Avatar

AJStyIez

AJStyIez

About

Username
AJStyIez
Joined
Visits
0
Last Active
—

Comments

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/350681/differences-between-killers-and-survivors

    The Survivor-100% BP is just giving 100% of the inmatch-BP, means you just get double points for doing gens, but the bp are still capped at 10k. So basicly, you get to the 10k limit faster, but cant exceed it,while bbq and wglf used to give you 100% for the match-bp, outside the category-limit.

    Also, a lot of killers have addons that give bonus-bp in certain categories, which survivors dont have.

    Yes, a lot of Killers have meme yellow/brown bloodpoint addons that alters their kit in a weird or negative way more often than not

    Aka you'd have to gimp your potential to get points in certain categories when you used to be able to just run a healthy perk like BBQ

  • I'm gonna be honest, I wasn't aware that it was listed in the bugs section. I legit thought that was intended

  • @Profanities said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228279#Comment_3228279

    Oooh, okay! Personally I'm not leaning very much towards Spirit anymore, more Clown and Legion but I have had my eye on Felix for a while now lmfaoo. Thank you very much for your feedback and opinions, its very appreciated as I am a bit newer to this game lol. Thanks again!

    You're welcome, one of the perks I run the majority of my matches now is Desperate Measures off Felix. I play a lot of SoloQ and it gives constant value every single match in comparison to other meta perks that are hit or miss like Decisive Strike/Off The Record/Unbreakable etc.

    Good luck out there

  • I think Spirit and Felix are your best bets if you want the best mix of everything. They have great cosmetics, decent perks to add into your rotation even if you don't run them every match and Spirit is the strongest out of those options.

    Discordance, Bamboozle, Pop, Coulrophobia and Iron Maiden, Breakout, Head On, Lucky Break and Any Means have good synergy with other perks and are worth eventually getting just to have it, but yeah. Start with the best and then mix and match the rest over time imo

  • Don't get me wrong, SoloQ and even SWF can definitely be cringe but people make it seem as if they also don't get gifted countless free wins and easy matches as well. The true difficulty is trying to coexist with teammates that will willingly sandbag you for the pettiest reasons and trying to compensate for weak links that just cannot last long on their own while also focusing on gens...They try to make it seem like the difficulty is interacting with the Killer themselves when we all know its nowhere close to impossible to deal with 99% of the roster. 6.1 didn't change SoloQ for the worse, it was already in a bad spot and Killers finally got shown some basic love that they've been asking for for years

    People just try to gaslight other players into conceding that the entire game is "clearly Killer sided" while disregarding the fact that the bulk of their losses and frustrating matches come from their teammates being boosted buttcheeks

  • Too repetitive for me, doesn't seem like the same amount of love was put into it the way they put it into Legion/Trickster/Spirit

  • @Lobos said:

    It is annoying to be playing Survivor and being the only person working on gens all game just to be killed while everyone else plays selfishly and escapes.

    It's also extremely annoying to make a save or a hook trade just for the person you saved to escape and raise their MMR while yours gets lowered because once again, they are extremely selfish players.

    Didn't you get the memo? Hockey is a 1v1v1v1v1, not a team game

  • I love GF, I mained him for 2 years straight but his power isn't versatile enough to even be worth mentioning in a debate against any character. There's times I'm right next to a freshly hooked Survivor and I won't get exposed as I leave and then there's MANY more times where I'm already around a corner from a distance and crouched but still get exposed... all of the addons except for 4-5 are pretty bad or niche as well. There's not much consistency with the Iris or Purples so I just mostly default to Philly and Walleyes. I'm hovering around Prestige 20 and think I'm just gonna park him at 25. There's no room for improvement left for me on GF, its better to just invest my points and time into others which is what I've been doing for the past year and change, unfortunately M1 Killers like GF get little respect in this game most of the time thanks to map design and SWFs. Wraith and others have way better addons and some type of mobility to compensate for their weakness at least

    Against a SWF of any size on GF its hard to dictate the plays you want to make when you want to make them. A lot of your matches against good teams are just a Hold-W simulator. Any good GFs knows that committing to that 99/mindgame playstyle for every single lobby and map is an easy way to get spanked. You have to be unpredictable and aggressive, anything less against good teams is an easy dunk due to him being one of the only Killers that's power often relies in the hands of Survivors. Wraith is slightly better but he still suffers too

    Its basically arguing which team in the league is ranked 21st or 22nd

  • I think we did a pretty good job so far

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224348#Comment_3224348

    I'm... Sorry... *They* are wrong? They designed the game. SWF wasn't even a thing at first. Solo queue and the "we're only a team if it benefits my escape" mindset is exactly how the game is meant to be played. That's why your MMR only cares if you escape. I am sorry if you dislike this design, but it's not your place to tell the creators that the game they envisioned is wrong.

    If you want a real team and altruistic people, play SWF exclusively. They'll actually care about you. Expecting strangers to risk sacrificing 7500-9000 blood points (before offering and incentive bonuses) and the MMR increase for you is just entitlement.

    You can be that guy that doesn't care if he lives or does trying to save someone else, but you have no right to demand it of others or to claim the game's design was "wrong" from the onset.

    They are objectively wrong though and to prove this you simply need to follow the crumb-trail they left in the past two years with forum comments posted by Devs and their Q&A livestreams on Twitch. A Dev I won't name has publicly stated on these very forums that SBMM was taking time to implement because they were working hard to ensure it was an improvement from the previous system they tested throughout several weekends over the course of a few months.

    What do you think that old system they were testing was? It was just a random announced period between Fridays-Sundays where you would experience extremely long que times because the game was trying hard to pair you with only people of similar Escape/Kill rates....

    Remind me what system we currently have in the game? Oh...that's odd. Its the same exact system they scrapped in the past except they paired it with the remade "Grade" system to make people think they actually changed anything. This is the same system they said they wanted to stay away from, specifically because the binary focus on Escapes/Kills led to skewed matchmaking and bad gameplay....By their own logic and words the system is a failure

    The day they added SWF is the day that argument about the game's original design became irrelevant

  • @Superbeasto1974 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224296#Comment_3224296

    I can if that interpretation leads directly to the toxicity in the community and makes enjoyment of the game difficult or impossible. Where do you think it comes from? All you ever hear when one of these joystick jockeys tries to defend their behavior is, "oH, yOu NeVeR wOuLd HaVe LaStEd In ThE mOdErN wArFaRe LoBbiEs." As if that makes it okay to continue that behavior elsewhere. They made their way over here to spread their obnoxiousness, with their ooh-rah of "get gud."

    Also, allow me to give you a little perspective. You know what you won't find anywhere in Dead by Daylight? Leaderboards. No updates displaying the Best Killer Main and Survivor Main of the week on our main menu screens. No list of the Top Ten Highest-Scoring Swfs. You know why?

    Because: It's. Not. A. Competition.

    I disagree. People shouldn't be douchebags to each-other just for fun, toxicity is definitely bad but you're still using reductionism to disqualify DBD from being amongst the games people compete in. It doesn't matter if there's leaderboards, with BHVR's track record of taking long to implement things one can easily argue that this isn't by intentional design... Plus even if it was it still doesn't change the fact that DBD is a PvP game and ALL PvP games are inherently competitive

    Competition =/= Toxicity

    It CAN get toxic but that doesn't mean competition overall is bad. Without the population of players and content creators 'competing' in DBD the game would be dead and this forum post would be moot because nobody would be here to read it. Mostly everything in life is competitive, DBD isn't different. The Devs themselves encourage it too as they're promoting an upcoming tournament on their Twitter

  • @Jungles23 said:

    How is this balanced? Not only do you drop your item in a chase, but it depletes super ######### fast. There is no way in hell you will get back to it in time to save it. That's also assuming it's not a dark ass map with tall grass and you can find it again, and also assuming that one of your teammates doesn't pick it up. I mean ######### this game is becoming so unfun to play it's insane. How is forcing the survivor to drop an item and then DRAINING THE ITEM while it's on the ground justified? I understand that it's supposed to counter troll squads with flashlight but ######### it's not like the majority of the game flashlight trolls, or even has a big enough squad to flashlight troll. I mean I had a medkit with me but had to loop the killer for a bit to get him off me and then unhook my teammate before he got to struggle hook, and by the time I got back to my fully stacked medkit it was ######### empty. So what am I supposed to do? Let my teammate get to struggle hook? And it's not like this is an uncommon scenario, at least 70% of the games I'm in that has a killer that runs this perk happens almost exactly like this. Or I just get tunneled and lose my item charge anyways. This is a stupid ######### perk and is wayyyy too OP. Items are ######### necessary to make up for slow gen and healing times, especially when you're solo queue and the killer is perked tf out with addons. At the very least don't make the item lose its charge, just have them drop it so they cant use it in a chase, there is no way you can justify emptying the item #########

    Franklins was reworked and apparently its still OP, lol

    I see that over the summer the inexperienced Survivor-only players found a new trendy tag to add to all of their complaints. They just attach SoloQ to anything they can find that slightly inconveniences them and think that'll magically make their complaints valid. Perhaps they should also receive a weekly paycheck and free auric cells from BHVR for playing SoloQ since people apparently can't go without mentioning it 😐️

    Anyway the last time I checked, SoloQ makes up most of the DBD lobby population yet people wanna act like they're some oppressed minority doing an impossible task by playing it. This game really isn't this hard lmaoo...We're talking about Franklins Demise for crying out loud

  • @Satelit said:

    I remember them asking about limited timed cosmetics in surveys. Who the hell voted yes 💀?

    Whales that don't play any other games

  • @Rudjohns said:

    Any complaints involving "SWF" should never be considered for the game balance.

    If the game is balanced around SWF then the game is gonna be atrocious for solo q, therefore the game will die

    The game is already balanced (very poorly) around average Solo players which is why SWFs are even considered problematic in the first place....

    Which one is it, the game is currently bad and needs to improve or is taking SWF into consideration for balance gonna kill the game?

  • Do you ever NOT victimize yourself as a Survivor on these forums? You're crying about sportsmanship while being bitter that Killers don't throw the game for you because YOUR teammate decided to do you dirty...

  • @psionic said:

    I've been playing since 2020 and honestly, despite some tweaks here and there, the game is basically the same.

    So why I used to enjoy so much in the past and now everything seems so dull to the point that I start to see only problems rather enjoy what's happening?

    Because of course after more than 3000 hours playing this game daily my brain can't milk more endorphin. That's it. I'm kind of tired of the game and you're probably too.

    TLDR: You don't enjoy the game bacause of yourself.

    Reducing everything down to just burnout makes zero sense

    Its pretty obvious you're not going to speak on something Day 1 the way you'll speak about it on Day 3275, but that doesn't automatically make it a burnout issue. If you're still around on Day 3275 then its pretty clear that you care to an extent and that shouldn't be a bad thing unless it goes too far down either end of the spectrum. Its okay to have fun with and be a fan of something without needing to be positive and heaping praise on it 24/7. I love my NY Yankees but guess what? I talk crap about them when they get lazy and when their passive/nonchalant during bad performances. When they bounce back I'm always there to go back to praising them...That's how I am with DBD too and that's how its supposed to be

    Just like there's toxic negativity there's also toxic positivity. Its better that people voice their unfiltered thoughts on the forums for better or worse than to have everybody either silent or pretending that everything is okay even when its blatantly clear that its not. I doubt that the majority of complaints are just because people are tired, I'm pretty sure its the opposite. They complain because they want certain issues fixed so they can invest even more into the game without feeling bad about it

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215363#Comment_3215363

    no, "not playing the game" by literally NOT PICKING PEOPLE UP! that's refusing to play the game, and just unfairly wasting people's time so you can win, now that we have unbreakable, they can't force situations like that, I didn't contradict anything, you just wanted to be lil snobby lol

    Your logic is confusing. If you think winning by slugging is "unfairly wasting people's time so you can win" then why are you happy over a proposed PTB update that literally promotes more slugging and more camping so that people can win faster and sweatier than currently possible?

    Its like me saying a Survivor isn't playing the game by committing to a gen across the map while there's somebody actively on the hook. They're prioritizing efficiency of one objective over the other while disregarding the potential enjoyment of the hooked person, so are they also "not playing the game" then or is it only unfair because slugging benefits the Killer and not Survivor? I don't understand how there's justification for all Survivor actions in a match but everything a Killer decides to do gets demonized

    I get that its not the most fun thing in the world and I don't enjoy it the most myself, but it was designed by the developers themselves so blame them. Don't let them trick you into thinking that its the players' fault or sweating for a win that created this, If it wasn't an organic part of the game then they wouldn't have specifically designed multiple perks and Killers around it plus they wouldn't have waited 7 years to address it. You know what, actually maybe they would because this is BHVR we're talking about

  • Thank you, I've been complaining about maps for a pretty long time and I wish they would shut me up already but the new maps get worse and worse. The blatant Survivor sided maps make me cringe because I know the match is going to be predictable even if I win. You already know exactly where/how people are going to chain the key loops together so its just a matter of going through the motions and watching it play out while you try to force mistakes. Against good teams on an M1 Killer.... yikes

    As Survivor I think one of the most frustrating things is getting tunneled when you're in a match with bad map/tile RNG. Have you ever been hard-tunneled for 3 straight hook states (Even if it costs them multiple gens/the entire match) and you see nothing on one side of the map except a TL, 1-2 random hills clearly out of place and those small Z windows you see in deadzones? Have you ever looped shack on certain maps and you cough up a free hook to somebody that didn't deserve it because there's invisible polygons and debris that you can collide with while you're hugging the walls?

    Its funny because when I stream DBD as Survivor I get the worst tile variation of every map and then when I'm on Killer I see jungle gyms and filler pallets that line up perfectly with shack window

  • Its kinda odd... Most people claimed they had a blast when Onryo (Borderline weakest Killer in the game) was released and most people claimed they enjoyed the horror that Dredge brought back to the game (mid-tier locker jumpscare machine) but now all of a sudden this chapter there's a hate-wave on seeing the newest Killer too often when the character is actually higher up amongst the high tiers?

    I bet that if he was another M1 Killer without mobility people would be having the best time of their lives seeing him all day

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215069#Comment_3215069

    Because "Fun" means too strong. "Fun" means easy to win on. The same dichotomy exists in every game you play. Remember when such as such was "fun" then it got changed for being too strong? Remember when dead hard was "fun" to use? Remember when deathslinger was "fun" When spirit was "fun"

    Strong things are fun to play because they require lower effort by the user.

    Also yes, too much wesker. Even with the amount of variation he has while people settle on a meta build the game and chases still play out fundamentally the same and you're mostly on the back foot from the first hook against him due to how much he snowballs mid game.

    Do you apply the same logic to Survivors that call everything in this game that slightly inconveniences them boring and unfun? I see them everyday right here on these forums

  • @Aurelle said:

    I'm afraid that she might be forgotten about like Pig and Myers. I hope that's not the case because she desperately needs some buffs along with the two other killers mentioned. 🙁

    Did you used to have the Pig as your picture? Or do I have you confused with another Pig player

  • We've finally reached the point in history where people argue that the main villain for the most successful horror game ever created doesn't "fit" into another 'horror' game that wouldn't exist without the the original game in question. Also, the game they're gatekeeping features Bunny outfits, Bikini beach outfits, Drunk Clowns in Elephant/Chicken suits, Christmas themed onesies and more obvious pop-culture references that don't exactly scream horror

  • @SmarulKusia said:

    This isn't the first time. Don't get me wrong, I don't care for the flashlight changes, I use them too infrequently to be too impacted.

    But can we stop using people as an excuse to nerf things in the game? If you want to nerf flashlights whether to prevent BM or to just nerf it, just say it. Don't give a lame excuse about how this is a change for the section of the community that suffers from epilepsy, if you had cared enough, you would've listened to that part of the community if not 5 years ago, then 4, 3 or even 2.

    We get it, you want to buff killer, we get it. We really do. But don't do it by trying to make it seem as if this is because you care for the community.

    This isn't the first time? Yeah we know, we literally just got a PTB for a rework sparked by other Survivors and Devs weaponizing the community. Are you actually bothered by this or is it because you don't want them to "Buff" Killers by removing obnoxious Flashlight spam from the game?

  • @danielmaster87 said:

    Because people found this 1 niche build, where you're not even playing killer properly, that uses pink and green add-ons just to pull off, which seems to work pretty well on her. And also because people are insisting that she's really good, either because of that build or for other random reasons.

    That's just how people are in this community. I, a Survivor main that also has 1k+ Ghostface only kills was told to 'get better' as Killer and with him by people with less escapes/kills than me just because I would say that he needed to be buffed. They don't think Sadako needs a buff now but ask them why they believe SoloQ needs them then (It does and so does Sadako but they won't know how to explain that part)

  • @Audiophile said:

    Seems like another case of Entitled Killer Syndrome. Other killers can obliterate survivors easy! How come Sadako can’t? I want Sadako to be easy to win with too!

    I play against plenty of Sadako’s that use BBQ and teleport really well. The speed boost post teleport is strong and since most survivors don’t turn the TVs off that leaves a lot of options. Survivors build up their condemnation quicker than they realize because of always being near a TV. Maybe just get better at playing her and try different perks.

    With this same logic I can just post an entire album of me escaping each of the most broken Killer combos multiple times in SoloQ and then say they should never buff it because people should just get better and try different perks to survive more

    Condemnation overall isn't a threat to smart players the majority of the time, even when Sadako uses the one strong build she has. If you or your teammates are constantly building a fast/high amount of stacks against Sadakos then its actually you guys being inefficient, not the character somehow being strong. In the time she's spending trying to play aggressive Hit n Run you guys can easily pump gens and pop a tape if it was actually necessary. You can literally cancel your stacks right in front of her face faster than she can knock you down and Mori... Ask the majority of players here if they can count on more than one hand how many times they've died because of reaching max condemned

    I'd be rich if I had a dollar for every time somebody has used that other basic argument too

    Guys Trapper is fine, some random with a gimmicky build just 4kd my trash SoloQ team on a bad map. Its been 6 years but he actually doesn't need a buff, you just gotta practice more

  • @RavenzZ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206478#Comment_3206478

    And that right there is the real problem. Adding indicators for what a survivor is doing is fine in my opinion as it doesn't really buff anything just kind of fixes the fact that Solo-Q has nearly no information compared to SWF, but anything past that any Solo-Q buffs will make the actual good players even stronger. The problem with solo-q right now isn't even balance, its just the skill of the players. If a teamate refuses to work with the team there is no amount of balancing or features that can fix that, it will be a bad game for the team, and that's something that I feel not a lot of people realize. Solo-Q can result in terribly unfun games, thats just a fact, but everyone screaming at the devs to fix it can't even come up with a genuine way to do it, only "add indicators" which is a nice feature, but still won't fix the core issues.

    Ding Ding Ding! I'm always hype when I see somebody say what I've been complaining about for months and months!!

    SoloQ itself could use 1-2 QoL upgrades to reflect with the current version of the game, besides that they don't need any buffs. The ACTUAL SoloQ problem is not even the lack of info (That's a big problem, just not the main one), its the fact that SBMM isn't actually Skill Based lol. It doesn't really matter what icons or ping wheel or basekit perks they want to add, if you're getting matched with people that have 400 hours and you have 6,000 you're still going to encounter the Solo Q struggle. People need to be matched based off chase time, time spent on gens and protection hits/unhooks instead of raw escapes/kills. There's too much context lacking from the MMR system and it leads to violent mismatches in all 3 directions when combined with the game's RNG

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/348372/the-average-swf-group-has-little-to-no-discernable-difference-compared-to-solo-players

    If there is a 61% kill rate and SWFs are outliers and don't really affect that 61% kill rate, then yes, Killers need a nerfing, back to a reasonable kill rate of around 50-55%.

    I don't think you understand how the statistics work. 61% Kill rates don't mean what you think they do. The Devs constantly have to remind people not to use escape or kill stats to discuss balance because they're mostly empty and lack context

  • @shalo said:

    Escape rates: The average SWF group, which makes up the vast majority of SWF groups, has little to no discernable difference compared to solo players.

    https://forum.deadbydaylight.com/en/discussion/comment/3189788#Comment_3189788

    So Survivors, please stop whining about soloq, it doesn't need buffing and Killers, please stop whining about SWF it doesn't need nerfing.

    This doesn't make sense though. Not the statistics or the quote, just your last sentence. To say that SWF needs no changes because of "averages" is like saying slugging and hard-camping also don't need changes because of averages. How often do you ACTUALLY get slugged for over 120 seconds or hard-camped from 1st hook to death? How many times do you actually run into a god Nurse running an expose build???? With this logic it shouldn't matter how often something happens, only how problematic it is when it does

    The average SWFs have never been what people are complaining about anyway although they do have an advantage over Solo even when they're bad..The experienced SWFs are what people refer to and they're not really as rare as people make it out to be. Lets not act like you need a seal-team 6 20,000 hour squad just to play this simple game at peak efficiency. Its not hard or rare at all to make a team of 3-4 strong players that make little mistakes and punish most of the Killer's mistakes at the same time. Combine this with specific perk combos and maps, you know how the rest goes

    "Solo isn't balanced, we're below SWFs"

    "Solo Survivor is fine to go against, its SWF that can be unbalanced towards the top"

    Also the same people

    "Buff Solo to the same level of SWF"

    "SWF doesn't need nerfs and Killers don't need buffs to compensate" ....

  • This isn't the first time they propose or add something to the game that completely renders another mechanic or perk/addon useless

    Read the tooltip for Hangman's Trick and then read Awakened Awareness. If they're going to announce new mechanics like this, clearly its been in their bank for a while then. If its been in the bank for a while then you'd THINK they would have also announced or at least thought of adjustments to everything rendered outdated because of this rework

  • @HungrySnek said:

    "We banned already so many players and we are constantly working on new ways. We will bring you all these things in the next months"

    Ah yeah everyone is seeing how much you are fighting against Hackers and how fast they get banned. (It's not like there are per day multiple Videos of New Hackers and hacker bots who stream the whole day and not get banned and even if they are getting banned they can just make a new account)

    Oh and yeah nice we are getting things that every other game company could program in a few weeks at the end of the year only for the Hackers to Bypass it because you already told them now what you are working on.

    Ehhhh. I WOULD agree on the point of them mishandling cheating in general but I can't criticize them for publicly commenting on the subject after we literally just spent weeks criticizing their lack of a public comment on the subject

  • @Hanselpup said:

    For me, Hex: Pentimento seems like an interesting concept. The idea of recycling destroyed Hex totems is definitely unique, but when combined with certain perks (like Shattered Hope and other Hex perks, especially Hex: Plaything), it becomes very oppressive. If the killer brings Hex: Pentimento and several other hex perks, the survivors have to make a choice: do nothing and suffer from powerful hex perks the entire match, or cleanse hex totems to remove the perks, only to get a massive 30% reduction in repair speed (and others) if they do. If the survivors don't want to be very slow when repairing the whole match, they have to look for totems instead of repairing. If the killer brings Hex: Pentimento (and rekindles every totem), Hex: Plaything (and hooks every survivor), and one other hex perk, survivors would have to spend 14 seconds per totem, resulting in a total of 140 seconds total spent on totems alone. That's not even accounting for travel time, search time, killer interruptions, and other perks that might slow cleansing speeds. Usually more than half of the match is spent trying to find and cleanse hex totems just so that the survivors aren't massively debuffed all match. This isn't fun to deal with as a survivor.

    Either the slowdown needs to be cranked back a bit, or rekindled totems need to be more easily destructible. Survivors should not be forced to spend their time searching for totems that just come back anyway, or go the whole match suffering from other hex perks they can't cleanse.

    Plaything directly shows you where your totem's aura is though. Players shouldn't be spending hundreds of seconds looking for them unless they just have bad RNG on a bad map or a teammate isn't contributing which makes every scenario a loss regardless. If you're not currently being pressured by the Killer then Plaything does absolutely nothing to you. How is the perk too oppressive when combined with other hexes when the perk literally doesn't work unless you combine it with other hexes? That's not an oversight, that was the intended design. There's not strong enough incentives for Survivors to be cleansing random dull totems instead of doing gens especially considering how popular and strong Circle of Healing is

    Its also not an impossible mechanic that breaks the rest of the game, you simply cannot hear the TR until you're in a chase and experienced players are already spinning their camera 100% of the time anyway. They will be prepared more often than they're not, with the occasional scenarios where they get caught in a bad spot which is balanced for both sides. Also, is it really asking too much to memorize your totem spawn and check it again with quick scan from yards away if you see Pentimento is activated? When you consider that Pentimento builds are completely countered by boons and how that forces the Killer to play with 0-1 perks the entire game you start to see how overrated the combo is

    Its not overrated in the sense that its not a high-synergy/high-risk/high-reward build that can win you matches, its overrated in the sense that its actually really easy to counter. Blindness, Exhausted and even the new Hemorrhage status effects are way more detrimental than Oblivious is

  • @malibu_barbie_26 said:

    I have no issue with Killers losing a “tactic” to Kill. Honestly survivors have had their “tactics” nerfed to the ground for the last 2-3 years to survive.

    1. Toolboxes are basically useless unless you bring a BNP. And you better be great at hitting them small skill checks or you basically wasted your part.
    2. Sabotaged hooks take less time to come back. They literally are gone for less time that it would take for a survivor to pick themselves back up.
    3. Key/Hatch both nerfed into oblivion. Leaving one less legitimate way to end a match.
    4. DS nerfed so badly you can’t even use it anymore legitimately.
    5. DS, OTR, not even being useful during the end game.

    I really don’t care nor do I legitimately feel like having UB as basekit is taking anything away from the Killer. I am pleased that now super Nurses can’t slug their way to a 4k in under a minute with no gens done. That has been needed to be fixed for the LONGEST of time!!!

    1) Sabo builds have always been viable and it will be even more viable after this proposed change. Also, green toolboxes are still good and have good synergy with other gen builds. Just because you can't instantly do gens with a BNP anymore or permanently sabo all the hooks doesn't mean toolboxes have no use. Are you actually having trouble hitting those basic BNP skill checks by the way? Something about your comment tells me not to be surprised

    2) If your team is denying hooks correctly then this is irrelevant because the person will get free anyway. In SoloQ? Hit or miss, just like literally everything else involving SoloQ at the moment

    3) Why am I not surprised that a person who plays only one side of the game thinks slugging (a legitimate strategy unfortunately abused by trolls) should be nerfed with no compensation for all the new issues it will cause but multiple boosted Survivors getting a free escape just because 1 person spent 10,000 bloodpoints for a key + hatch offering was a "legitimate" way to end a match? Yeah, old keys definitely weren't abused by very low level Survivors and SWFs at all 😐️ I (and I'm sure most people) can't respect the opinion of anybody that thinks the old Keys and old Moris were fair for either side. They were both very clearly busted

    4) DS is now best paired with OTR and other chase perks, you can no longer abuse it offensively or have it single handedly carry a match and counter a tunnel by istelf. You need to run it in combination with something else just like you need to pair Lethal with another info perk to maximize its value, there's no issue with that especially considering you get Iron Will for free with OTR. The only fair point to make is that DS was fine at 5 seconds instead of 3, it was just endgame value that was an issue

    I took a quick look at your page and according to you the original Decisive was fairly balanced, Old keys and hatch were fairly balanced and the bugged version of Boil Over was fine. It all makes sense now, a selfish Survivor-only player taking any chance they get to further the us vs them mindset and bragging about cutting their nose off to spite their face. Of course you don't see an issue with unlimited Unbreakable, you've never seen ANY issues with Survivor apparently lmao

    For somebody that doesn't like tunneling, camping, or slugging you sure do like to celebrate and brag about perks/items/playstyles that promote tunneling, camping or slugging

  • It doesn't feel fun when you're selected to be hard-camped/hard-tunneled, but the community did this

    The community begged for "SBMM" and all of their favorite cosmetics/licensed chapters instead of Map/Perk/Survivor/Killer reworks. The community ignored the fact that BHVR falsely advertised SBMM in the year leading up to it and then reimplemented the same system they already tried before (Escape/Kill based MMR). The community ignored people that pointed out how placing all of the importance on only Escapes/Kills would increase frustrating gameplay from both sides. The community ignores and continues to ignore the unbalanced cluster**ck that the highest percentiles create and how that all trickles down when those same players cross paths with less experienced ones. Most of the community refuses to respect Killers even if they're better than the Survivor 1v1 in chase, they don't even respect most Kills now either but then they're also surprised at Killers only caring about securing the win

    Certain adjustments/improvements have been made but they don't even matter much anymore. The changes are often done late and at the wrong times according to the climate. They don't reverse the damage that took/takes place during the periodic radio silence that BHVR is known for either

    Take the recent spree of Streamers speaking out to BHVR about the increased frequency of cheating for example. BHVR is the type to go weeks/months without addressing something like this and then will finally add it to a surprise set of patch notes almost a year later when people already expressed all their frustration, took a break or left and coped with the fact that changes barely ever happen when they're actually needed the most

  • I think the new upcoming update answers the OP's question pretty convincingly! Like others and I had mentioned, they balance mainly for the casual solos while sprinkling on band-aids for SWF and Killer afterwards down the road. This ain't balanced for SWF

  • I made a booboo on my comment and I accidentally posted twice. Read your replies though when you get a chance and maybe you'll see the topic differently

  • @dbd900bach said:

    As the title says, people are over-exaggerating the new changes and making it sound a lot worse then it actually is.

    First of all, these changes are still in the development stage and may see massive changes depending on how the ptb goes. That's why there's ptb. Honestly I'd be happier if behavior did more often with more experimental features. A lot of people are acting like this is guaranteed going into the game as it is now.

    To address the new Mori system, I believe it should still be a choice and not happen automatically. If a killer finds themselves in a situation where all Survivors are dead, dying, hooked or escaped except one, it should still be an option to mori the last survivor. Stand over them and trigger the new mori system or don't if you want to give hatch or something. Maybe you need an extra hook.

    The new slugging changes is the meat of this whole thing and I think people are worrying a bit too much. The entire point of this new system is to male slugging less appealing, because it is boring and awful as a survivor to have to sit for 4 min doing nothing. Basically it's a toxic play style that no one likes, just like camping and tunneling. If you're playing the game the way it is intended too, then you won't notice much or have to worry because good killers more often then not don't need to slug. If you do for some reason have to slug, it shouldn't take you more than 45 seconds to resolve your issues. If you're at a pallet situation, that's two survivors not doing gens.

    Slugging is a playstyle that no one likes. If you're not slugging then you'll never notice it. If you are though, it's your fault for the letting survivors get value off base kit unbreakable in the first place, and it's your fault for trying to subject others to toxic and boring gameplay.

    If you try to be bring up Twins, remember that they'll likely be reworked before these changes are implemented. Plus a killer designed around slugging is something that should have never happened, just like Nurse who is a killer designed to ignore core game mechanics. They shouldn't exist.

    Here's some rebuttals for your talking points

    1) Dozens and dozens of things have gone unaddressed after going through the PTB, that patience argument has been a moot point for a very long time now. There is zero guarantee that something will be tweaked before going to live, therefore it is up to the community to provide clear feedback so that BHVR can combine it with their own vision to make a change. When they make changes you are negatively impacted by do you also preach on the forums about patience or is it just now because you actually like having unlimited Unbreakable?

    2) You said good Killers don't need to slug so only bad ones will feel effected, yet slugging is something done most often by good Killers with the most experience out of everybody. Bad Killers are often criticized for committing too much to tunneling, camping and not knowing much about the game yet slugging somehow only punishes them and nobody else? So are bad Killers all slugging excessively for unfun amounts of time or are they excessively tunneling/camping? It cannot always be all 3 at once, make up your mind(s) and pick a struggle

    3) The game is not solely based on skill, there are many RNG elements that directly impact the performance of players on both roles, Its kind of silly to base a person's skill solely off whether they slug or not considering its something naturally promoted by the game's core mechanics anyway.

    Also, Multiple character's have their basekit and their most optimal play-styles attached to Hit n Run or Slugging. Are you really suggesting that the company that took 6 years to make their own mascot (The Trapper on the cover art of the game) hold 1 extra trap is going to do a sweeping rework to multiple Killers at once just for this update? They barely do it twice a year (Ghostface, Legion) IF that, therefore there is zero reason to believe this will be the case this time. Most people are more than likely basing their fast responses off of history, not hatred towards the devs

    4) Unfun =/= Toxic. The fact that you automatically drew a blanket correlation between the two regardless of the context involved shows your bias. Slugging is pretty natural in both pub and comp matches... You don't always go out of your way to do it, it will organically manifest itself due to a series of decisions made from both the Killer and Survivors. The point is, context and intentions matter the most.

    A Nurse slugging for the 4k at 5 gens against 4 babies is not the same as a Onyro trying to juggle 4 strong players at 2 gens and leaving one on the floor to generate a snowball

    5) Gaslighting innocent players that aren't going out of their way to grief others is petty, myself included. I'm guilty of doing it in different ways in the past, but at least I'm self-aware. "If you wind up slugged on the floor or getting hooked after looping its your own fault for going down in the first place and for subjecting the Killer to toxic gameplay. Its a strategy that nobody enjoys, If you don't want to be slugged then don't get downed."

    See how stupid it sounds when I reverse some of your words?

  • She needs a small buff to her basekit and an addon pass

  • @BlueMellow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199498#Comment_3199498

    I agree, slugging is a legitimate gameplay tactic, but I think this instance it just seems excessive. I might be in a losing argument against a killer who used the perk the way it was supposed to, but it made for very unfun gameplay.

    That's what a lot of DBD boils down to. There are so many things in this game that don't break any written or unwritten rules, but they just don't feel fun for a lot of players to interact with

  • WoO is fine, on both sides, in every skill bracket. Not entirely useless and not unjustifiably broken, its simply fair. Leave it alone

  • Sadako, she's the one Killer I refuse to play even though I still enjoy going against her and I definitely enjoyed playing as her in the PTB

    She's just at the top of my 'Fun, but not fun enough to deal with the bull*' list. Its fun trying to use creative mindgames with some of the stealth Killers, but there's only so much you can do with your M1 and shaky mobility. Hopefully she gets a touch-up soon, Freddy too

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199376#Comment_3199376

    Distinct threads with different objectives. I also regularly play devil's advocate. I am sure you can find multiple comments in my history to support that. Take your gotchya moment if that's what you need to get over this conversation.

    Everything else you wrote was way too long considering I'm not even interested in what you first put forth. Chill, guy.

    Take my gotchya moment? The only reason I even addressed you at all is because you tried to randomly make me the center of yours, hypocrite

    "Everything else you wrote was way too long considering I'm not even interested in what you first put forth"

    You aren't interested enough to understand the short sentence I wrote but you're interested enough to twist the words in it and use my name? Make it make sense. Its always funny seeing people instigate little small things and then try to act like its beneath them afterwards. You have a lot of excuses and replies for somebody that's supposedly uninterested by the way. I'm not dealing with a child! - Says the child, usually

    Go ride off on your digital high-horse and be a pseudointellectual somewhere else

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199249#Comment_3199249

    It had plenty to do with what I said, which is why I namedropped you. I didn't quote you because I didn't feel like engaging with you, based on your first post. Hence, as an example only.

    If you have a problem with that, deal with it.

    So you misquoted me and attached me to a mindset that I don't even have because you think it had some similarity to your comment, weird flex but sure. You didn't actually process the simple sentence I wrote...You, a Nurse enjoyer just saw me write her name and instantly leaped to strong conclusions about how I view her or the game's balance. If what I said actually related to your point about SWF at all then you would have expanded more on that instead of your empty last response. Also, if avoiding engagement with somebody is your goal then you probably shouldn't go out of your way to use their name in bad faith while twisting their words. I don't care if you namedrop, I'm just telling you to at least do it correctly if that's how you're gonna roll


    DBDBalance.png

    Is this not you right here ^^^ days ago in another thread saying the same exact thing I said? The game is not balanced specifically for SWF and you said it yourself. When people talk about SWF they're not talking about Tammy and Timmy the rookies playing with coworkers once every few weeks, they're talking about the 4 man with 5k hours each that play together every night on Discord. You just said 5 days ago they aren't balancing around a 4 stack though... Now you're over here mocking me for saying the same ***t in a different way

    Make up your mind

  • Was there ever a wake or official funeral services for him? RIP

  • @ThiccClaud said:

    Why is it that Wesker slows you down if he fails in chase like reverse bloodlust. Why does it progress while you are in chase. This doesn't happen to pig or legion, why does it happen to Wesker? Someone please explain this well desgined mechanic

    Wesker ... Auto Chase Win Mechanic? Wth did I just read

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/347648/the-devs-are-balancing-around-swf

    If they felt the kill rate in the low 50%'s wasn't high enough, well that's a pretty indicative comment. Most likely, the kill rates at the upper levels where survivors simply have uncompetitive resource advantages were way too low. This could lead many, including myself, to assume that they're at least attempting to balance around SWF.

    Edit: And then you get people like AJ who's like "They can't be, Nurse exist!" - completely dismissing the reality that kill rates are probably significantly worse the higher you climb.

    Why are you namedropping me out of everybody here as if I said something outlandish? You also didn't even quote me correctly on top of that, you twisted what I said for a fake quote

    Nurse and SWF are the two biggest bottle-necks in balancing the game which is the only thing I even said about Nurse. The second half to that remark Just sounds like a random projection cuz I didn't mention anything else concerning Nurse or Killer beyond my one simple sentence. You have no idea what my stance is on the topic of kill-rates or the food chain between Solo/Killer/SWF

    You just randomly wanted to attach me to a talking point of yours, even though it has nothing to do with what I said

  • No, they're not balancing around SWFs. They balance for casual solo players, whether they do a good job at that is something different though. Saying they balance the game around SWF implies they balance for the highest percentiles, and we all know this game isn't balanced around the top. SWF & Nurse are the two biggest bottlenecks in balancing DBD though since we're on that topic

  • Nahh you're trippin. You don't have to stream or even play the game 24/7 to be at or above the MMR soft-caps and encounter the cheaters that hang out in that bracket. Its not always blatant either which is the biggest issue, its a popular enough problem to the point where even basic plays start becoming questionable

    When people are turning on unlimited Sprint Burst when they think people aren't watching, Prove Thyself, Saboteur etc. Killers having aura reading without aura reading without actually having the perks/items/addons equipped its an issue. People are doing their best to stay lowkey while only the real petty people are taking games hostage and making their cheat-menus obvious

    They should fix this ASAP, screw whatever this OP is talking about lol they sound sus anyway

  • @Shaped said:

    Try using it and you'll see why it doesn't need nerfs.

    @ImNotBobDylan said:

    You think it is frustrating as killer? Try experiencing it as survivor where you press it in time, you see the animation start, and you still go down.

    Facts, This was happening even with the old godmode DH too let alone the reworked DH. Imagine the new .5 duration on top of the laggy players that can still leave you exhausted, not to mention it can be be baited unlike the old E for distance

    Perk is fine now even though its still strong

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190710#Comment_3190710

    No game caters exclusively to the top that I have every heard of. They may use the top players to help balance the game, but they don't exclusively balance the game off top players. Also, that's not possible in DBD, because then, you would be balancing pro-SWF teams against Killers. That would mean the game would totally be unbalanced for the other 99% of players, which is just absurd.

    This literally has nothing to do with what I said

1 2 3 4 5 6 … 8