AJStyIez
AJStyIez
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Wow... Its crazy how they know that people caught on a while ago yet they continue to gradually amp up the FOMO anyway. Its not crazy as in a surprise, just that its still sad to see play out in real time. I respect the art team and do like certain cosmetics they've released in this past year, but I'm not buying any of that with $
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326276#Comment_3326276
I'm sorry but if you think a UI change that shows who's doing something and who's doing nothing is a buff you're the one that's trolling. It doesn't take long to realise what's going on when you're in chase and nothings been done after getting downed.
UI changes aren't going to make that go away. Or fix face campers. Or fix tunnelling. Solo queue is an absolute nightmare most of the time and until you play both sides equally you can't say whether something is a buff or a nerf.
This is objectively a Survivor buff, period. You're using a bad faith argument to avoid admitting the obvious, but just because it doesn't single handedly control your teammates and turn them into Ayrun doesn't mean you're correct. Nobody including the Devs EVER said this would singlehandedly "fix" tunneling or facecampers, those are problems with much deeper root causes branching from the foundation of the games mechanics. Anybody experienced already knows all this stuff and wouldn't use whataboutism
Also, I'm pretty sure I'm a literal epitome of playing both sides at an equal level. I get hard tunneled, facecamped, left to die on 1st hook and go against the sweatiest players on both roles and its been that way for years now. Here's some examples of matches from yesterday alone
SoloQ 1 - Twins 4k super early off my teammates miscommunicating on a simple unhook and getting snowballed after https://imgur.com/a/zqtTGFv
SoloQ 2 - 2 players snowball the whole team because they wanted to force DS value on the Legion instead of playing safe https://imgur.com/a/bXE96Hm
SoloQ 3 - Forced to trade my first stage because Claud/Cheryl refused to save even with Kindred on. I went to second stage because they also refused to get me after despite PHead being across the map. I then get hard tunneled when I finally got saved. Uploading proof to YT https://imgur.com/a/EkoEcq7
Killer Match 1 - https://imgur.com/a/aMGd6F1
Killer Match 2 - https://imgur.com/a/2qqSeU0 (Uploading to YT)
Killer Match 3 - https://imgur.com/a/56PNpwJ
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326207#Comment_3326207
Solo queue got the biggest buff? how? Because we can see what other people are doing. I'm sorry but that's hardly a buff.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326177#Comment_3326177
Nurse was nerfed? What because you can't franklins off an ability? Or because you can't 7 blink?
That's hardly a nerf. Knight was buffed out the ass too.
SoloQ wasn't buffed????? Nurse wasn't nerfed at all?????? Definitely trolling
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@Audiophile said:
Lord. If you are actually leaving suggestions to use Unbreakable or Exponential… at least thanks for letting me know who to ignore. If those were sufficient they wouldn’t be making it basekit now would they?
You are literally the same person that gives vague/debunked advice to Killers on how they should counter things though. God forbid somebody actually gives you a solution to your problem..
Time to ignore them all and act smarter than everybody! /S
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Clicked on your stream and I immediately noticed you're not even Devotion 1 (You're not even account level 30), Your Mikaela isn't even prestiged yet and you're running green Self Care
People should be required to have X amount of hours and stats on both roles before being allowed to post dumb ish like this
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Until the actual foundation of the game is updated (Hint: It most likely never will. BHVR rather milk and optimize profits) nothing will change.
One game mode in 7 years, same meta, same entitled players on both sides with cringe takes, same predictable pathing at every tile on both sides, same bad maps, same balance philosophy, same predictable match outcomes etc.
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@NoirGhost said:
With these killers notoriously bring harder on console do to playing with a controller, how have you learned to do it and what are some tips you have for other console players
Nurse isn't an issue for me at all on my Xbox, although I'm obviously better when I play on my PC because mouse is literally just superior. Blight is clunkier but still passable, Trickster and Huntress aren't enjoyable for me though
Those 2 are way harder to play on console, specifically the Trickster because it makes his already-ridiculous recoil even worse. I mained him for a while after he released but I've dropped him for the most part. For the level of efficiency and muscle memory required to play Trickster/Huntress on console at a level comparable to PC you're better off just investing into Nurse or Blight since it'll actually reward you consistently. Console Huntress/Trickster allows you to express skill but you'll still feel the pain, at least Nurse/Blight can compensate
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@Veinslay said:
I agree that SWF needs to be handicapped, but it's never going to happen. The devs don't even acknowledge the SWF advantage and refuse to share any stats of kill rates vs. 3 or 4 man SWF. If you suggest handicapping SWF, the three basic responses you will get are:
"The tough teams are so rare it doesn't even matter!" (lie). EDIT: added bonus is god Nurses are equally rare but she needs to be nerfed into unplayable status though because it's different somehow
"You can't punish people for playing with their friends!" (you can certainly punish the player that wanted to have fun playing Ghostface or Pallet Freddy though. Trying to make the game more fair for all parties isn't punishment)
"SWF doesn't give any advantages! Killers only lose to them because they're bad! Solo queue can be just as good!" (lie)
I've still been waiting years for somebody to explain the first quote with clear logic and I'm a Survivor main... I definitely don't agree with the OP to have ridiculously overtuned debuffs for simply being a SWF or having BHVR straight up remove it from the game but it does needs changes. For as long as its existed its been the most privileged role in the game and people need to stop being delusional and pretending it doesn't break immersion/balance in a lot of scenarios. The foundation of the game's design and mechanics aren't consistent with SWF gameplay because it wasn't a launch feature. This has never been addressed, just mitigated through the years
Over time they've done a decent job at applying band-aids in the form of perks, but you can't hide the wounds forever and that goes for both sides too. On this particular wound though, I'm really tired of the lame excuses for SWF when the same people making them go so hard to advocate for every other perk/character/mechanic to be balanced for everybody. Some people just wanna have their cake and eat it too
For example, Nurse shouldn't exist as she is according to them because "she breaks the game by default by ignoring game mechanics" yet SWF somehow doesn't do that providing 4 players access to multiple perks for free by default and ignoring game mechanics that were designed without Discord or party chat in mind..
People will boast that every Nurse in the world should be harshly punished with the nerf-bat because the top percentile players reached a level that's stressful for them to go against, but SWF at the top percentile stacking full meta playing comp-style against M1s is fine and Killers should cope because most SWFs are casuals while the top percentile SWFs are rare (They're really not once you're above the soft-cap. Its very common to run into high prestige teams with stacked items or very obviously playing with comms. You don't need to be Oracle to have 'SWF' moments either, it happens on a daily basis)... I should cope with my stressful SWF matches (even when you win it can feel deflating to go through) because its part of the game and we should consider other's fun, but its not fair that a good Nurse can have fun at your expense once per 30 matches you play.... If you change Nurse (most likely coming in the future) and micromanage every little perk because of her then you have to start doing the same for SWF. They bottleneck balance too
Balancing SWF without removing it is a difficult task for sure, but its hardly 'punishing people for playing with their friends'. The main people who use that line are the ones that use 'playing with my friends' as a disguise for 'I like to stack the deck with randoms I met through Looking For Group or my list of Survivor contacts and I don't want any aspect of my advantages altered'. If playing with friends is the sole concern they have in regards to SWF then they should be fine considering they're not being restricted from doing that, they'd just be brought back a little bit closer to Earth. Its not a conspiracy either, most of the people who want SWF to be addressed SWF themselves or have SWFd in the past. Its obviously a lot of fun and it should be in the game, it just shouldn't be left the way it currently is. Its literally the easiest role in the game to play between SoloQ and Killer
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Its still not perfect but its definitely better than before 6.1, there's still bigger fish to fry on both sides
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Yes, I frequently stop to smell the randomly spawned plants and bushes that block my pathing and I love to pull out my Canon to take pictures of
all the ridiculous loops that connect to eachother-the scenery. Yes, the scenery is so amazing in the Garden -
@INoLuv said:
DBD is a party game, everyone that makes it something competitive or takes it seriously are very cringe.
Everything in the world can and will be competitive lol. I get it, you don't have to play every single match or do every single thing in life as if there's a 10 billion dollar pot and championship trophy on the line, but its equally cringe watching people shame others for playing to win or operating at a higher level just because they're fine with only doing stuff at a casual level
Imagine playing PvP games and being shocked that people want to compete, you know the entire point of a PvP game
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I've played against Coconut multiple times, I'm not saying he's going to 4k you at 5 gens with 360 cross-maps only, but he would spank the majority of people doubting him guaranteed easy money
He has 55,000 kills, smurf or not (I need to see evidence that he's a part of the list that does it) he knows the game
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I love losing easy games and dying against mediocre Killers that don’t deserve it because of the ‘Weak looper that runs away from you every time you attempt to heal them and gets downed in less than 10 seconds next chase anyway’ and the good old classic ‘I have 0 hooks and haven’t been hit all game but I think I’ll let you continue to take all the aggro even though I’m right next to you and can bodyblock’
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@Yatol said:
This happens a lot when i body block as surv. The killer will try to go around me, not swinging at me and just walk around, what caused me to make this post is today I played against a knight on midwich, i stood in a door frame like a jackass to let another injured survivor a chance to escape chase and the Knight instead of smacking me and going trough me decided to walk around me after I blocked him. When it happens to me i usually swing at the blocker.
Not only does hitting the Survivor give the original target free distance, but it forces you into an animation + it forces you to make a decision then and there on whether you should switch to the newly injured Survivor (that’s more than likely taking hits because they can afford to for multiple reasons) or track back down your first target
Walking around them with Bloodlust forces the bodyblocking Survivor to make a decision instead. Do they attempt to cut me off further down which wastes their own time if it doesn’t work out or do they spend the time traveling to a gen instead?
It’s all situational, there’s obviously times where you just want the injuries for more pressure or you physically can’t get around a Survivor without hitting them, depends on the player as well
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@Jay_K said:
I'm guessing this has been asked here before but i've always wondered why survivors get there exhaustion back the momenty there hooked. I mean its not like there just chill sitting on a hook being able to recover.
I think its kinda unfair that it is instantly back so the moment they are unhooked they can re-use the exhaustion perk like sprint burst or overcome (combind with base kit BT or Off the Record).
Does anyone know if there was ever an official statement as to why this happened or maybe is it just a bug never addressed because it seems stupid as a mechanic.
Its especially stupid when you consider that being downed doesnt instantly recover your exhaustion where your character is just laying there but being impaled on a hook...now thats a relaxing time.
In a game where exhausted on the ground exists and has existed to a worse extent in the past, I would literally quit the game if I had to take a hook due to somebody else's bad internet AND still be exhausted while they come back to tunnel me. I'm very big on not coddling Survivors and bailing them out with silly mechanics, but that specifically would make no sense to exist in the current climate
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@WeakestNurseMain said:
Ghostface is supposed to instadown survivors, I think people get the wrong idea that Ghostface is some 50/50 battle of attrition character, when in reality the power being tilted in his favor is made so that he isn't completely unplayable for killers, I think adding in 3 single use cameras around the map that survivors can use to insta reveal him by snapping a photo would be a neat rework.
Edit: The rework idea I made would be a replacement for the reveal mechanic, not adding another way to turn him into an M1 killer.
I am a P21 Ghostface enjoyer, I mained him for quite a while. The reveal mechanic is busted, simple as that
There's no reason why I can be around corners, crouched behind LoS blockers still getting revealed 1-2 seconds afterwards by a person that can no longer see me yet I get 99'd or marked by baby Ghostfaces when I have my camera completely still with him in the center for 5 seconds or longer. There's no consistency for either side
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@AverageAshEnjoyer said:
how come no one was complaining about it on the ptb
It wasn't an issue on the PTB
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I'm going to slap this video onto every Facebook post I see defending this map where they're calling Killers bad for pointing out the pallet issue
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Well actually, I spoke to some low MM- I mean High MMR players on the DBD Facebook groups about it and they say its a skill issue so get good
Seriously though, go look around the videos or pictures being posted about tile generation on this map. People are excusing the 25 connected safe pallets because "Its day one, stop complaining" & "Learn how to adapt, I won a match here"
Its not about adapting or whether or not you can a singular match against Dog---- players there, its simply about game health. The map clearly needs to be addressed, I've been abusing it all day as Survivor. The few times I've taken hooks here have mostly been SoloQ teammate shenanigans or me getting greedy/running into debris when I'm looking backwards
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They did it again! As in they didn't do QA on their new map lol
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I chuckle whenever I talk about this with other Survivors I meet because coincidentally the Killers they usually love going against are all the lower-tiers and the ones they complain about are all B, A or S tier
Basically anybody that's a threat is annoying and anybody bullyable is fun
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@Marius1234456918 said:
All the people saying that its hard to use just dont know how you have to use it. If you have a window or pallet near to you its allways a 3 hit chase. If you do it right.
Lol. Window DH's don't work consistently against good Killers. At best you're going to catch them off-guard the very first time and then it'll never work for the rest of the game. The only scenario where DH is a near 100% guarantee for value is at pallets, a finite resource that's also impacted by RNG
I welcome you to play against top Killers and try getting multiple uses out of DH without a pallet being in play. Literally all you have to do as Killer when there's no pallet is wait until they panic or tilt your camera up to move your head and bait it
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@Levitika said:
BHVR announced that the 0.25s blind save buffer was going to be buffed to 0.4s.
BHVR also admitted that the 0.25s blind save buffer on the PTB was fully bugged, allowing Survivors to save by getting a blind during any part of the animation.
This therefore means any of the data from the PTB is null and void, completely useless and we have no frame of reference for the blind buffer being too strong/too weak.
Why on earth is it being nearly doubled when they've admitted they have no data to support it needing a buff?
I don't mind this change for two reasons
1) Flashlights are the weakest items in the game and Medkits are undoubtedly the strongest, some medkit combos are straight up overpowered. By making improvements to close the gap at the bottom, it provides room for them to address the other items and their synergy next at the top
2) Good players already have dozens/hundreds of flashlight plays under their belt, this changes nothing for those players or Killers that know how to play around it while buffing the less-skilled players. I don't mind this because if they still struggle to get value out of a beamer now it can be 10000% attributed to skill issue and they now have 0 room to complain
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/355141/0-4s-blind-save-buffer-for-what-reason
If you read it to the end, you would see they changed it from client to server validation - meaning it's not buff or nerf. It's neutral change moved to server for the sole reason to be more visually fair to both sides.
https://forum.deadbydaylight.com/en/discussion/comment/3269086#Comment_3269086
Oh so survivors removed 2/3 of pallets from all maps, made a lot of loops harder to use (like shack now has only 1 window), removed perma sabotages of hooks or trapper traps, increased gen times from 60s to 90s, nerfed BNP, nerfed instaheals, shortened on hit cd, shorter sprint after hit, shorter pallet breaking, nerfed hatch, ....
All this because it's survivors who non-stop cry on this forum and it's never killers. Wake up already. Survivors were nerfed so many times, that Q waiting times swapped even if incentives are 99% of time on survivor's side - because killer's managed to somehow illogically convince devs 60% kill rate is in some dimension fair play
It pains my heart to see other Survivors have such a strong victim complex to the point where they lose touch with reality. Outside of SoloQ RNG and very specific Killer addons Survivor is fine and mostly the same as before. Good players have not had any trouble getting their highlights or win streaks after 6.1 especially not in SWFs (Objectively the easiest role in the game). Those changes you listed about shack window, BNPs, Syringes, Infinites, etc. were all necessary to prevent the game from dying, not random illogical buffs to Killer that BHVR tossed away for free to soothe an angry mob
Complaining about any of those changes during 2016-2018 (Out of alllll the controversial changes that have ever been made for both sides) and using them for whataboutism is the equivalent of a trillionaire crying about people that make under a million getting free daily coffee, an extra 10,000 on tax returns and an extra yearly vacation. There's a lot of advantages both Survivors and Killers have in different aspects, and the fact that you specifically referenced an era of DBD where Survivor was the clear power role with 20 different advantages and that still wasn't enough to satisfy you says a lot. How many advantages do you need? The game was very clearly Survivor sided across all levels, apparently some of you prefer that version of the game because you're incredibly biased and lack top% Killer experience
Seriously...you poor soul. You can no longer stand in front of double shack windows and spam vault back and forth with one finger on the the keyboard as the turtle-speed Trapper spends 15 minutes trying to catch you, you can no longer tap a button and delete a gen for simply bringing an addon and you now have 10 less seconds to eat your gummy worms while you're on a gen. It must be torture playing on Garden of Joy, Haddonfield, Eyrie of Crows, Springwood, Coldwind Farm, Red Forest, Ormond, half of Macmilan/Azarovs and having to hold M1 for a few extra seconds that you don't even notice because most of the maps are so big. You actually have to be decent at the game now, what a tragedy
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Why should you be awarded free bonus points to go play in a separate que that doesn't contribute towards the main pool of players, the whole reason the bonus was implemented?
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Have you ever personally used the reworked DH against skilled average Killers or skill-capped top% Killers? I don’t believe you have
0.5 second activation window and can be rendered useless if the Killer or Survivor has high ping, incredibly easy to bait in between tiles or dead-zones, incredibly predictable after the person uses it once, grants you more distance than before at the cost of having to mend yourself at a secure location, permanently disabled for the rest of your chase if you get hit during basekit BT or OTR, hard countered by Slinger and Legion, only exhaustion perk based on user-input which means you have to reach the skill-floor to even use it, etc.
Yes, one good DH when you aren’t prepared for it will change the outcome of a game, just like being fully healthy and getting caught off-guard by Devour or Eruption in SoloQ.
The perk is way more balanced than it was before. I don’t understand, you guys wanted it reworked (As did I because I regularly played against SWFs and strong solos with 4 old DHs all day) and now the rework is still not enough
It’s similar to Nurse how people keep saying to change DH further than it has been already without theorycrafting viable ways for them to do that. Making DH like DS would be way too severe for something that’s already punishing as it is on its own. I legit believe people won’t be happy unless both of those are straight up deleted from the game
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To apply the same ideology to another scenario: There's 3 seconds left on a playoff basketball game and I have the ball. I see you wide open next to me at the top of the key, I pass it to you instead of forcing a shot over two people. You miss the shot, In hindsight was that now the wrong play to make because you missed the shot?
No, no matter how it plays out that's still the correct play to make. You had no way of knowing a sandbag would happen whether accidental or on purpose. It would've worked
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3268292#Comment_3268292
While I do think it is extremely strong, unless you are dead zoned you can typically make a blight have to flick or hug for it which are pretty counterable. There is also using lockers like you would a bubba except there is no perfect timing just wait for fatigue and you may get out without taking an m1. Really the greatest strength of iri tag is the fact that most people probably don't know it exists. Although I say that, I have probably only lost with it less than 5 times and one of them I went against the best survivor I have ever gone against at least in terms of playing vs blight.
https://forum.deadbydaylight.com/en/discussion/comment/3268814#Comment_3268814
You are a survivor main right? I don't know if I have ever seen you say something I disagree with at least to my memory. I try to be as unbiased as possible so maybe that's why.
https://forum.deadbydaylight.com/en/discussion/comment/3268317#Comment_3268317
Yeah, WR build is quite disgusting. Except for once, the few time's I have ran it I have gone against survivor's who have no right to go against me which makes me feel bad, so I got that under lock and key until mmr is really trying one day lol.
https://forum.deadbydaylight.com/en/discussion/comment/3268451#Comment_3268451
- Most fun add-on set in the game while also being super strong, after 6.1.0 I feel bad running it
- Not as strong as 1 but nearly as fun
- I could be wasted with one eye open and get a 3k
I am a Survivor main based off my stats but it would probably be hard for some to tell off the forums because I tend to play devils advocate a lot for Killer since I also love playing it at an equal level
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3268888#Comment_3268888
Okay but I've never played Gears of War and therefore DBD is the only game I've ever played where having poor connection is an advantage
They're the only two mainstream games that allow that to happen
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@GoodBoyKaru said:
Dbd is the only online game I've ever played where having poor connection is an advantage.
Gears of War is infamous for connectivity discrepancies and punishing players with low ping while simultaneously bailing out those with very high ping. If I have 60 ping but you have 200-1000 (Not uncommon to see, Gears is very popular in South America and matches people from all regions with no parameters to prevent them from queing while lagging) then I can literally shoot you point blank and it won't register however you can shoot at the air where I was previously standing and get falsely rewarded with the kill
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Nah
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In my humble opinion I'm already really good with the Killer roster, however I would like to specifically practice moonrushing, Billy curving and long range hatchets against the bots to go to an even higher level. Being able to win with them or land hits is one thing, but getting to a level where you almost never miss with them at all puts you in god territory
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@Regulus47 said:
Whoever thought blight needed an instadown was doing too much blight serum. That addon has next to no counter if the blight knows how to use it, and desperately needs a nerf alongside like all of his others. I suggest that it should reduce his movement speed while rushing for each rush, like a reverse blighted crow so there's a little more nuance to it rather than "bump four times j flick and instadown"
You say more nuance to it than just 'bump four times j flick and instadown' but I'm willing to bet 99% of Blights don't have the bump logic or teching skills to actually hit Survivors with it that aren't in a complete deadzone. Its one of those addons that catches you off guard because you're not expecting a Blight to actually run it, but after that its fairly easy to work around. Out of all the Blight addons to talk about this is definitely not even in the top 3
What makes Blight S tier is how fast he can cover distance, but Iri tag requires you to permanently concede that distance in exchange for a oneshot that you're not gonna be able to land at will. It requires you to sacrifice easy M1s and efficiency for the sake of a gimmick controlled by the Survivors. There are a few exceptions though like deadzones, and unsafe tiles like a TL so Its really fair when you think about it. Blights are extremely easy to loop on certain tiles while devastating on others. If a Blight is able to spam rush into a wall and hug-tech or moon-rush his way to a one shot down even if you're on a safe tile then they clearly deserve it at that point and they would eventually outplay you anyway unless you're a top% Survivor
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Yeah I've had baby Killers/Survivors accuse me of cheating when you can clearly solve the confusion by looking at my perks/items/addons but I don't blame people for reporting potential cheaters at all because its definitely a thing.
I've had to pay very close attention but I've caught several people on VOD doing subtle things like toggling on/off unlimited haste, gens being done at a super unrealistic rate despite winning the match (Going from 5 gens to losing 3 back to back early in the match after starting the game strong with 6 hooks which is domination), people Dead Harding in deadzones at the perfect time every single time (Baiting them or hugging their back for a while does nothing, they'll automatically hit it whenever you finally decide to swing), I've gone against cheating Killers too but its usually way more obvious than the subtle Survivors
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@Ghoste said:
Gotta say, it's pretty funny seeing streamers who thought VHS would be a DBD Killer come crawling back.
To be fair, even though VHS and Evil Dead flopped the build-up to them is not to be underestimated. They legit applied pressure on BHVR to step their game up, its not a coincidence some of the most controversial patches and popular licenses to date all happened within the same timeframe as the hype-train for those two games
BHVR clearly took them as a serious threat, because once they found out VHS did a surprise wave of beta keys they instantly launched a surprise bloodrush event the same day
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This post is a little disingenuous to be honest. Do I think exclusively balancing for the top 1% is the best way to to balance a game? Not really, but that's also not the sole reason VHS flopped. Whoever is in charge of their marketing needs to be fired because between the waves of beta keys and its official release there was no consistent line of communication and unless you were deeply invested you more than likely missed out on key information/dates that would contribute to you playing the game. That combined with balance and other factors is more relevant than just the balance alone
Its one thing to try to compete with a monopoly, its another thing to compete with a monopoly while also treating it like a small fish in a large pond. I rip BHVR a hole whenever they do/say something dumb but I'm also the first one to give them props when they deserve it. Despite being cringe sometimes, BHVR does an amazing job of trying to maintain multiple points of contact with the community via Twitter/Facebook/Instagram/Forums/Twitch and their unique gimmicks (Into the Fog, Roadmaps, Developer Updates, etc.)
Even if it winds up being wack sometimes I at least know BHVR tries to redeem themselves and will continue to utilize their promotional tools. They go out of their way to try and pull players in, VHS to my knowledge did none of that, to the point that me (somebody who was actually waiting for the game to come out) forgot when the game was even coming out because unless I went out of my way to search for it I wouldn't see any news or promo. You also have to consider the fact that it was also renamed due to the VHS trademark from what I heard. I had a friend keep on asking me if I was gonna play Video Horror Society and I had to actually connect the dots right there and realize he was actually talking about VHS. I wasn't a die-hard fan waiting to play it on day 1 so maybe its just me, but I legit didn't know until that moment that the name was changed
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3268029#Comment_3268029
"It took BHVR 6 years to have "the biggest wave of buffs any side has received in the history of DBD" and while part of that is definitely because there's simply more content, it still aids my point. People in fact had to wait 6 years for BHVR to fully commit to enhancing the Killer experience with a monumental patch mostly dedicated to them, you cannot seriously mean to compare sprinkled QoL improvements in 2016-2018 to the entirety of patch 6.1."
The killer experience has been improving year by year, it didn't take them 6 years to do so. Hell why only have 1 patch dedicated to improving the killer experience, when 2018 itself was pretty much an entire year dedicated to improving the killer experience. In that one year we got:
-Reduced pallet spawns by improving the spawn logic (double pallets at every loop were removed, making the average map no longer spawn 30+ pallets)
-Removal of pallet vacuums
-Increased healing time
-Exhaustion no longer recovering while running
-HEAVILY nerfing Borrowed Time, by only giving Endurance to the person being unhooked and not the savior as well
-Removal of the most oppressive nuclear option on the Survivor side, Brand New Part (half of a skill check counted as a great, hitting a good skill check would repair 5% of the generator, and a great would repair 10%. The entire toolbox would be consumed if you either let go of the gen, failed a skill check, or completed the generator. Meaning theoretically 4 gens could be repaired within 30 seconds of the game starting
-Reworked both swamps by DRASTICALLY reducing their size. No map comes even close to how big old Grim Pantry and Pale Rose were. Reason why this is such a big deal is because they were known to be the most problematic maps in the game
-Decreased how impactful fog is for better visibility on the killer side
-Decreased pick up and hook timing
-Several perk updates
-Several killer reworks
-Increased hook spawning, making their spawns more consistent
-Improved scratch marks
There are more that I know I'm forgetting, but even then these were changes that were MUCH more impactful to improving the killer experience than a 10% increase to some actions and increased gen times. Now you might be wondering what changes Survivors got during this time that benefited them? They got their max recovery increased from 85% to 95% (what it is now) and BT now gives Deep Wounds instead of its own unique timer. Meaning you wouldn't bleed out after 25 seconds after being hit, no matter if you were in a chase.
Whats unique about 6.1.0 is the amount of changes in 1 singular patch, the biggest patch prior to that was probably 2.1.0 which reworked a dozen perks while also including some of the changes mentioned above (increased healing times, exhaustion changes, pick up and hook timing) and there was an outcry at the time, but the devs had learned from their mistake back in October the year prior, where an ACTUAL kneejerk reaction was done to a MASS outcry from the Survivor player base
That outcry was the introduction of Freddy, people were review bombing the game and the DLC on Steam because of how "OP Freddy was". When it reality he was the weakest killer in the game. He lasted about 2 weeks before digging him into a bigger hole than he was in before. Best part is they almost nerfed one of his perks, Remember Me. That nerf was announced in a dev stream and was prevented because now the opposite happened. Killer players started review bombing the game, and that actually prevented the nerf to Remember Me. The devs later said in a dev stream that they'd never do such a kneejerk reaction again, and they've kept their word on that.
The MoM rework seems more like a coincidence and unfortunate timing more than anything. Not the devs attempting to throw the Surviovrs a bone.
You're right on that, modern era DbD hasn't done much to killers. But it has done lots to Survivors. I'd consider modern era DbD to be year 4 and up. In that time, several maps have been reworked and their loops. (Things like the Ironworks window, Rancid Abattoir main building, Wretched Shop main building have been heavily nerfed) hatch/keys are no where near as strong as they were before, perks like Decisive Strike and Object of Obsession have been nerfed (yes even before 6.1.0, DS was nerfed with the Trickster patch).
"You can't compare basic things like removing infinite loops or gen regression % in 2016/17 to changing gen speeds in 2022 because the game was in infancy back then. Without those changes the game would have literally died before it even reached its prime. While they obviously benefitted Killers the energy behind those patches is nowhere near the same of the recent patches we've had and that includes Survivors. Changes back then were to draw new players to the game whereas the main focus now is to save the players that are already here and bring back the ones they lost." You've got it the wrong way
Changes back then were to keep their existing players, as the game was already getting a pretty big influx of new players with how many big content creators were making videos on the game. Big names like Ohmwrecker, Markiplier and PewDiePie were making videos on the game which obviously exposed the game to A LOT of people. In fact the reason why I got DbD was because of Markiplier. Nowadays its a balance between keeping the old and getting new, which is pretty obvious with the amount of licenses the game is getting from all sorts of different franchises. (Just looking at the most recent collaborations proves this, Ringu wasn't a big deal in the west, but its definitely appreciated by the Japanese community, AoT brings in anime fans as its one of the most successful ones out there, and Resident Evil is probably one of the most recognizable names in horror.
"Please explain to me how dropping a PTB out of thin air for a concept that currently doesn't even exist in the game where UNBREAKABLE IS ALSO BASEKIT UNLIMITED does not count as a buff or nerf to anybody??????"
The concept wasn't out of thin air, it was announced during their anniversary livestream and there's a reason why it was purely on the PTB for testing. Its because they know this will be a big change and they don't want to jump the gun. Contrary to your belief, these changes are relevant. The past year and a half has been about improving the games health. Part of that is removing unhealthy parts of the game and dragging a game on for no reason by leaving 4 people to bleed out on the ground is definitely unhealthy.
The PTB definitely wasn't perfect and needs some tweaks. Again, Unbreakable was one of them. Being able to continuously pick yourself up in 22.5 seconds is just straight up bs and is just a better version of Exponential at that point.
As for why it doesn't count as a buff or nerf, I guess I worded it wrong. Its most definitely a buff for Survivors but I don't think its going to be as impactful as people are making it out to be. Very rarely is a Survivor slugged for more than 45 seconds anyway, and if they are then thats a Survivor who's been basically useless for a pretty long time. What I think the Finishing Mori does do how ever is add another layer and more depth to the game. Its mainly going to come into play when there's 2 Survivors remaining. Slug one, and you still have a good bit of time to catch the other to ultimately finish the match.
Also killers with high mobility/snowball potential will benefit from this in a lower skill bracket, experienced Survivors don't get 4 man slugged very often. And if they do get the slug (no matter the skill bracket) well the killer would of most likely won the game anyway since its pretty hard to recover from that as Survivor.
I also appreciate this back and forth btw, probably the most civil and thoughtful one I've had yet :)
Likewise. I took my time to reply and think about each point because you used examples and thought out a response instead of just writing one sentence and saying 'wrong'
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3268029#Comment_3268029
Quick note about MoM
I believe the problem with MoM back then was a trend by BHVR where they would claim to 'buff' survivor perks and then would add a restriction that would leave them worse than pre-buff.
So survivors were kind of pissed off with buffs like calm spirit, where you could cleanse totems quietly, but then they added a 30% reduction speed.
Or pharmacy, where the buff consisted in the perk only activating while injured.
And then they did it with MoM. The good part of this really difficult to use perk was that if you were able to activate it, its effect couldnt be canceled and granted you an extra health state. But then, in the same patch where they removed endurance stacking they turned Mom in an endurance perk, making even less viable than before.
I don’t mind if they decide to make impactful decisions like basekit BT, Off the Record, Lightweight, new DH etc. but yeah it rubs me the wrong way where they start making weird buff/nerfs to perks like MoM, Iron Will, Ruin, Calm Spirit back to back just to appear to be improving the experience when in reality (at least IMO) it’s more about stuffing updates with filler so that it looks like they’re not completely going one direction or the other
it’s like they want you to use certain new perks and believe they’re catering to your side too but then those perks usually come with harsh caveats (These perks should only have one while some have 2). MoM change was such a fail IMO
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3267897#Comment_3267897
I’m sorry I don’t know how to quote only specific parts of the post…but on the last paragraph..I think what many others fail to realize is that you can be a very good killer, but also going against four survivors who are all really good survivors…so now you have one good player vs. four on a team…that usually also have coms…of course you can lose and still be a good killer.
And idk why that’s such a surprise to so many people. If you had the best survivor in dbd against four equally skilled killers in one match, do you think they’d have an easy time clicking, looping, and gen rushing their way out of that match? Probably not. But…they’d still be a good survivor.
Apparently to some people it’s all or nothing 100% of the time and I refuse to play the game that way. In my opinion its immature and shows a lack of experience if people call others bad simply because Kills/Escapes. Context matters and its the only reason that most veterans are still playing the game. If everybody only cared about Kills/Escapes the game would be dead fast
There's too many factors out of a players control to put all of the credit or blame onto one persons shoulders alone. When I win, unless the Survivors/Killer were BM'ing I'm purely humble because I know that RNG and game balance can help me in multiple situations. I judge others' and myself based off our performance in clutch moments and when I take my chases with them COMBINED with the results, not just the results.
We all know somebody can easily hide for hatch/gate and let their teammates die or hard-tunnel a weak looper at 5 gens as a high-tier character. Do I sweat? Of course, but that's not an everyday thing. I also play some days for game clips and fun too while I smoke or have company over, I can't possibly have fun by playing my strongest build and dirtiest playstyle for every single match. You have to make it interesting to prevent burnout
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3266936#Comment_3266936
Killers did not have to wait 6 years to get sweeping buffs. Most buffs that were widespread were much earlier in the games life, and then in the downtime where there wasn't much happening a bunch of strong tools for Survivors were pretty heavily nerfed. What widespread buffs were these you may ask? Damaging Gens, which when first introduced, had the same regression speed as now but could only regress at max 25%. Later on in 2017 they reduced the time it took to break pallets from 3 seconds to 2.6 seconds, and they reduced the time it takes to kick gens as well from 3 seconds to 2 seconds. Additionally they got rid of the 25% max gen regression, so now it gens could regress all the way to 0%. 2018 was also pretty good. Killer vault speeds were all standardized to be 1.7 seconds, we got quite a few perks that were buffed/reworked that are still considered strong to this day. (Sloppy Butcher, STBFL and Tinkerer comes to mind) The time to pick up, interrupt and hook Survivors was also reduced. The years that followed mainly saw heavy map changes which reduced their size and ridded them of their strong loops (Ironworks, Rotten Fields, Wretched Shop to name a few) There were quite a few Survivor nerfs as well during the time killers were getting their buffs (such as the removal of insta blinds, pallet vacuums, increased time to heal) and there were A LOT more in store for the years to come.
You say they made a "kneejerk reaction" from the outcry of 6.1.0, and the proof is the MoM rework? MoM wasn't even that strong on the PTB since it still had the same issue as it did before and still has after they reverted the nerf. It takes too much time to set up. Now they reduced the set up time but you couldn't do anything as all your hard work could go straight down the drain with the simple tap of a generator. DH does provide more distance when used correctly you're right, but it also only has 1 use now which is avoiding a hit. Before it could do that AND net you distance to reach another pallet or window. Its essentially the Survivor equivalent of the Ruin rework back in early 2020. The perk was still strong but just the thought of it getting changed is enough to get people riled up.
The Thana nerf made sense because of the increased gen times, and I too thought it was stupid at first but now it makes sense. A part of the Ruin nerf was to deactivate it after a Survivor is killed. Thana is the same way where the majority of its slowdown is gone when one person is dead. I don't really remember the perk being complained about either on the initial launch of 6.1.0
Now this is what I don't understand, what do you mean by "numerous game-breaking Killer bugs"? I can't really recall there being any. The Finishing Mori is not a buff nor a nerf to any side. Its literally meant to improve the games health. To prevent from either side from dragging the game on longer than it needs to be. Killers can no longer 4 man slug the entire team and wait for them all to bleed out. Sure basekit Unbreakable is something big, but 45 seconds is a LONG time. Even if they can pick themselves up off the ground thats still 1 Survivor who was out of the game basically for that entire time. The only thing I found stupid of that PTB was Unbreakable, no reason why it allows you to get up that fast every single time.
Another thing to address. "but in this context I'm just focusing on the tming. Every single time Killers get a relevant patch that benefits them there is instantly multiple hotfixes that go the opposite direction to compensate Survivors" the only time this was true, was with 6.1.0 and thats because it was the biggest wave of buffs any side has received in the history of DbD which also came with heavy Survivor nerfs. If you look at the other examples I gave which happened back in 2017 and 2018, there was no "Equal Survivor Attention" buffs.
You - "Killers did not have to wait 6 years to get sweeping buffs. Most buffs that were widespread were much earlier in the games life, and then in the downtime where there wasn't much happening a bunch of strong tools for Survivors were pretty heavily nerfed"
Also You - "the only time this was true, was with 6.1.0 and thats because it was the biggest wave of buffs any side has received in the history of DbD which also came with heavy Survivor nerfs"
It took BHVR 6 years to have "the biggest wave of buffs any side has received in the history of DBD" and while part of that is definitely because there's simply more content, it still aids my point. People in fact had to wait 6 years for BHVR to fully commit to enhancing the Killer experience with a monumental patch mostly dedicated to them, you cannot seriously mean to compare sprinkled QoL improvements in 2016-2018 to the entirety of patch 6.1. It is (in your own words) the ONLY time in DBD that they've done something of that magnitude and guess what you also admitted? That they had to immediately release damage control because people couldn't possibly fathom Killers getting an entire patch dedicated to them in modern DBD
If these sweeping Killer buffs were as common as you claim throughout the years there wouldn't have been THAT large of an outrage over it and I'm sure even you would be willing to concede that point just like I'm willing to concede that its probably a stretch to say they ALWAYS give Survivors an equal attention hotfix
"You say they made a "kneejerk reaction" from the outcry of 6.1.0, and the proof is the MoM rework? MoM wasn't even that strong on the PTB since it still had the same issue as it did before and still has after they reverted the nerf"
I didn't mention MoM because I view it as some scary/gamebreaking OP perk, I mentioned it to point out how BHVR was so shook of the hatemongering from Survivors towards 6.1 + the DH echo chamber where people falsely claimed the perk was dead that they had to quickly and randomly save face with instant Killer nerfs AND useless changes to dead perks that nobody asked for at that particular moment. The point I tried to make with MoM is that nobody was petitioning for that above other issues but they still did it right after 6.1 because it was a cheap bone they could toss to jaded Survivors that were trying to throw a massive protest over the game
I'm more than confident if I was allowed the chance to review every year's patches that we could talk more about the specific eras individually, but you 100% have to concede that in the modern era nothing has been done for Killers to that extent until 6.1
You can't compare basic things like removing infinite loops or gen regression % in 2016/17 to changing gen speeds in 2022 because the game was in infancy back then. Without those changes the game would have literally died before it even reached its prime. While they obviously benefitted Killers the energy behind those patches is nowhere near the same of the recent patches we've had and that includes Survivors. Changes back then were to draw new players to the game whereas the main focus now is to save the players that are already here and bring back the ones they lost
For the most part, BHVR is at least trying to steer the ship around and learn from previous mistakes hence why they're focusing on trying to draw back all the players that left due to 2020-2022 Killer/SBMM. I'm sure they lost a lot of SoloQ exclusive players and that will be their next focus
"Now this is what I don't understand, what do you mean by "numerous game-breaking Killer bugs"? I can't really recall there being any."
Lets see, off the top of my head Nemesis' tentacle bug where it wasn't appearing to be out even if it was, Wesker dropping Survivors and not injuring them, colliding with pallets or windows instead of vaulting them with virulent bound, Pig's Dash sound not playing properly, Twins not being able to swap between Charlotte and Vic, and I'm gonna be honest many more including some that may not exactly be game-breaking but still relevant. There's literally so many bugs on Killers that we would legit have to do a psycho-analysis of every single one in existence which I think is extra. You get the point and there's proof available, I have no incentive to lie
One last thing:
You - "The Finishing Mori is not a buff nor a nerf to any side."
Also You - "The only thing I found stupid of that PTB was Unbreakable, no reason why it allows you to get up that fast every single time."
Please explain to me how dropping a PTB out of thin air for a concept that currently doesn't even exist in the game where UNBREAKABLE IS ALSO BASEKIT UNLIMITED does not count as a buff or nerf to anybody?????? The proposed update was not only irrelevant to everything that was happening at that specific moment in time, but it also makes high-pressure high-mobility Killers even deadlier while incentivizing them to slug to trigger the Mori cinematic AND the Mori bloodpoint bonus while also allowing one of the best Survivor perks to ever exist to be used UNLMITED. Several Killers have their entire kit designed around slugging, several Killers don't have the mobility or the M2 capablities to efficiently split pressure beyond a certain Survivor skill threshold but lets mitigate ways for them to pressure while simultaneously making the insanely mobile S/A tiers more threatening by being able to guarantee the game ends if they snowball (Which they do incredibly often. That's the entire reason they're considered S/A tier)
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@FlameGNG said:
So i've played dbd since 2017 and ive taken a little break every now and then (after legion got released for obvious reasons :p) and now. I dont enjoy the game anymore killers have been so hard buffed that every match is a loss if you play soloQ. Teammates run the killer for 10 max 20 sec and DC or just suicides on hook its unplayable unless ur a 3 or 4 man swf or sometimes on rare occasions when you do get decent teammates. Almost half my matches are DCs or suicides on first hook. + There are also a sh*t ton of camping and tunneling like before but whatever :P
Do you guys find the game more enjoyable now or did you like it more a few years earlier? (both killer and survivor)
Yes but only if you take periodic breaks. Unless you're a super-fan til death, making DBD the main game you play 2022 and beyond while never putting it on vacation will result in burnout, being annoyed by things that you would otherwise shrug off or just a lack of dopamine when you have too many of the moments that got you hooked in the first place.
The game is way more saturated now compared to that era and people have been around the community for years. They're much more likely to lose their patience faster and recognize flaws that they used to ignore
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267897#Comment_3267897
Hard disagree. And so have the developers, with the way MMR was implemented. A killer who gets 8 hooks and 0 kills didn't play better than a killer who got 4 hooks and 4 kills, because they lost the game. 4 hooks and 4 kills is just called efficiency, how you achieve it is largely irrelevant
Devs only care about kills, I only care about kills. I can get 3 hooks on 3 different people, and have accomplished nothing. Or I have 3 hooks on one person and am now in a position to win the game
Playing for 12 hooks is for the birds and survivor mains. Cause guess what? You still get smack talked at the end if you 2k'd with 10 hooks. No real reason to bother with that nonsense imo. I hard tunnel and camp almost every game, because it's the best strategy with most killers
That's arguably the dumbest S I've ever heard on here so far. Are you really trying to tell me that you physically cannot display skill in the game against a player unless you get the Kill or Escape at the end? Right, because this hasn't been debunked dozens of times already.... DBD is not dominated by RNG at all and external factors like teammates and maps.... You're right everything in DBD is purely skill based. DBD is hockey.. We can agree to disagree, I don't judge people based solely off endgame results regardless of Survivor or Killer. I also factor in how they played during the match. When somebody is pulling off hard flicks and techs, not falling for any mindgames you cannot argue that they weren't good simply because of the endgame result. You can win a match and be dogwater, you can lose but be a top percentile player. Context matters and that's why current MMR is a bad system that nobody really likes
Respectfully, You're coming off as the typical burnt out player that refuses to concede anything is wrong with the SBMM system, you just double-downed on the copium when they left it unattended for a year and convinced yourself there's no alternative playstyle because you wanna play by the rulebook (Kills = Skills Hockey). To each their own, play how you want and more power to you. If you think playing hyper-efficient every single match on either side without ever taking a break to just let things happen organically then that is definitely a personal thing that I have no control over. You definitely don't have to do that at all for pub lobbies unless you're trying to break Supaalfs 500 winning streak, but again more power to you if you believe you have to hard-tunnel at the beginning of every single match or else you're a failure. You'd be just as good of a player as you are now if not better if you focused more on macro/micro than endgame results. Against top teams yeah you have to play more dirty, but be honest even at top MMR you can have a positive record and snowball most of your lobbies if you play cards right without hard-tunneling every match. Tunneling is fine and necessary to put pressure on insanely strong teams that have good RNG, but I strongly disagree that its necessary against every single team. There's no reward for reaching 3000+ MMR anyway except facing more cheaters and the same sweat squads that you already get at 1600-2500 except more frequently.
I understand not playing down to the level of competition because you can screw yourself over by underestimating people, but if you run mostly meta (which I assume you do based off how you view MMR and Killer) you do not have to play like your career is on the line to prove you're good at the game. The highest form of skill expression in DBD is not mindlessly M1ing corner generators 3 seconds into the match or 3-hooking one player to start the match, its how you hold up in-chase and how you perform under pressure between all the little interactions (When to make hook plays, How to maximize resources, When and how to take protection hits or bodyblock, pathing and connecting tiles, When to drop chases, when and how to mindgame tiles, hitting skill shots etc.). In comp it makes sense to fixate on the endgame results every match, but in pub lobbies? What you did in the game matters more than anything. You think the community uses Corner Claudette or FaceBubba as examples of top %? Hell no, they respect the Survivors and Killers that make skillful plays, win or lose
Only the obnoxious players in the community will ignore the context of a match and say "You 2kd instead of 4k'ing on Garden of Joy vs a SWF? You're bad!" - Ignore those types and don't become one
Despite being really good at Nurse, Spirit and good at other high tiers I still elect to main M1s because its more challenging. Even against top percentile players I can secure hooks and win chases, the end results don't change what I do to players throughout the course of the match. If I out-mindgame them at strong loops, perfectly read their 50/50s every time then it doesn't matter if they escape against me because I'm still capable of competing with them and winning my 1v1s. Yes, I do have to tunnel or proxy at times by default because I play M1s without always stacking slowdown while still going against strong teams, however you will never convince me that you're better than me for simply 4king on a facecamping Bubba with Deadlock meanwhile I'm 8/12 0k'ing or 1k'ing/2k'ing/3k'ing/4k'ing the same caliber teams on the most broken maps as Ghostface using info/chase builds. I honestly do not care to secure a 4k every single match anymore or else I'd just play Range Nurse and Alch Ring Blight all day. Forcing yourself through that level of pressure and unrealistic expectation in a game with so much RNG is for the birds as you called it. I used to think I wanted that every match and then I realized I was burning myself out and being jaded about sweaty lobbies all night
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267874#Comment_3267874
I don't know why people will hold up a single game as an example of game balance? I would argue that if you lose vs. solo Q with Oni that's mostly on the killer. And since he got 3 outed apparently he didn't play "that good" by the way
I post singular screenshots of games to send people that specifically make ridiculous claims like that person ^ who will swear that because they 4k'd mediocre Survivors without perks a handful of times that ALL Killers can easily do that at will against any Survivors in the world. According to them, anything less than a 4k in ANY match is solely a skill issue for Killers based off nothing. The only thing they'd probably provide is anecdotal evidence which is my point
Every time a person rebuttals with 'But that's just one game you played, that's irrelevant' they prove my point. I don't post to brag, I post to point out how ridiculous the other person sounds. If the person says one game I played doesn't matter then neither does the hyperbole they mention because of their own anecdotal evidence. You attempt to disagree with me but ironically agree with me at the same time
You don't see me going around saying SoloQ doesn't need changes just because I reguarly win in SoloQ, therefore people shouldn't defend or gloss over when people like that do the same
Also, I don't believe you understand how the game works if you think endgame results = everything. A person can express high skill in chases and interactions throughout the course of a match but still lose the game at the end. RNG is a thing, if you think DBD is solely skill based then you're just as lost as the first person. He WAS very obviously a good Oni, but yeah tell me more about how if a Killer loses = they couldn't have possibly played well and displayed skill
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For other Survivors? Yeah I agree, you might be one of em champ
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Once again, DBD proves to be one of the only PvP games on Earth where the other team blames YOU for how THEY play. They will literally go out of their way to take unnecessary risks and hide from any Killer interactions but complain if the weak link gets tunneled. Kids will literally hook-dive or hide in obvious spots near the hook, instantly unhook people before a Killer even leaves the area but god forbid you go back over there you're "camping"..... Honestly just a Survivor skill/entitlement issue
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3267831#Comment_3267831
Not really, killers don't NEED perks to garuntee a 3k or 4k and can do so easily without any perks at all even (play nurse for example although you can with any killers) since they were given lots of base kits anyway and now killer is too easy. Then again killers still decide to bring eruption and other slow down perks. Solo queue survivors have no choice but to bring 4 sweaty perks to even have a chance of their round lasting more than 3 minutes.
This comment reeks of low experience lol. Here's an example of a SoloQ lobby where an insanely experienced Killer with good addons and decent perks was still 3-manned this morning. He played very good and we were still able to pump gens and last long enough in chase to get the job done. It was my second match I'ved played since the reset and it didn't matter. The odds were still in our favor
You think that Oni is getting that 1 Kill after the gates were popped if he brings no perks or addons and me + the randoms bring even stronger builds than those? I'm not a professional DBD player either, just somebody who's been here for years so yeah, lets be realistic and not exaggerate how "easy" Killer is. Look at how "easy" it was for him running 0 slowdown against good Survivors. We made multiple unnecessary mistakes that almost snowballed us and still won, enough said
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Honestly just ban anybody that fuels the Nurse echo chamber without providing valuable insight and gameplay from now on. I dipped my hand in that pot a few times too a while ago but it’s old now because of how it keeps popping back up everywhere
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3266806#Comment_3266806
really? which patch?
I'm mainly talking about the timing of https://forum.deadbydaylight.com/en/kb/articles/344-developer-update-august-2022 & https://forum.deadbydaylight.com/en/kb/articles/352-developer-update-finishing-mori. The changes aren't completely terrible but still, its really just the timing. Killers had to wait 6 years for BHVR to finally give sweeping QoL buffs to all characters only for it to cause unnecessary protests, mass raging across social media/forums and and instant equal-attention patch just a couple of weeks later.
They said during the June Dev update that they would be taking time to analyze everything across all levels and giving players time to adjust before they make any knee-jerk reactions, yet the very next Dev update was a knee-jerk reaction to the mass outcry from Survivor-only players. I play both and respect both, I still strongly disagree with how disgusting the community acted after the huge Killer patch.
They immediately decided to 'rework' MoM as retribution for reworking DH in the previous patch which wound up being awfully powerful on the PTB because of how Endurance was stackable, only to make it irrelevant and unused again when it came live because they finally realized afterwards it was a terrible idea that needed to be nerfed immediately. The funny part is is that DH (although riskier now) provides more distance than it did before the rework but the Survivor-only echo chamber somehow convinced thousands of people that the perk is no longer good (LOL)
They sent Thanatophobia (A perk that encourages you to split pressure instead of tunneling) into the shadow realm for ALL Killers just because it provided good synergy for 2 out of the 25 Killers in the game even though the entire point of the previous update was to encourage less excessive tunneling. I would also mention how they quickly nerfed Awakened Awareness just because of its synergy on Nurse, but to be objective they also unfairly nerfed Reassurance because a few Survivors abused it to troll on the PTB
Then, the Finishing Mori PTB was released during a time where numerous game-breaking Killer bugs and basic game design flaws still existed (Some of which have been fixed now, credit to BHVR), gotta make sure the Survivors get a piece of candy whenever Killers get theirs. It didn't respond to anything from the previous two Dev updates that provided for QoL Survivor features, it instead further provided QoL by giving them an insanely early preview for a proposed system that largely benefits them more than Killers. For the record, I was a fan of the August update after 6.1 that buffed basekit BT because 5 seconds definitely wasn't long enough, but in this context I'm just focusing on the timing. Every single time Killers get a relevant patch that benefits them there is instantly multiple hotfixes that go the opposite direction to compensate Survivors
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3266792#Comment_3266792
It's odd that people discuss adding a ranked mode as if it isn't a solved problem in other games. Yes, it would split the playerbase. That's what it's supposed to do. Players willingly queued up for 10 minute DPS queues at the end of Overwatch 1, and plenty of people still still queued up for Quickplay. I agree that splitting the playerbase is a weak argument, and I'm not sure why the devs themselves trot that one out.
I think the reality is that the devs don't want to manage the game from a competitive perspective. They know how busted so many things are and design it that way. They don't want to give themselves more work in this case, and I kind of get it. Because suddenly the meta of the game actually develops beyond the very basic level that it's currently at on the survivor side for pubs if a ranked mode is added. And suddenly the balancing of killers becomes pretty granular. Not many players know you can make a full revolution around Father Campbell's against Hag just from holding W up the map walls with Overcome if you start running at the edge of her 24m and only use shack pallet.
So, yes, queue times might be a concern for the devs. But I'm betting that it's all the additional work that ranked mode introduces that they're trying to avoid.
Yeah that's exactly everything in a nutshell. I don't necessarily blame them for not wanting to pile on the extra work at this moment considering SoloQ/Killer tuning and map issues, but I feel like they should just be transparent about it instead of using that same recycled copout about splitting the player-base. I guarantee people on both sides would wait an extra 3-8 minutes to get in a lobby if it meant their experience within the actual matches improved dramatically
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@Shroompy said:
just because one side receives balance changes, doesn't mean the other side needs their equal attention patch
Its ironic because this post is directly influenced by Survivors getting their equal-attention patch after 6.1

