game, one is acceptable, the other is not. If both were/were not acceptable this wouldn't be an issue.

    I don't waste my time reading posts that neglect common sense.. also yes only have 30 whatever posts, doesn't make my ~20 years of PC gaming or dbd hours less Relevant...

    No matter what that rule says, people will complain and try getting someone banned because they annoyed them.. it's how the world works these days.. common sense proves supreme here, "body blocking" as a survivor to take a hit is a legit statragy... (Just like dropping all hooks and running to a corner used to be back in the day).. but blocking a survivor (as killer or survivor) with the sole purpose of trolling is bannable... Common sense dictates that if you do something to be a jerk and ruin the game for others 9 times out of 10 its probably breaking a rule... If you do something to gain a tactical advantage AND it's NOT glitching/exploiting, it's probably ok... Simple

  • This post is pointless... it can be described as killer body blocking or trolling even... Bhvr's term usage is fine and not confusing at all... This post feels like point Dexter correcting someone who abbreviates pi at 3.14 instead of 3.14159. Both answers are correct and acceptable, just one answer is more correct.

    Moral of the story is if that verbiage annoys you, then you must not be a very happy person in this world.

  • 1. The devs are NOT the internet police.. posting on your steam/psn/xboxlive profile is a valve/Sony/microsofts issue not a BH problem

    2. It's 2019 on the internet, if you can't handle a little harassment, then power off your PC/console and go outside.

    So many sensitive people out there these days.. if you really can't take the harassment, private your profile or instant leave following the match... Don't cry and ruin the smack talking fun for the rest of the world

  • I mean the slugging thing is an easy fix... Give survivors a get up timer just like the hooks have a respawn timer...

    I may have raged 3 times ever... And that's usually multiple games in a row of "crap" I don't find counter play an issue.. honestly 2 solutions to bbq, use a locker it run to the hook and hide in the no aura radius..

    The biggest thing I see with this thread is people want to play the game their way and complain when they die, instead of adapting to the perks the killer is using.. game would be incredibly boring if there was no on the fly adaptation

  • @Might_Oakk said:

    If it will improve wait times then omg yes. Ps4 needs killers at red ranks. I pretty much stop playing survivor all together at r4 so I don't have to wait in a lobby for 5min while my r1 killer gets insta lobbies.

    Lol 5 mins you shoulda been around in the early days waiting for 40 mom lobbies... Even with a full swf

  • I'm a fan of the lobby banter from Ash... Nothing breaks up the lobby monotony then Bruce Campbell's witty lines... Though I wish there were quite a few more :)

  • Idk why swf lobby isn't just averaged, then a modifier applied to the average rank per member of the party...

    Could even be simple to start off... Ie:

    3 person SWF.. rank 18, 13, 9 this total averages to 13.3333 round down to 13 (always round down)

    Then since there is 3 member of SWF subtract 1 rank per person above 1... So in this case subtract 2 from 13 making the matchmaking rank 11.

    This seems like a fair system which give the survivors a disadvantage for playing SWF and doesn't completely ruin the game for solo queues

  • Meh, since matchmaking changes, I now play to have fun and blackpip... Because if I try really really try it's not fun right now...

  • @Macmillan said:

    why don't they nerf in SWF ???

    why don't they nerf us GEN RUSH ???

    are destroying the best killer in the game because of crying survivors, DON'T ######### IN HER BASE POWER !!!!

    They did nerf gen rushing with kicking gens and perks such as ruin AND others

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/736950#Comment_736950

    That’s quite alright. Could you tell me some add-ons that could be unbalanced with the changes above? I don’t really see any issues since most of the changes don’t really have add-ons that could affect them with the exception of Clown and maybe Demogorgon. This also brings me back to what I said in the beginning of the post. Killers shouldn’t be restrained so much. They shouldn’t be broken, but they should be strong and Survivors should FEAR the Killer.

    You know what I mean?

    On phone, but I'll put some op add-on with your proposed changes... Though I agree the killers should be feared, in the video game world there needs to be something called balance... Nothing kills a game faster then unbalanced.. (no one wants to play a game that they die 90% of the rounds, so they will just become killer mains or quit... There needs to be 4x survivors then killers for the game to flow smoothly, so this will make killer queue super long, which is also bad for the game) No one wants a 60min game because the survivors are afraid to work on gens... If you want to make killers super powered then you'd need to remove some changes to keep the game moving like gen kicking... Or else survivors will hold the game hostage by running away the second a heart beat stops...

    Moral of the story is the game is fairly balanced to some degree now, if you throw off balance by buffing one side, you'd need to buff the other side as an adequate counter (in this case game would become more of a need to be stealthy then evasion/looping which is a game play style changer as well)

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/736950#Comment_736950

    That’s quite alright. Could you tell me some add-ons that could be unbalanced with the changes above? I don’t really see any issues since most of the changes don’t really have add-ons that could affect them with the exception of Clown and maybe Demogorgon. This also brings me back to what I said in the beginning of the post. Killers shouldn’t be restrained so much. They shouldn’t be broken, but they should be strong and Survivors should FEAR the Killer.

    You know what I mean?

    On my phone, I'll put something together tonight when I have time... Though killers should be strong and feared...in the video game world there needs to be balance... Survivors are forced to put themselves in a position where it's potential a killer may spot them.. so fear has nothing to do with that unless you want 60min games while survivors hold the game hostage because they run off gens the second the heart beat starts then killer kicks and gens regress because the killer is feared...

    So if you want those super powered killers, the you need to remove gen kicking and a few other mechanics to allow the game to progress while survivors play stealthy to avoid killers

  • Ahhh ok that makes sense now!

    I'd even be ok with the hex totem not spawning until the killer have at least one token (and that goes for any hex with tokens)

  • Ok so unpopular opinion time... a majority of these changes to base killers would throw the balance way off when they use their add-ons

    Note: I like the ideas and the post is well thought out, but your buffing 90% of the killers base attributes which then can have add-ons to make it very hard to play against.

  • Territorial imperitive would be way OP without a cool down... imagine having that with a killer with good map control like Billy, demo or nurse.. would be insanely hard...

    Head-on 15sec is too little...maybe keep same time but allow 50% recover rate while running!?!?

    Not sure what your asking on huntress luliby

    I like some of the other ones or don't mind them at least!

  • Sooo your saying you will come back and play the game again if the lobby returns back to what it used to be?!?! Y I K E S!!!

  • I think having it as a prompt when your close to a corner just makes it easier to code in the lean... Otherwise killers will just walk around leaning which would require additional code for distance checks, etc. for learnable corners...

    In other words, theoretically it sounds like a good idea, but for efficiency/etc. this was makes sense.

  • Ruin is an S tier perk no doubt about it, but finding the hex is fairly easy if you've played the game enough to know where totems spawn...

  • Since the patch I've been queued with almost exclusively red ranks (as a red rank myself) when I solo queue.. every once in awhile I'll get a purple or green if it's a long queue... Only exception is if a red rank has a swf with a brown rank... Which isn't the devs fault.. in those rare occasions jus requeue if you don't want to deal with it...

  • @Yung_Slug said:

    The perk doesn't need a nerf, it's already pretty weak.

    Forgot to leave my feedback, was too busy rambling on... I agree there is no need for nerf... It's easily counterable

  • Hate this perk when playing against it, this and ruin makes me hex hunt...

    Side note: why doesn't more Doctor killer mains run this perk.. would legitimately be hard with random skillcheck placement and no queue

  • I'm sure it will remain connected... Chat disconnects when killer leaves because chat is hosted by the killer!

  • Hmm, what would be interesting would be instead of making piping harder as you rank up, why not make the game harder, such as harder skill checks, etc... Not sure how to make it work but would be cool

  • This thread sound a lot like "why don't we remove all rare+ add-ons, offerings, and items..." Ffs adapt don't complain

  • Also BT should be based on how close the killer is to the hook, not terror radius...

  • I think they have done a lot of good things to help prevent camping (re: back when trappers could trap under your feet then would patrol which was aids) sure there are still insideous builds and no terror radius builds... Perhaps a balance would be to make decisive strike activate when hooked and not deactivate until healed... That will prevent killers staring at you

  • Camping is part of the game, either work together for the unhook or gen rush, can easily get 3+ gens on a full hook.

  • Literally bought an alt account now to play with my low rank friends, y'all are emphasizing on "fairness to killer" but your not recognizing that high rank survivors arnt going to be able to shake a low rank killer which isn't fun for the team.. balance would be having some sort of multiplier for swf... Like if like lower the average rank by x% for each swf in lobby... Not be lazy and take the highest rank... Cause my rank 2 and 500+ hours playing with rank 18-20 isn't going to be fun and discourages me from playing with my friend which is opposite of what should happen...

    Also, demos reach when breaking the pallet is much further then Billy... So you often get hit when he breaks through, where Billy just breaks the pallet.. which makes it op

  • @[Deleted User] said:

    Only things that I see as solid reasons for DCing are:

    • BS instant-downs (iri head hatchets, insta-saw billy)
    • Broken maps for killers (Haddonfield)
    • Broken maps for survivors (Lab)
    • Lag switch killers

    I disagree, can't quit every time something you believe isn't fair... Ruins the game for the 4 other players that didn't quit.. it's a video game that's supposed to be challenging.. that game has add-ons for survivors too that are op af.. get over it and move on... In low rank matches every killer has some good add-on and ruin... Not going to quit over that...

  • Not a fan of the new matchmaking since the update, a friend of mine and me are red ranks and we constantly get matched with level 18, 19 and 20. Not that we care about rank too much, it just that you get used to a different type of gameplay at the lower ranks and when you expect someone to play a certain way and they don't it gets frustrating!

  • god i hope so.. when it happens 2-3 times in a row makes me want to play a different game :(

  • Its a difficult situation because its not like CS:GO where you can rejoin after timing out. But maybe counter by scaling actions or amount needed to pip after someone DC and the point of the game (ie. if someone DC and 1 gen left, then there wouldn't need to be any scaling because match is almost done, but if there are 4-5 gens left, maybe scale the no-pip marker a bit back so people don't down pip because of a crappy teammate.

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