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Accullla

Accullla

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Accullla
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  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000562#Comment_1000562

    You do raise a good point as well, but I'd also like to mention that Ruin did help at least crush some of the more obnoxious ways of doing gens, like all purple toolbox swf combos. This helped a killer like Piggy get some breathing room for her to get her traps on the survivor's heads. I do wish more killers and killer mains, including me, were more able to easily dodge the no ruin situation so well like Otz.

    I agree regarding toolboxes. I hope they're the next thing that gets reworked.. Even with Franklin's you'll struggle against 4 engineer/commodious toolboxes

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/997559#Comment_997559

    I'm gonna have to disagree... slightly. I mean, yes it was big, but Ruin is a major blow to killers who can't dish out map pressure enough to get around that obstacle. Survivors could at least use a medkit to get around the self care nerf. But, it still does the same thing, you still heal yourself. Ruin used to slow down the game, now it just regresses gens while preventing you from using arguably better perks. Like pop goes the weasel.

    You might be right, although there are decent alternatives to ruin even now which a lot of people use, because they don't want to rely on RNG totem spawns and so on. That's besides the point though.

    The point I was trying to make is that the change back then was big enough to upset many survivors and people made a fuss, just like they're doing now. If you believe that the game should die now because of this, then it should have died back then as well and it didn't..

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/997559#Comment_997559

    HUGE difference, it was a nerf to the POWER role of survivor and it didn't affect gameplay THAT much, ruin nerf is MUCH different, it will make gens go faster period and now killers have no perk to slow down gens at the beginning of the game, before you say "corrupt intervention" I just see that perk as forcing survivors to work together on a single gen making the gen go faster

    The power role sits with the team that has higher skill, with some RNG mixed in. It depends on the decisions you make and how well you can predict your opponent's actions and this applies to both survivor and killer.

    By saying that the self care nerf didn't affect gameplay that much, you show that you just ignore facts that don't fit your narrative. It was a perk used by almost every single survivor and nerfing it forced a whole new non-heal meta into the game. There was a massive uproar at the time, similar if not larger than what youre seeing now.

    Gens will go faster if you don't pressure survivors and just try to chase them one at a time until they go down without any thought or reason. You're right on this one.

    No I won't tell you to run corrupt, because there isn't a single perk that will make all problems go away. You need to set up your loadout with an actual plan that fits your playstyle. I'll personally take whispers over ruin on most killers any day of the week. However, your reason for not wanting to run corrupt is very flawed. Survivors grouping on a gen that is on YOUR side of the map, due to corrupt, is probably the best thing that can happen to you as killer in the early game. Firstly, multiple survivors work less efficiently when they stack on the gen. Secondly, it forces them to pressure a single area instead of spreading out, making it much easier for you to put your own pressure on multiple survivors at the same time. Thirdly by blocking off the 3 farthest gens (which a lot of the time will be on the same side of the map) allows you to start setting up a 3-gen strat from the beginning of the match. If you don't see the value in that I don't think I can help you much more..

    @DeanIcity, back in the day everyone ran self-care.. you can't claim that experienced players didn't care about it. The nerf required them to significantly change how they played the game. Your other point that new players didn't know what it used to be and old players adapted - you can say the same thing about ruin..

    Regarding the ruin change having a more significant impact - we'll see - steam charts will tell us in a few months just how big the impact on the playerbase was (on pc at least).

  • Surprisingly, mine is clown..

  • I got this yesterday. The guy actually wanted me to provide evidence that a hit looked like it connected on my screen 😂

    Screenshot_20200114_165102.jpg Screenshot_20200114_165145.jpg Screenshot_20200114_165218.jpg


  • Favourite - Billy and Huntress

    Least favourite - Spirit and Ghostface

  • I'd like to see an addon rework for billy and buba - something that changes up the way you play the characters. I sincerely hope that both of their base powers remain untouched though!

  • @Cymer there is a developer Q&A next week and the platform to submit questions is currently live - https://forum.deadbydaylight.com/en/discussion/120618/

  • Great contribution to the topic! You get an A++!

  • @Thatbrownmonster said:

    https://forum.deadbydaylight.com/en/discussion/comment/997559#Comment_997559

    To be fair you can easily win as survivor with 0 perks, perks are just there to help. While killer depend mostly in their perks and powers

    If the power is weak, they will have to 100% rely on the perks

    Of course, i agree with everything you said, although I'd argue that there currently aren't any "weak" powers, but you're saying that as if there aren't a bunch of other good substitutes for ruin in terms of perks. If early game pressure is what you're after you'll always have corrupt intervention, whispers, discordance and so on to help pressure survivors in the first 15 seconds of the game. What bothers me is that a lot of people are so used to running ruin that they are unwilling to try other builds and strategies and see that it's completely viable to do well at red ranks without it as every killer. I'm saying that from personal experience..

  • The patch should drop next week

  • The current matchmaking issue has already been reported numerous times. The devs are aware and have responded that they are working on a fix which will be implemented "soon". My guess is that we should see some improvements with the mid chapter patch

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/995152#Comment_995152

    Least Pig is one of my Mains

    / leaves thread unaffected because he was "approved" by sad salt survs.

    Jokes aside

    Why does anyone care about the survivors opinions of what they approve of or not.

    I think it's just a meme and people like to joke about it. I don't think anyone would actually avoid playing a character just because they believe their opponent might dislike it.

  • @LordGlint I personally think you're doing it right and like the situation you described - sometimes you just can't plan around everything. I'll just add a couple of minor details/things I think are worth considering

    • I'll slug someone only if I am absolutely confident that I'll be able to get a pallet, health state or a down from another survivor in the next 10-15 seconds. Otherwise it's not worth it
    • If I down someone and I know there is another target in the open near me I'll slug the first person and go for a down on the next survivor
    • If I down someone and I see a second target at a strong loop/jungle gym, I'll go there to at least get a pallet. Once I've gotten the pallet I'll consider going back to the slug, unless the other person leaves themselves exposed. Best case scenario - someone will have come to revive the slug and I'll get a health state or a down on them.. otherwise I'll pick up my slug
    • If I know there are more more than 2 people around me, most of the time I'll aim to put one on the hook as soon as possible and then proceed to slug the rest, or force them to trade hooks. I'll make sure that there is at least one person on a hook at all times in order to maintain maximum pressure.
    • UnbreakaBill is a game changer, but apart from picking everyone up, it really doesn't have much counterplay. With that said, sometimes picking a suspicious Bill up is not always an option, so I'll try to memorise the character, item, name and location of each slug and keep a mental picture of where everyone is. That way if someone picks themselves up I should have a pretty clear idea of who they are, where I downed them and where they are most likely to go or what they'll try to do next
  • @Cymer said:

    https://forum.deadbydaylight.com/en/discussion/comment/997456#Comment_997456

    Thank you for your effort.

    Unfortunately this roadmap is outdated and we all are aware that dedicated servers, matchmaking etc still need a lot of improvement and I still are not able to extrapolate the devs overall vision for the game, from this map alone.

    I just want to tune in, listen what they have to say and then decide for myself if I want to be a part of it and actively want to support them or if they go in a direction I personally don't enjoy that much, what is absolutely fine, and focus my energy else where.

    I just seek some clear answer so I can make up my mind and make an informed decision.

    Cymer

    That makes sense and I hope you get a reply here. If not, then your best chance is the next developer Q&A stream, or the next anniversary

  • @Infested said:

    https://forum.deadbydaylight.com/en/discussion/comment/997574#Comment_997574

    Personally I find it annoying(not hard to counter) but after ruin it's the perk most survivors cry about

    I don't think it's the perk itself that survivors cry about, but the way some people use it. You tend to see it on killers who don't commit to any chases once they have someone on the hook, sacrificing a lot of pressure in order to get someone out of the game early, knowing that it's pretty easy to snowball with noed during the endgame with only 3 survivors left. That often results in games with 4 survivors dead after 4 or 5 hooks total. Despite that being a legitimate strategy for getting a 4k, it's a fairly bad one for everything else, because it makes it really hard for anyone in the game to earn any pips or a decent amount of bloodpoints (including the killer).

    As the perk which facilitates this, some of the negative connotations towards that specific type of killer get transferred onto the perk itself.

    TL;DR NOED is not a bad or unfair perk, but gets bad reputation, because of the way some people use it.

  • Noed is actually not an annoying perk (my opinion), it gives killers, who don't do well enough during the match, the opportunity to come back in the end game. Even though it's powerful, it also has many counters

  • With DS it really depends on the situation. Slugging is a form of pressure on the survivors - even if they're not hooked, their teammates still have to get off gens and pick them up. If during that time you managed to find someone else to chase, that means that a maximum of 1 person is actually working on a gen, which is great for you.

    In my opinion DS is only truly geambreaking during the endgame after all gens are done. If a gate is open, DS + BT gives a survivor an absolute 105% guaranteed free escape. That's why I sometimes (if I have enough pressure to be able to afford it) will eat DS knowing that the survivor has it in order to burn it, so the survivor can't use it during the end game.

  • The ruin change, as many other changes will not drive the playerbase away. Some people might take a break, others may leave for good and many new players will keep coming.

    If you disagree, think about the selfcare nerf a while back - it was arguably even more popular than ruin is now. Did the game die?

  • On each platform there is a way to disable incoming messages. Steam edngame chat is actually the easiest to hide and once you do you never have to see it again.

    I don't understand why would want it removed - I bet some people like to say their GGs after a match and maybe briefly discuss something interesting that happened during the game. I don't think that option should be taken away just because of a few bad eggs.

  • As killer if someone gives me a good chase I sometimes tend to commit, because I enjoy it, knowing that I'm throwing the game by doing that.

    As survivor I go for too many mindgames and often get hit in safe zones, just because I tried to do something that I thought was pretty creative that ended up backfiring.

  • It's whatever the players want it to be. 5 people playing KYF or a casual swf group could view it as a party game. Some people scratch their competitive itch by organising and playing tournaments. I personally use it as a stress reliever

  • I've read someone say that the DBD team counts years from birthday to birthday, so until the next anniversary your best reference is still the 4th year roadmap. Also, at the next anniversary I'd expect them to cover topics around year 5 and the future of DBD in general.

    Here's a link to the current roadmap:

    Untitled Image


  • @RuneStarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/995152#Comment_995152

    My psn messages would argue that Myers is a no-go. Any "garbage 1 hit killer" is off limits.

    Bing Bong seems safe though!

    Unfortunately, OP was told that wraith is no longer approved either. We're down to 1 killer now. Dont even think about playing anything else unless it's been officially vetted!

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/995473#Comment_995473

    Unfortuantely that won't be the case for this game.

    There's 2 separate sides, survivors vs killers in an asymmetrical horror game that has perks, maps, different killer abilities etc.

    There will almost never be a time where both sides will be having fun at a consistent rate

    True, although competent killers can make the game fun for both sides, because they know when to put the pressure and when they can ease off a little. In theory good swfs can do the same, but they often choose not to, due to mob mentality

  • Some killer weapon/power customisation would be really nice to see in the game store or the rift

  • @Huff said:

    I was just tossing an idea around in my head a few hours ago but I didn't know if it was worth making my own post about it, but this one seems appropriate enough to mention it.

    I was thinking about a couple things: lots of killers complaining about no hard early game slow now with ruin gone (even though corrupt intervention exists), and the topic of totems (with some people bringing up that ruin shouldn't be a hex perk to begin with.) It just kind of came to me that, if people want early game slowing, and right now with how dull totems don't really do anything, it might be a good idea to give any totem that remains up a small percentage slow to generators (perhaps 3, 4, 5% each.) This would do a few things:

    -Give survivors another reason to work on something other than the primary objective, generators

    -Provide the early breathing room killers seem to need so desperately

    -Help bring totem-related/affecting perks into the limelight (thrill of the hunt, detective's hunch, small game, etc.)

    -Simply help totems be more relevant by letting them provide pressure, and give survivors a reason to actually work on dull ones other than "just in case of NOED"

    Again I've only thought of this a little bit recently, but it seemed like a relatively simple change that would shake things up in a fair enough way for either side. Obviously survivors would be sort of losing something here more so than the killer, but I also am going off the assumption that the changes to ruin are going to be going live, so it wouldn't be as bad if the killer would be losing one of their most popular perks as well.

    Just thought it was an idea worth sharing. Maybe it's been thought up already (probably) but feel free to add to or criticize it.

    I like this idea. My only concern is that it will be an indirect nerf to hex perks like devour or third seal, which aren't very popular in the first place, as people will be actively looking for totems from the start of the match. It could work as a perk though, as then you'd be able to chose between running this or hex perks

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/995152#Comment_995152

    I think Clown is okay, as long as we don’t use any addons above yellow

    I don't know... his bottles distort your screen and some people don't like that.. I think he might be OK if he doesn't throw any bottles or promises to miss every time

  • I think Pig and Myers are officially approved. Huntress is pending approval, but I wouldn't risk playing her just yet. The others are a no-no!

  • @CheersTC

    That doesn't sound toxic or worthy of a salty message. Maybe just a coincidence and you beat some teams who thought they were better than you..

  • It's not me, but this is the most hilarious facepalm moment I've ever seen in DBD 🤣🤣-https://clips.twitch.tv/SmallProductiveSlothWutFace

  • I think this would be an improvement to the current system, but in addition it should be a bit harder for survivors to pip. I have a feeling that currently the majority of the survivors are in red ranks and the majority of the killers are between purple and red

  • As killer I haven't used a mori in about a year

    As survivor I see a mori roughly 1 in every 5 games

    Red rank killer/survivor PS4, EU region

  • What is your playstyle with him? Is there a general theme in the messages you get?

    I play at least a few wraith games in every session and never get messaged, so I don't think it has anything to do with the killer itself.. unless people in your region hate the sound of bells for some reason

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/994859#Comment_994859

    Plague and Legion might be an option for it, but thats it. On the rest of the Killers I simply dont understand why people are wasting a Perk Slot for Thanatophobia.

    @Topic:

    If you are a Killer who can put the Survivors under a lot of Pressure, new Ruin can indeed be better. If you force Survivors into altruistic Actions by hooking and downing people, they need to leave their Gen, which results in Regression. Which is a pretty decent concept, not gonna lie.

    I think the main point is that you, as Killer, most likely dont get any feedback, what new Ruin is doing. You cannot hear missed Skill Checks, because Survivors will most likely dont miss them.

    I just hope that Killers dont go for that massive Slowdown anymore. Because Tracking and Chase Perks might be even more useful than Slowdown-Perks. And I also think that especially the combination of Ruin and PGTW (which is used a lot) is quite frustrating for newer players - you struggle with the Ruin Skill Checks and then the Killer comes around and removes a lot of progress you have done.

    (PGTW is the better Perk anyway. AND you have to work for it)

    On the first bit - Thanatophobia is actually a pretty interesting perk. In my experience it is effective not because of the actual slowdown effect, but the psychological impact it has on some survivors often causing them make irrational decisions. The perk itself doesn't materially slow down gen times, but seeing the red bar when working on a gen and the status icon on the bottom right corner of the screen tricks many survivors into thinking that they need to heal in order to speed up progress without realising that by doing that they're actually slowing down the game significantly more.

    Put on sloppy and you'll see many survivors practically throwing the game spending ages healing each time you slap them.

    Of course, competent players will completely ignore it, but surprisingly it works more often than you'd think.

  • That's usually the newer players. They often do the same regardless of how many survivors are left in the game. The other time where the scenario above happens is when the last 2 survivors don't want each other to win, so they try to sandbag their teammate to deny them hatch/

  • @Kbot22 said:

    @Accullla I am just leaning how to do it but many loops are very hard to curve. I can curve at jungle gyms but the generator often gets in the way if it spawns and the survivors hide behind it. The pallet gyms are easier to curve and often catches people off guard though. My main issue is that they throw rank 10 killer right into the mix with red ranks when it is super easy up to that point. I had no issue getting easy 4ks until now. I wish there was at least a middle ground between rank 20 and rank 1 that doesn't seem to exist

    It's nice to hear that you're doing some curves - it's so rare on console that it always catches survivors off-guard, giving you some really easy downs!

    Regarding being thrown right into the deep end, yeah.. both the matchmaking and ranking system are a mess at the moment. My only advice would be to use this as a learning opportunity. Try to figure out some patterns in skilled survivor movements; think about what they do to make them seem like they're gods and how do you counter it? Don't feel bad if you get outplayed, eventually you'll start slaughtering those teams too.. until then to avoid getting frustrated just focus on improving, rather than winning :)

  • @HYthinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/993664#Comment_993664

    not rly. the job of the killer is to kill not stretch the match to not get a derank. also i cant realy decide if the survivors chose to rush the objective in 3 minutes. in every other game the winner gets the rank up (or points for a rank up) no matter how fast the match goes.

    another example. if i 4k in 30 seconds (exeggerated i know) should i get deranked? if i would get deranked for that i would get even worse survivors and would win even faster. i dont have a problem with winning but the survivors i would stomp sure would.

    why not victory cube like it was back in the old days. 2k = rank up. escpae = rank up. its that easy

    You do have a point, however if you killed everyone in the first two minutes of a match you didn't really have time to do much of anything to demonstrate you are actually good enough to progress to the next rank. It's the same on the survivor side - if they just rush the gens and leave the game in 5 minutes, at least two of them, if not 3 will de-pip. The guy who got chased for those 5 minutes will safety or rank up, because they actually demonstrated some skill by wasting the killer's time and giving their teammates an opportunity to do gens (both of which reward emblem points). It's all about the number of positive actions you completed during a match.. for both sides.

    With that said, I do agree that maybe you shouldn't have depipped, as you still slaughtered the team. In theory in this match the killer should have safetied and all of the survivors should have de-pipped.

  • Well, no offence, but by the sound of it noone really did much in this round. It makes sense that everyone de-pipped, including the survivors. If you ranked up from this kind of game everyone would be at rank 1..

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/120202/devs-please

    If you main Billy then I presume you know how to chainsaw curve at loops?

    It's a little bit more difficult on a controller - you need more practice to curve compared to PC, so it's unlikely that a rank 10 killer would be able to do it.

  • @crazycenobite said:

    Yer its dont really play the same on xbox as it does p.c . Any good build can recommend I have got all dlc

    Depends on your playstyle:

    • thanatophobia + sloppy butcher is a good combo, because it encourages survivors to heal and punishes them for it at the same time
    • Enduring + spirit fury is also another good combo - get a FF hit on survivor and use spirit fury to get stunned out of your power to avoid the cooldown for an instant second hit
    • Discordance is good on him, because it tells you where you can find multiple survivors to hit with FF
    • BBQ and chili is good on any killer, especially if you need bloodpoints
    • Pop/surge are good regression perks, but i personally don't use them on legion
  • @LordGlint said:

    I noticed this the last few days. Billy suffers alot from what ppl call "phantom saw" in that he will swing the stop charging and swing the saw as if hes gonna hit someone but doesnt... Its quite annoying knowing the chase should be over already.

    Anyways, I've noticed its pretty much guaranteed "phantom saw" if I try sawing someone mid sprint burst/lithe/balanced landing. Even though Billy moves at 230% speed while chainsaw sprinting and SHOULD be able to catch a survivor moving at 150% speed during their speed boost...the hit wont connect. Anyone else notice this? Thoughts?

    It's been like this ever since I can remember, unfortunately. Better to just wait out the speed boost. My theory is that it takes a split second for the game to register the hit, you wouldn't notice this delay when the survivor is moving at normal speed, but during a sprint burst they actually run ahead of the hitbox by the time the hit registers

  • Just not enough high rank killers. It's either that or wait 30 minutes in a lobby

  • @Lofepramine said:

    https://forum.deadbydaylight.com/en/discussion/comment/992645#Comment_992645

    I used to enjoy the old (still current) Doc. I tried the PTB and I doubt I'll be playing anymore. They made him weaker.

    The thing is, a lot of people said the same thing about old and new Freddy. However, post-rework we started seeing him in game a lot more. In the same way, the Doc rework will probably upset some people like yourself, but based on previous experience I expect this re-work to be appealing to a larger portion of the player base in the long run

  • Next, i think, is more people playing doc and enjoying the character.. like Freddy pre- and post - rework

  • On Freddy I use BBQ, Whispers, Enduring, Sloppy. From my experience he doesn't really need any addons in red ranks. You could argue that he doesn't really need enduring, but I find it useful in getting the first hit on survivors that are still awake.

  • An animation of the killer covering their own eyes would actually be pretty cool. +1 for that

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