Avatar

Accullla

Accullla

About

Username
Accullla
Joined
Visits
841
Last Active

Comments

  • @Bullettimegod said:

    What i hate is when surv is literally running a circle around a truck or some crates and i cant get bloodlust and it just goes on. That is boring chasing. Looping how ever is fun. Killer shack looping is fun. (When in surv)

    You need to hug the structure you're chasing around and round the corners as tightly as possible. It may sound like an overkill, but it makes the difference between a survivor making 5 circles and only 1 or 2 circles (loops).

  • If you chase mindlessly or don't try things whilst chased, then it gets boring. It's up to you to make your chases fun - both as killer and survivor

  • Sounds like you think that you're the one doing the balancing

  • @TheClownIsKing said:

    I’d like to see DS & Unbreakable get the Deliverance treatment. If the survivor successfully stuns/self revives, then they’ll incur Broken for a significant amount of time.

    I don't know.. I'd say in both of these cases you'd want people to waste time healing. Otherwise their only other option will be to hop back on gens

  • @yadielrodriguez said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642723#Comment_1642723

    Dbd now days it special like is 2020 so everything that is going on now days is ridiculous that make the game unfun and also having complaints about everything that can't have even a good game to relax anymore that why I did stop playing it for 3 weeks and just played to get the full tier 70 so I can just play other games to have fun so now im waiting for the next tome and see how different things can be.

    Try using punctuation... I have no idea what you said

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642712#Comment_1642712

    Fair enough, of course it depends if the Survivor is actually good or where they are. Like, if someone wants to get chased at the Disturbed Ward Building, better to ignore them.

    But I agree, often enough Survivors start getting cocky before getting good. I guess this happens if you want to be like your favorite Youtuber, but skip the Step of learning the Loops.

    Yeah. Obviously play it by ear.

  • @[Deleted User] said:

    Hopefully nothing major happens to PH. I'd give him more flick on POTD to make it more skill based but give him a speed curve when putting the sword in the ground and picking it up so he doesn't have risk-free zoning capability.

    This.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642052#Comment_1642052

    Yeah, thats the problem with NOED. Why try to play good when you have your free Speed Boost and Instadown at the end?

    In general, its always bad to follow the cocky person who wants to get chased. 100% there will be a weaker Survivor in the team.

    Although that's often true, you'll be surprised at how often cocky players turn out to be absolute potatoes. In my experience it's better to judge survivors' skills based on how they do in a chase, rather than whether they try to taunt you or not.

    My point is, don't ignore a free chase just because the survivor seems confident.

  • Console has its mechanical, visual and optimisation drawbacks, but it also allows you to lay down on your couch in front of a massive TV, get as comfortable as you want and play dbd. After a day at work this is more valuable to me than playing a smooth game

  • It's a decent perk idea. The issue I see with it, that people will farm each other more and use the excuse that the hooked person must have that perk, which will make it pretty much mandatory in solo queue.

  • @stvnhthr said:

    It is a perk which should still be usable, why be penalized for not getting hooked until the end? The devs should be thinking of rewarding survivors for their skill not penalizing them. If you have deliverance you should get to use it, if you are the last survivor you should get 3/5/7 seconds of invincibility to try to get away. It is all about balancing how perks are used. Killers do not have perks which are useless is one survivor is left.

    By not sharing hook stages you're effectively killing your team. That shouldn't be rewarded.

    Also, I don't think deliverance should activate when you're the last survivor. Like some others said - it just wastes time and

  • @DarKaron said:

    The problem with Object of Obsession is that, while yes, Survivors make call-outs in a SWF at all times, an OoO user makes the issue 100 times worse for a few key reasons.

    First, any Terror Radius-changing Perks or Addons that don't grant Undetectable are absolutely useless against Object of Obsession, which means they will see you at all times and call you out, bringing me to the second issue.

    An Object of Obsession user is able to, functionally, see you at ANY distance, and see EXACTLY what you're doing, where you're doing it, when you do it.

    Setting up a Trap? Expect that to get snapped by a twig or flashed. Laying a Portal? Expect it to immediately be cleansed when it opens. Trying to sneak about with Monitor and Abuse as Deathslinger? Sad days for you, you'll literally never catch up to the Obsession, and everyone will know you're coming from miles away.

    Object of Obsession isn't anywhere near as bad on solos, but nobody runs it on solos.

    I run it in solo. The best thing to do for your team in solo queue (if you're confident) is to occupy the killer while your teammates do their thing and object activates people's tunnel vision, so most of the time you end up getting chased all game.

  • My answer is *nothing - the game's become too repetitive. After playing as long as I have, I'd need for something new in order to come back. Ever since I maxed out all killers and survivors I have nothing to grind for anymore and the game itself is just not that interesting in itself

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1636822#Comment_1636822

    Actually it is hard to tell which side was more restricted at least from my point of view on the matter as some killers were allowed to run all addons for example while others were not. Survivor had restrictions even on perks so that you do not get to see 4 people running ds/unbreakable for example. So I would honestly have to look up the rules but from a gut feeling it seems survivor was more restricted.

    By the way slugging was allowed and done several times in the games, killers often unable to even find all of the slugged survivors again so there is that.

    I do not consider myself to be top 1% in dbd, I feel that I get matched badly. Most of the time what I see are boosted survivors where I honestly do not understand how they even end up in red ranks to begin with. The problem is I don't feel like I win because I am good but because the other side is bad at the game. That is me playing superfair as killer, giving free unhooks, letting people go out of basement for free, giving hatch and to the point of dropping survivors so they can go unhook because I do not want to end the match that early. Do you remember a point back in dbd where you were r1 and didn't exactly want to play the new killer there because you are inexperienced with his power and also have no perks? Well some challenges required you to play "wraith" for example and even with just predator result is a 4k.

    You have a higher devotion compared to me, yet when you say you are not amazing at the game, I assume you feel somehow the same as me regarding that. I just feel when played with 3 mates that survivor is still way too easy compared to killer, even when killers bring moris and go full sweat. I just want to have fun in the game again not being bored stomping people who I shouldn't be matched against in the first place. I hope this helps to understand my viewpoint on the matter better.

    Ugh.. I wrote a long reply and it didn't go through.

    I understand you better now, thank you for explaining. I still don't fully agree - I truly believe that what you described is not due to game balance, ut due to the fact that you're rarely matched with people at the same level as you. I always think about the impossible trilemma in this context: precise matchmaking, decent ping or quick lobbies - qou can have any 2, but not all 3. Currently the priority seems to be ping and lobbies, meaning that your matches won't be fair most of the time.

    In my personal experience: for a while now I play kyf a lot more than public games. My friends and I are all around the same level and whenever we play seriously (regardless if I'm playing survivor or killer), I can always name the exact plays (or misplays) from either side that determined the outcome of the match. I don't think it gets any fairer than that.

    Regarding the tournament - I think they were allowed to slug for the 4k (to get hook points for the last surv and deny them the escape points) ,but not during the actual match. I do remember the game you're referring to where the last person bled out

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630287#Comment_1630287

    Good survivors should have to sweat their ass of close to the same amount that killers have to sweat in order to win. We saw what happens when survivors play near perfect, sad story for the killers, this was with restrictions on the survivor and killer side regarding addons and perks.

    How does this argument make sense to you? Ofc the game has to be balanced to the 1% and not the majority, because the majority of people are casuals and noobs and bad at the game we balance around them so that the 1% breaks the game entirely? There is not a single game out there where the majority of people are not casuals, okay maybe MMOs yet there too it will be balanced around the people with no life and a concerning amount of hours. You should understand that balance works for both sides and not just one. This is the normal process for game balance otherwise you end up with a completely broken product which can not be enjoyed once you are good at it due to too much stuff being broken. Like seriously do you think that is a good idea? How does it not make sense to take advantage of the expertise from the top 1%? In starcraft 2 99% of the players have no trouble to enjoy the game even tho while it is balanced for the top 1% same story for mobas or other games.

    I mean lets balance around the casuals, you think it is good to slow down killers? There was a thread saying killers are op due to the extreme speed, especially trapper and clown. Do you think it is a good idea to make them go at 98%? No? How come? Because you are not a casual noob and have experience and can tell that this is a horrible idea but those are the people you want the game to be balanced around. WHY?

    So you tell me I should intentionally play bad, in order to have fun? Seems like topnotch balance my dude. You do not adjust balance because players are bad at the game but for the people to have a fair ground. When you can break balance just with a playstyle, it is off.

    @Accullla

    Fine, for the sake of it lets take the medkit changes. Septic was buffed without a doubt, granting portable bt, still enabling you to reset a chase and even granting protection against all instadowns be it ability, addon or perk a killer can bring.


    You talk about the 1% and referred to the tournament. It was designed to be entertaining and then competitive, thus killer was restricted a lot more than survivor. If people were simply allowed to slug, you'd have seen way different results. The thing is that no one wants to watch 3 people crawl on the ground. Even despite that aside from the last two teams matches ended up being quite balanced (killers won pretty much as often as they lost).

    Do you really consider yourself to be at the top 1% of players skill wise? Even after 10 levels of devotion I still don't think I'm amazing at the game and yet I have no problem winning most of my killer and survivor matches without having to try too hard. If you struggle so much, it means you're just going against people who are better than you. Try not to sweat for a few gaims and you'll eventually get slotted with people around your skill level (if the matchmaker ever worked, anyway).

    Granted, there is quite a lot of RNG in the game and some matches are pre-determined by that, but RNG goes both ways.

    Regarding the styptic comment - this is a weird one. In some instances it's stronger and in some others it's weaker. It's too situational to call it a buff or a nerf.The thing is, it now has a decent amount of counterplay, which it was lacking before. If you look at it alongside the syringe change though (both addons were changed in the same patch). It's an overall nerf

  • Like someone else said earlier, perks in themselves aren't crutches. They become that when you start to rely on them too much. E. G. Survivor gets so used to iron will that they continue to try the same mind games in chases even without it and end up getting caught in seconds; killer gets so used to bbq that if they don't see an aura they have no idea where to go

  • @Ekthanol6 said:

    Just had 2 games in a row where the last 2 survivors just jumped in the hatch infront of me while all i could do was to stand and watch because of a key

    First game they bringed in a key but i didnt see it at lobby so i was suprised by them opening the hatch but fair enough

    Second game made a 3 gen as blight killed 2 of them 1 of them found a key in chest and the hatch spawned right next to them

    after that last game i finally realized why people tunnel and bring moris because the game forces you to do this or you just get bullied and "outplayed by a key spawning in a chest "

    But atleast the killers are the power role right?

    Aside from RNG sometimes tilting the scales in either team's favour, in general the better player has the power role. You're not entitled to be the power role just because you're playing killer. You actually have to outplay your opponent most of the time

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632303#Comment_1632303

    The sad thing is I genuinely believe you don't realize how much gaslighting you're doing lol

    I believe I've been pretty direct, albeit a bit sarcastic

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632210#Comment_1632210

    Whatever. This grief and shaming schtick is old, and kind of pathetic. I'm totally secure. I say what things I will do, and why. I don't give anyone garbage about how they play. You can take your Survivor's Guide for Killers and ... well... use your imagination.

    I've been nothing but supportive with you. Literally said you can play however you like. I understand you don't like to hear the rest, but there's no need to get defensive - it's not healthy.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630163#Comment_1630163

    Actually, no. We can still win by taking a 4v1 to a 3v1 early. We can still earn good Emblems and still earn lots of points. :) We just won't earn AS many. We use whatever legal, valid strategies work in a given match. What else would you expect?

    I don't really expect anything. Just calling it as it is, my man ;) you use whatever tactic you can to tip the scales in your favour. You're free to be as insecure as you will. Same as a survivor who brings a key and then stealths around the map waiting for their teammates to die, so they can get hatch. Super boring and pointless playstyle, but it does award you the win at the end.

    Personally, I enjoy the game, so I actually play it

  • @Endstille said:

    Prove Thyself buff from 10% to 15% for each survivor on a gen. This year

    Wrong.

    That was not a buff. General repair efficiency whilst working on a gen together was reduced (nerfed) , therefore, the prove thyself numbers got tweaked in order to maintain the old 100% efficiency with 2 survivors on a gen. With 3 or 4 survivors the efficiency is actually still lower than old prove thyself, so overall it's actually a nerf - same efficiency for 2 survs and lower efficiency for 3 and 4 survs.

    Try again.

    @ArcticWolf FYI.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629691#Comment_1629691

    The problem is 100% created by the ever-increasing power and population of the SWF. Tunneling and the Mori have always been around. Killers could always use them. They didn't, on average, because there wasn't a need. Now there is a need, created by a changing META. Killers have attempted all sorts of ways to deal with the increasing commonality and potency of the SWF, but none of them are as effective as removing a person from the carefully coordinated COMMS.

    Removing 1 person from a SWF slows down the Gen-Rush, reduces the amount of information they share by 25%, and gives all the others pause (puts the fear of the Mori in them) and makes it easier to run them off Generators. Do you see where I'm going with this? Killers aren't shifting strategy because they love the Mori (we earn fewer points overall) but because to salvage our games at all we have to reduce that advantage. Balance that advantage and level the playing field, say by putting Group/Team in their OWN Que where extra requirements can be added to them (say extra Generator and giving the Killer a 5th Perk) and the problem would take care of itself.

    Again, Killers (and I so play one) would rather go for more Hooks, have more time to play the game as it used to be played, and earn more points and Emblems overall. But until we have ANOTHER option that actually works against the SWF issue (without all of us somehow turning into Otz, Monto, etc.) we do what we gotta do.

    What is there to salvage? If you lose, you got outplayed and that's that. Get over it. All you achieve when you mori off 1st hook is earn less bloodpoints for yourself and everyone else in the game in order to stroke your ego

  • Not sure what the screenshot is trying to show. You only played against one person with ds/unbreakable. Meanwhile you had 2 selfish carers (arguably the best killer perk in the game)

  • @Caz2018 said:

    https://forum.deadbydaylight.com/discussion/comment/1625095#Comment_1625095

    I've been playing a while and why I don't play as Billy, my brother does and he looked at the perks and add ons with me - he wasn't running anything that would have allowed him to do what he was doing. I do check before I call cheat.

    I call BS on your comment about PC players teaming up against console players - I've seen it frequently since cross play went live.

    It's an in built mechanic, people call it curving.

  • Judging by the fact that you don't know about map marker addons and Billy's mechanics I assume you're quite new to the game. None of the things you described sound like cheats - it's just things that new players don't understand and therefore assume the other player is cheating.

    Also, PC players teaming up against console players is not a thing.. You've been reading too many conspiracy theories my friend..

    P. S. The hook thing is a bug that happens constantly at the moment

  • Yeah.. Never chase the dude who plays for distance at the start of a match. Takes too long.

  • @Mtom912 said:

    tunneling may seem good in concept, but it actually is a terrible strategy, if a killer is tunneling a survivor off hook, that would also normally mean they are near the hook at all times, so they are not pressuring gens, that means the other 3 survivors can safely do gens, and 1 occasionally save while 2 continue to do gens, add in BT and DS that should be 5 gens done

    This. If you find them normally and decide to tunnel them down to get them out of the match, then fair play. However, if you make a point to tunnel them off-hook, you're most likely setting yourself up for a loss

  • @SpaceCoconut said:

    Outside of gameplay mechanics, the visual effect they were going for was that from other ghost jumpscare movies where a character sees the ghost at a distance and then it's instantly right in front of them.

    Visually, this is the effect and experience they were going for.

    Getting rid of the husk eliminates this effect.

    What would you want to give the Spirit in exchange for being able to tell when she phases? We're talking about balance afterall.

    In exchange she gets a vault animation.

    Honestly though, I like OP's idea. That's not going to make her more fun to play or verse, but at least it's going to force people who think they're "mindgaming" start to use those grey cells in a chase, or switch to another killer. It just gets rid of the most brainless interaction in the game.

  • Good list.

    I'd move billy up a tier to very high (before changes - not sure how new billy plays);

    Drop pyramid, plague, doc and clown down to low/meh

    pig to high

    deathslinger - high

  • @CertArn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1448928#Comment_1448928

    You are kind, but i doubt i will ever hit this magical 5% with 2000 hours. :) And anyway i play for fun. I will be better, sure, but i dont want second job. Also i dont really care about running, i like to be snaky, i like hiding behind this one barrel waiting close to gen when killer is sarching me for minute and go away thinking i was already not there. :)

    I don't think it takes anywhere near 2000 hours to get bored of hiding and see how much fun chases can be, but I get your point, so no argument there :)

  • @BaroneMaximus said:

    https://www.youtube.com/watch?v=yi6P7Jxf6AM

    Ok, this is what i believe being the best player in this game and i don't base my judgement on the skill (even tho he is pretty skill) But i judge his skill on knowledge and fairness. Basically: He plays fair, he always tries to 12 hook and he never play lame unless he has too, This is exactly me EVERY game. But the outcome is: You get gen rushed and you get mocked for it :\

    I believe that the only way to play this game should be the way to make the match fun for both sides and i say this because i play both sides so i know what playing lame both sides mean... But playing fair is NOT rewarding because the outcome is always the same: Gens goes fast and you have no way to match the unfairness of maps (See the pallet at the bathroom right in front of a jungle gym)

    Now, anyone else believes that this game should be much more fair/fun and rewarding or it's just me? Because i don't think that escaping or 4king should be important things, not for me, but having challenges and enjoying the game should.

    ok

    1. The game lasted 15 minutes
    2. They literally didn't have a single gen done 5 minutes into the match
    3. He had infinite tier 3 long before the first gen popped

    He had plenty of time to hook everyone 3 times. He just decided to spend half the match aimlessly wandering around the map. This game was extremely boring to watch just based on the fact that neither the killer, nor the survivors did anything the whole game.

  • I don't have any issues with freddy himself, just with the way a lot of people play him - i.e. stacking multiple slowdown addons and perks. It's not even that he's too strong or performing too well. It's that the games last so long, I just want to be out of there midway through.

    Spirit - there's definitely some counterplay to her power. When she stands still, try to leave her FOV without leaving safety to force her to phase or move; fake going away from safety, but stay close enough to run back in case she was faking; never stand still. Focus on making distance, rather than looping tiles and so on. All of this gives you some counterplay, but at the end of the day, most of your chases will still be mostly guesswork. I don't find that particularly interesting. Like freddy, i don't want her to be weaker, i'd prefer if her power got completely changed

    Deathslinger - just like the other two, i don't think he's too strong or oppressive. His power is just extremely annoying, specifically when you've made distance from him. All he needs to do is fake a few shots and force you to dodge to lose all your distance. Otherwise if you don't dodge, then he can just shoot. The problem I have with this is that the other player does not need to outplay you in order to force you to give up your advantage. For that reason i think there should be a limit on how much you can spam your power without actually shooting. If any killer needs charges it's deathslinger, not nurse or billy.

  • @OpperSnaak said:

    I seem to always miss out on the sales..

    I want to play the game so bad, got it on steam but since my friends don't play PC anymore I also want to buy it for my playstation.

    Does some1 know when the next sale hits? or any tips on notifications about DBD sales?

    You can buy the game when it comes on sale, but I suggest holding off on buying DLCs for the time being. BHVR have announced that they're working on crossplay, which many of us think will also include cross-progression, so you might be able to save a bit of money on the content that you've already bought on PC when that happens.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449698#Comment_1449698

    I'll tell you what though, since this damn near happens to me every game the past 2 days, tomorrow when i play i'll record all my games and upload them so you can see what i'm talking about.

    The "I have 1000 hours in the game" argument doesn't actually mean anything - if you're unwilling to learn from your experience then it doesn't matter at all how long you've played the game. You could have 5000 hours and still struggle with early game pressure.

    Your math still doesn't add up in the situation you described, which is why I'm forced to read between the lines. In the beginning you said that noone was working on gens whilst you were patrolling the typical spawn points, but then still add half of that time when calculating their time to work on gens.

    Furthermore, the fact of the matter is if you have 1000+ hours in the game you should know where survivors spawn (which you claim you do) and even though a gen hasn't been started yet, they'll still be in the area - crouching around or looking for chests/totems, i.e. waiting out for you to pass in your initial patrol so they can immediately jump on the gen after you've passed by. Search the area.. I guarantee you'll find someone. Again, whispers is an amazing early game perk and a great overall tracking perk.

    Yes, the devs did say they're doing something about early game. Do you remember when they nerfed ruin? The idea was that good survivors didn't mind working through it, so it only punished new players. Among other things it was a qol change to make the game experience more enjoyable for beginners. This early game thing is quite similar. Good players shouldn't struggle mount pressure from the start, but newer killers need help in the fact that they usually have gens popping left and right before they even manage to get their first down. This change should cater to those people.

    Regarding the pallet thing. I completely agree about shack - kick that when you can, unless you're trapper or hag. Regarding the other pallet - again, teabagging doesn't mean they're playing the pallet. Also, why didn't you zone them or at least fake playing it to make them lose some distance (i.e. pretend you're looping the pallet and then snap your camera back to break it. the survivor will start looping and will only begin to make distance during your break animation, not before it)

    and.. what killer were you playing by the way? You never even mentioned using your power, so the only ones that would make sense are oni or myers (with every other killer there should have been at least a mention of you using your power). Both of these are snowball killers, who would quite frequently give up a few gens at the start of the match at no real detriment.

    I'd be glad to watch your video and happy for you to prove me wrong.

  • Some people want to give you a hit and some people just want you to see them teabag. I don't think this will ever change.

    May i suggest however that if you don't want to hit them out or give them extra points, you don't actually have to stay until the game ends - just go make a coffee, have a snack, stretch your legs, watch a youtube video, etc. By the time you come back the game would be over and you'd have had time to cool down

  • @Reinami said:

    Just had a game, mother's dwelling, so large map of course.

    Patrol gens, as soon as map starts,

    No gen being done,

    loop back around to the nearest gen,

    find a survivor near killer shack.

    mindgame the shack so they immediately have to throw it down or get hit. They throw it down, break shack pallet.

    They hold w (https://www.youtube.com/watch?v=-Fv1rD82kmM)

    Catch up, they run to another safe pallet. They immediately throw it down, 0 loops. I break it

    They hold w.

    Catch up to them, bloodlust 1 happens (remember, no looping, they just held w after i broke a safe pallet).

    Land a hit.

    They start to hold w.

    Ding, Ding, Ding.

    3 gens pop.

    What am i supposed to do there? I mindgamed shack so well they had to literally immediately throw down the pallet, no looping. They held w until they got to another safe pallet, and didnt even loop it, just immediately threw it down. Then held w again, and when i finally land a hit, bam 3 gens pop.

    This is a cool story, but feels like you've missed out several details maybe because you want to build a specific narrative.

    Firstly, reading between the lines it sounds like it took you forever to find your first survivor. You said that no gens were being done, but if that were the case and noone started working as the match began, then they wouldn't have had time to finish the 3 gens in the time it took you to land your first hit. My take from this is that you took a bad patrol route and when returning to your original spawn point found the one guy who wasn't doing gens. If you struggle with finding survivors i strongly suggest using whispers. It's probably the single strongest tracking perk, way better for early game pressure than corrupt.

    Secondly, based on the situation you described it sounds like they started holding w as soon as they dropped the pallet. You should observe what the survivor does before mindlessly kicking every single pallet you see. If it's safe and the survivor stays to play it, then kick. If they abandon it, there's no reason for you to kick it, unless you plan to go for a different target right after that. Also, sounds like you broke the pallet on the same side - loop around and push them back to where they came from - you know they've already wasted resources in that direction.

    The point is, don't blame the game for your mistakes. Nobody's perfect, but by blaming the game you rob yourself of the opportunity to understand what you did wrong and get better. I know it's easier to chalk it down to "bad map design"; "survivors holding w is OP" or something along those lines, but most of the time people just fail to acknowledge their own shortcomings.

    Last bit of advice - try to think for yourself and stop drinking up popular streamer's words like gospel. Doing so is a great way to find excuses for your own mistakes instead of learning from them.

  • Every survivor in the game has identical hitbox, so don't worry about male characters being easier to hit.

    To begin with, many new players choose to play the female characters, because theyre a bit smaller and easier to hide. However, once you become more experienced, you won't mind being chased and the size of your character won't really matter to you anymore. Stealth is not really a good tactic once you start playing against decent players, so you'll eventually hit the point where it won't matter to you whether you play a blendy characer or not.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447072#Comment_1447072

    It's really not true though. People get less points because they only do gens. Cleanse totems, get saves, heal allies, unhook allies, get chased an lose the killer. All these will net you big points.

    The key word is on average. You don't necessarily get the opportunity to do all these things every match (e.g. the killer didn't manage to get many hooks; you got tunnelled all game and didn't get objective points and so on). That said I agree that if it was a fairly balanced match up where the killer got at least 9-10 hooks, you should easily get 24k points even if you don't escape.

  • Toss a coin in the air - Heads means she's phasing, tails means she's standing still.


    Jokes aside - good players will stand still for a second or two to see how you react - do you stay where you are, do you try to make distance, or do you go towards the pallet. Then they'll phase and try to hit you. Therefore if you think you're versing a good spirit, try to fake them out for a second or two and then do what you actually intended to do.

    If you think you're going against an average or a bad player, they'll spend a much longer time standing still, so one way to bait them out is fake as if you're running away from the tile (but don't go too far away). As soon as they see you moving they'll go after you. At that point run back to the tile and either re-initiate the stand-off or start a chase

    so fun and interactive, right?

  • @derppug said:

    Everybody constantly brings us the issue that the bloodweb/perk grind is way too tedious at this point, perhaps because it is a dated system. As someone who began this game a little over a month ago, I agree with this point. But I know that changes to this system need to be made incrementally, as it would be a lot of work to uphaul the current bloodweb in place.

    I think one of the best ways to do this is to equalize the BP gains between the killer and the survivors. As it stands, Killers tend to net several thousand more points per game (and even more so if you are knocked out of the game fairly quickly). To make matters worse, WGLF is a useless perk. It's sole use is to farm the bloodweb, but the grain makes it feel like you must use it for an obscene amount of time if you main survivor. It also requires the killer to be doing well (as if he gets only a few hooks, chances are you won't get much BP bonus)/ If you just compare this with BBQ, you'll see just how badly implemented David's teachable is. For starters, BBQ without the BP modifier gives amazing detection that rewards you for doing your job (hooking survivors). It also is much easier to stack and does not create as much pressure as the need to actively "farm" this bonus. This perk is so good that many killers run it in their set builds, so it rarely will feel like a waste of a perk slot. This makes it really common for killers to get a +100% BP bonus per match on top of their already average gains.

    If the grind was lessened, by the very least through an equalization of survivor and killer BPs, I'd probably spend much more money on auric cells in this game. I get a lot of entertainment customizing skins and enjoying the appearance in game. Luckily, most survivors are just skins. But I obviously have favorites and have started purchasing outfits that tempt me in the store. But one thing stops me from buying more - I'm nowhere near close to feeling like I can comfortably play other survivors. This is because I want a good perk loadout (tier 2, preferably 3, of perks that I enjoy using) and, being a completionist, I won't grind any bloodwebs past level 50 because I want to prestige. ON TOP OF THIS, you must prestige so many times, so the process takes forever. This makes it so that it would take 100 hours just to get a loadout on a survivor I like, delaying my purchase.

    In short, please rethink the bloodweb system. It would not only benefit all players, both new-comers and veterans, but also it would probably encourage more people to buy more skins (benefitting BHVR).

    It's true that survivors get less bloodpoints on average than killers, then why don't you try playing killer more? A lot of new players choose 1 role and stick to it, which prohibits them from enjoying the game in its entirety.

    In terms of the current progressions system (bloodwebs) and it's grindiness - I'd hate it to go away. It might be a bit overwhelming for newer players, but it's also pretty much the only thing that drives replayability in the game at the moment. The fact that you can only unlock content in the game by playing it gives you a reason to come back to it. Otherwise myself and probably many others would have stopped playing and switched to something else a long time ago

  • @DwightOP said:

    As majority remembers, bloodlust got added to the game 2016/2017 to band-aid fix terrible map design and insanely strong tiles.

    But slowly, bhvr is reworking and creating more and more maps with very short unsafe loops. Bloodlust is slowly becoming outdated and on those maps it's just overkill.

    I'm wondering IF and WHEN we will see bloodlust nerfed or even removed. Waiting till the last map is reworked is certainly to long, it might take years.

    Just don't run circles around pallets.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444368#Comment_1444368

    This is how current chase mechanics work for killers:

    1) If a survivor is running (not walking) in direct LoS of your FoV, the chase begins.

    2) While those conditions are met, the chase is maintained.

    3) Chase is slowly lost once those conditions are no longer, in their entirety, met. That means either LoS blocking, or they stopped running.

    What I am proposing is to remove the "maintain inside FoV" condition. That way, the only effect it will have is to stop moonwalking, and it won't make anything else any easier since the chase decay timer is immediately reset already. That wouldn't make it any easier to gain bloodlust, but it would make it so that the chase doesn't decay just because the killer is moonwalking. And it certainly wouldn't backfire by making DS stronger, it would act as intended by removing chase spoofing.

    I can kind of see where you're going with this, however, currently even if you keep sprinting, but stay behind an LoS blocker for long enough, you'll still be able to lose chase as survivor. I'm not 100% certain I understand what you're proposing, but if did get it right, then the killer would still be able to maintain chase as long as you don't make too much distance and hold down the sprint key, regardless of whether they can see you or not.

    I guess it's give and take - make a perk stronger, but give up a mechanic that helps survivor in general against bloodlust. However, it feels like you're giving up a lot for the sake of one perk which is locked behind a DLC, which a lot of players don't even have.

    I still don't think it's a good idea.

  • @Hoey said:

    Would rather some people run only second chance perks like Adrenaline, Unbreakable, Decisive or Borrowed Time?

    There are half a billion perks and abilities that make immersing less powerful. Run them.

    Would i rather survivors only run second chance perks like adrenaline, unbreakable, DS, BT? Yes please.. Hopefully they're also decent players who can give me a good chase.

    It's not about immersing being powerful or not - it's definitely not powerful. It's about wandering around the map bored out of my mind, looking for survivors whilst none of them are doing objectives. I'll still kill them, but now there's the added danger that I'll die of boredom in the interim.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444119#Comment_1444119

    Doesn't that just mean that the chase mechanics need overhauled so that killers can no longer moonwalk to spoof the chase system? It could still be initiated the same, but after the initiation the game could take into account the killers potential LoS, like a laser pointer that's locked onto the survivor and doesn't allow the chase to decay til the survivor stops running or its broken. Sure, it would destroy PWYF, but it would open up some interesting possibilities like this DS concept.

    This idea will backfire on you. Good survivors manage their sprinting, so they can lose chase by blocking LoS and walking when they don't need to sprint in order to reset bloodlust without having to use a pallet. Your suggestion will make DS stronger, but will make it easier for killers to gain bloodlust on you under normal circumstances

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443921#Comment_1443921

    Oh my bad, I guess that should've been a more general statement rather than on just you.

    No worries. Just remember that a lot of people enjoy playing both killer and survivor, so the fact that I like using OoO and don't mind it used against me doesn't automatically mean that I want all killers to be nerfed into the ground.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443747#Comment_1443747

    Where was that mentality when Nurse and Billy were getting chopped

    You're asking the wrong person ;) I was against both of the re-works

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443747#Comment_1443747

    How long will it take me to find you complaining 'bout Noed?

    Be my guest ;) I believe you can easily browse through other people's comment histories. To save you some time, I don't use noed, because it's not worth the perk slot, but to each their own - if you like to wait until the endgame to actually use your perks... again, be my guest.

    Back to your thing - the fact that you struggle against a perk or get tilted by people using it doesn't mean that there's something wrong with it and definitely doesn't make it an exploit. It just means that you are still new-ish to the game and have yet to learn how to deal with certain aspects within it.

  • I assume this is a joke, but just in case it wasn't - How about if more than 1 person has OoO, you play the match that you were given?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443417#Comment_1443417

    Nah, I can slug. You know, what Killers do all the time, but becomes impossible when DS is used. (Pretty sure that most people complaining about DS are actually tunneling. But it sounds better to say "The Survivor ran at me" than "I tunneled and got punished")

    Also had people done that twice in one game. So basically, unhooked, trying to bodyblock even if I clearly want to go after the healthy Unhooker, slugged, hooked and repeat. Dont know why they think it is a good idea to play like that.

    Most people are sheep. They see a popular streamer do it - they do it; they are told that good players do it - they do it. Problem is, what these folks don't understand is people do it because they're good and they don't mind getting into a chase off-hook; not the other way around. When said sheep end up downed and killed off, they complain, most of the time not even realising it was their fault in the first place for mindlessly doing stuff without understanding cause and effect.

  • If you don't like slugging for the 4k, then don't slug for the 4k. Mind blown, am I right?

1 2 3 4 … 19