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Accullla

Accullla

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Accullla
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  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154101#Comment_1154101

    This cant be true. Two survivors working together on a gen with prove thyself cant be just minus 4 seconds.

    It's basically the same speed as 2 people working alone on separate gens. That's why you see a blue progress bar if you're working with a mate with prove thyself - it means that you're working at base efficiency. As soon as the third guy jumps on your bar turns red indicating that you're below base efficiency.

  • I've personally found new joy in this game playing with friends in custom lobbies. That's the only time I ever get to play survivor anymore (without having to wait 25 minutes between matches) with queue times as they are. Aside from that, like the others said - take a break, switch roles, change up your playstyle.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154022#Comment_1154022

    Selfish care has shown itself to be undesirable. I've seen the effects of that backfiring more often than not.

    But Prove Thyself, my games go quicker. It's attrition. You are gradually ticking away at it faster much faster with than without, and even if you chase everyone away, you can still have one person come back to save their progress.

    You're missing one important thing regarding prove thyself. It's not very obvious, so I'll try to give you an example - I hope it helps.

    Without prove thyself:

    • 1 Survivor - 80 seconds/survivor/gen
    • 2 Survivors - 44.44 seconds to finish the gen, so 88.88 seconds/survivor/gen
    • 3 Survivors - 33.33 seconds to finish the gen, so 99.99 seconds/survivor/gen
    • 4 Survivors - 28.57 seconds to finish the gen, so 114.28 seconds/survivor/gen

    With prove thyself:

    • 1 Survivor - 80 seconds/survivor/gen
    • 2 Survivors - 40 seconds to finish the gen, so 80 seconds/survivor/gen
    • 3 Survivors - 27.8 seconds to finish the gen, so 83.4 seconds/survivor/gen
    • 4 Survivors - 22 seconds to finish the gen, so 88 seconds/survivor/gen

    As you can see in terms of overall gen speed it's only efficient for 2 people to stack on a gen if one of them has prove thyself. In any other scenario gens would be done faster if survivors split up and did gens separately.

    Now to add more context into this imagine a real game - you hook a survivor and see all of their teammates on BBQ. What would you rather see - 3 survivors on 3 different gens all in different parts of the map, or all 3 survivors stacked on the same gen? I would personally shed a tear in despair if i see the first scenario. That's when I know I'm fu**ed. However in the second scenario (or even if it's a 2 and 1 split and one of the 2 has prove thyself) I know that all i need to do is pressure those 2 in order to gain/maintain control of the match.

    Lastly, I'll mention that from personal experience usually the people who equip prove thyself (aside from the noobies and potatoes) are the survivors who don't intend to spend much time doing gens. What prove thyself allows you is to max out your objective points really quickly and then spend the whole match messing around with the killer, getting chased and helping out teammates. That's why I said that as killer prove thyself is my second-favourite perk - it's because people who use it are either absolute potatoes, or people who don't plan to spend much time on gens and just want to max out their objectives as quickly as possible, so they can move on to the fun portion of the match.

  • @rhodamia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154029#Comment_1154029

    I don't notice lag on my end *most of the time* but I do stream. So I'm sending and receiving signals from all over the place.

    Although this might be the reason, it doesn't necessarily have to be you. You can have a perfect connection, but if the survivor is laggy that will mess up grabs as well.

  • @rhodamia said:

    I was wondering why survivors would run up and start grabbing the wake up clock in front of me. The first few times the grab worked fine and I just thought they were being dumb. Now I realize they were trying to abuse mechanics. Got it. Lol

    I don't think they were trying to abuse game mechanics. The grabs work fine when both you and the survivor are playing at low ping. They're only busted if you or the survivor are laggy.

  • @Tactless_Ninja said:

    They just need to reduce the bonus for working on the same gen. Gens fly when you either leave people alone while they're on a gen, or they dogpile one and then move to the next.

    Actually as killer it's better if survivors dog pile on gens. That means they're concentrating their pressure at a single point on the map, making it easier for the killer to interrupt all of them at once and split their own pressure on multiple Survivors at the same time.

    In addition to that, even with prove thyself, survivors are less efficient if there are 3 of them on the same gen and only as efficient if there are two. That's why prove thyself is my second-favourite killer perk after self care. It forces survivors to waste their time doing gens together in pursuit of delicious bloodpoints :)

  • In my hands he needs a buff. In a bunch of other people's hands he needs a nerf. He's a very fun killer to play and verse that requires certain mechanical skills which I lack on a controller.

    In other words, I'd be happy if he gets a slight buff or something that helps with aiming, but I don't think he needs it.

    Edit: I just read the other comments - @honestlybaffled @Reinami i think increasing his range is an unreasonable ask. His current range is already 2 meters higher than his terror radius with monitor and abuse. Do you want to pull people back to you from across the map?

  • @Wooden_Enthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151543#Comment_1151543

    ah nope in your original post you said he looks and plays very differently than any other killer in the game just before literally describing every stealth killers approach like yeah he can pull a survivor off a gen and hit them. pig can dash and hit them wraith can uncloak and hit them ghost face can expose and hit them. point is he doesnt do anything that differently from other killers but you're making him out to be something like totally different that we've never seen before. secondly your example is flawed by a lot. billy can insta down with a saw yes trapper has to actually put the trap down there is no similarity between the two. if you consider the killer to be TOTALLY different just by slightly different animations then im sorry but you're wrong

    To your first point - I'll say this again - just because different killer's power can achieve the same outcome doesn't mean that they play or feel the same, or that they require the same set of skills in order to utilise them.

    I'll use your example

    • With ghostface you need to use an LoS blocker utilising a small LoS gap in order to be able to stalk. What you need to consider in that situation is: how do I approach so that the survivor doesn't see me; in which direction do they need to run to get to safety if they do spot me or get marked in order to position myself in a way to block that route off and so on. Depending on what the survivor does should I go for a basic hit, or should I keep my stalk and go after someone else as well?
    • With deathslinger, in the same scenario where you want to creep up on somebody on a gen there is a different set of factors that you need to be thinking about: what sort of obstacles are there around the survivor that they can use to break my chain; are they going to hear my terror radius and/or see me before I can take aim and based on that, do I need to quickscope them or can I afford to take my time to aim for a guaranteed hit .. and so on. Then the execution of the hit itself is completely different and requires completely different mechanical inputs from you in order to land that hit.

    I could go on and do the ambush comparison with pig and wraith or the in-chase comparison with huntress, but this will make the post an even bigger wall of text than it already is, so I'm going to stop here instead. The point is - all of these killers feel and play very differently if you actually try to understand their power and try to use it based on its strengths and limitations.

    To your second point - you just supported my point, which is what I expected you to do... The example I gave sounds (and is) ridiculous and you could easily point out the differences between the killers and how they use their power - just like the comparisons you made with huntress, ghostface, pig, wraith or OP's comparison with Demogorgon are as ridiculous and one could easily point out the difference in those examples.

    At the end of the day each killer has a unique power and the tools to be played very differently from the others - both in terms of thought process and mechanical input. However, it's up to you to use these tools in order to create that unique experience for yourself. Most of the time when somebody says that Killer X is a version of Killer Y it is not because of their design, but because that person tries to play Killer X the same way they play Killer Y.

  • @Wooden_Enthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151489#Comment_1151489

    you....you mean like ghost face? you know the killer who has no terror radius and can insta down survivors before they can react to a good mark? And last I checked huntress has pretty similar mechanics for chasing . So I guess you're right in that he's a discount hybrid of ghost face and huntress?

    Nope. All you've said in your reply is that different killers can achieve similar results using different mechanics/powers. Using your type of logic to, one could argue that billy and trapper have are very similar - they can instantly down a healthy survivor if they get hit by a chainsaw or step in a trap during a chase. To a reasonable person your comparison sounds as ridiculous to the one I've just made.

  • It's not. Deathslinger is a killer who has very small terror radius who has the ability to sneak up on survivors who don't know he's even there. You can literally harpoon someone off a gen before they even have time to react to your terror radius. His power is a bit tricky to use in chases, because if you aim for too long the survivor will be able to put an object between the two of you and if you quickscope you have a higher chance of missing your attack, but that's where practice comes into play. He plays and feels very different to any other killer in the game.

  • I'm actually enjoying the game a lot and have been for a while. Aside from poor optimisation, lobby times forcing me to play killer only and a couple of annoying bugs I think the game has never been healthier in terms of gameplay.

  • Those are the risks of playing solo queue and also what makes it exciting. As you load in you never know what your teammates are going be like, so you need to learn to adapt to all sorts of situations. Eventually you get used to people's playstyles and start to recognise people's patterns, so you pretty much know exactly how each of your teammates is going to play from 1-2 minutes into a match and afterwards you can act accordingly.

  • Chapters are worth buying if you enjoy playing the killer/survivor.

    For me personally the only chapter that wasn't worth buying was stranger things, because due to how poorly it's optimised, demo gameplay is just a slideshow, seeing random frames here and there

  • As killer and survivor in order of displeasure: Lery's, hawkins, haddonfield, the yamaoka maps, the game,

  • its just a 4k... happens every other game

  • How is it pointless? You have variety of 14 or so killers vs 1 survivor, instant queues vs 5-25 minute queues, a bunch more bloodpoints and a game where you get to do something throughout the whole match, rather than spend half of it working on a generator. I'll never get people who complain. If you lose constantly, just practice and eventually you'll start to do better.

  • It's a decent perk for those who don't like playing injured. It also incentives people to be productive in order to heal, rather than just self care in a corner or force their teammate to stop what they're doing in order to heal them. I personally don't use it, but think it's healthy and perfectly fine as it is.

  • There's one killer and 4 survivors, so 400% higher chance of someone being upset over something that happened in the game. It's the people you're playing with and not the role you were playing.

    As long as you enjoy the game, keep playing and don't let random keyboard warriors affect you..

  • Agreed with most of the suggestions. I'd like to see we're gonna live forever no longer be a wasted perk slot, just like barbecue isn't. It doesn't even have to be powerful, as long as it does Something

  • @Deathslinger said:

    Just a general thought I had and wanted to get some community feedback.

    If survivors could see which killer was locked in their game, would they start dodging lobbies? Which killers would you avoid? Do you think they would bring in specific tools and perks to help them against a specific killer?

    With queues as they are I doubt many survivors would dodge lobbies if they knew who the killer was.

    If lobby times ever improved, I'd guess spirits, freddies and legions would get dodged more often than others.

  • I'd suggest spending your shards on deathslinger. He seems like he'll be very fun to play and has some interesting perks

  • He's like huntress much like plague is like huntress, i.e. they both have a ranged attack. Aside from that he's quite different and unique

  • I find spine chill pretty boring to run. I prefer more interactive perks

  • I don't see an issue with cross play and would be really excited if it got implemented:

    • Console survivors wont be at a disadvantage, because survivor movement on a joystic is pretty much as good as on k&m
    • Console killers won't be at a disadvantage, because of the reason above - they shouldn't really see any difference between k&m survivors and console survivors
    • k&m survivors should see slightly easier games, because killer controls are jankier on console
    • k&m killers should not see any difference in the quality of survivors they face
  • @Might_Oakk said:

    I'd guess a complete add on rework where he won't be able to stack buffs ie tuning guide + bulb etc.

    That's probably the best way to go about it. He's such a fun killer to play as to go against at base, but (some of) his add-ons are quite busted in the current meta. I would love it if his base kit remains untouched and his addons get reworked, so it doesn't feel as cheap using them

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133118#Comment_1133118

    Object doesn't work on stealth killers. It used to, but not anymore. Besides, they can still approach from another direction throwing you off, so it's hardly reliable.

    Like I said in my original post, you don't see the killer's aura, but the perk's icon lights up when you're looking towards them. Sort of like spine chill, but you can actually work out exactly where the killer is by moving your camera around. Of course, the killer can see you that whole time, but if you're confident at getting chased, that's not really a problem. I use object very often and trust me when I say, it's very powerful against undetectable killers.

  • I agree. Aside from a bunch of bugs, glitches, bad matchmaking and performance issues, the game is in a decent spot in terms of balance.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133161#Comment_1133161

    Maybe if survivors weren't always toxic and crying for nerfs to perks and powers that have counterplay, queue times wouldn't be so high? Really makes ya think...

    No, it really doesn't. Toxicity and whining is not about survivors or killers. It's about people.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133339#Comment_1133339

    So survivors love having the advantage, and again if anyone wants to debate this I will, and enjoy teabag at exit gates, pallets or just clicky clicky flashlight but then complain that their queue times are longer because killers are quitting and when they do get a game the killer doesn’t play their way... and by their way I mean AFK is wrong, camp is wrong, tunnel is wrong, etc.

    Now, killers shouldn’t be triggered by clicky clicky it’s just a mind game BUT that is part of the game we have to accept as killers and as survivors we have to accept sometimes the killer doesn’t wanna play our way. If they AFK I do gens, totems, and get chase points unless they’re wraith

    This has nothing to do with what I said, did you read my comment? You're talking about survivors complaining about killers not playing their way, whereas we're discussing someone who literally goes into games without any intention of playing them in order to de-rank.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133161#Comment_1133161

    Here’s the thing, and you can argue this, but the way the game is balanced right now at red ranks survivors have an advantage so a red rank killer who deranked to play against purple or green survivors may be in the “sweet spot,” for a fair game.

    Not defending it as the right thing to do, but if the Devs won’t fix balanace then players do it their own workaround way

    I see where you're coming from, but I can't agree with you. If you are at a disadvantage in red ranks as killer, you'll lose your games and de-rank naturally. Very rarely (if ever) have I lost a game and still ranked up. To clarify - I consider a match where I got less than 8 hooks and/or only 0-1 survivors killed a loss.

  • @Oberon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133161#Comment_1133161

    I mean, if those ranks are closer to his skill level, then yes. Matchmaking is a joke, so getting balanced games is a huge relief for most killers.

    There are 2 things that I think are very wrong in his statement, which is why I said what I said:

    • He ruins other people's experience with the intention to improve his own: 1. He consistently AFKs in order to de-rank, forcing people to wait in long lobbies only to get into a game with no killer; 2. If he needs to consistently de-rank, that means that he consistently ranks up from the games that he actually plays. I agree that the rank system is not good at measuring skill, but if you consistently rank up, that's still the game telling you that you should be playing against stronger opponents.
    • Matchmaking is a joke, I completely agree - at rank 13 as killer you face the same survivors you would at rank 1 (My killer was de-ranked from red to green this season and I saw absolutely no difference between the survivors I faced initially at green ranks and the ones im currently facing at rank 1, furthermore at rank 1 as survivor I consistently face rank 13-15 killers with the odd red rank once in a blue moon). Essentially if he's experiencing the same issues with unbalanced matchmaking, this makes what he does even worse - he's just ruining other people's experience without any benefit to himself.

    I don't respect this sort of behaviour and I had to express my displeasure at what he does.

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133161#Comment_1133161

    Lol no, I’m tired of getting stomped on by players that are 10 ranks above me and getting messaged gg ez every game

    How does de-ranking solve that?

  • @hex_genrush said:

    Nah u can’t, i de rank to get fairer matches so I go in as wraith and when the gens are done I open the gate so the egc starts and they leave

    And by fairer you mean matches against people below your skill level that you can stomp easily without putting in much effort? To top it off you achieve this by ruining dozens of games for people who just waited 10+ minutes to get a lobby? Great job! 🙏

  • @Raven014 said:

    I don't see it nearly as much in high ranks just because stealth killers exist... and it basically puts a target on the users back... I mean, there are ways to counter it as well, since its not really abusable...

    It's actually pretty powerful against stealth killers - I would argue it's better than spine chill for avoiding killers sneaking up on you. Granted, they can see you at all times and you can't see them, but you also know in which direction the killer is at all times. All you need to do is check (and pay attention to) your Los blockers and position yourself accordingly and the killer won't be able to sneak up on you.

    It's a pretty busted perk, I'm not going to lie, but it's also extremely fun to run

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132976#Comment_1132976

    Just from a technical point, ranks are not getting removed, they won't be used for matchmaking, but they will still "be there" (for no purpose). An implementation would be technically possible, it just would not make sense.

    From what I've read, they'll be there for a bit as a fallback in case the new system doesn't work out, but will get completely removed eventually. The thing is, I assume that op is after a long-term solution and based on this anything related to ranks could only be implemented in the short-run

  • The devs are binning ranks soon - anything that's based on rank won't be possible to imlement.

  • I disagree based on personal preference. The most fun thing for me in survivor gameplay is getting chased. I'd much rather the killer be on me and not on the person who just wants to do their gens and leave the trial. Let them do the boring objectives while I'm getting chased.

  • By the looks of it you lost 4 games, you won 4 games and you tied the rest. That looks like an OK run.

    To answer your question, people are usually want to get your attention when they are in a strong position - i.e. a safe tile, or with BT/DS active. If that's the case ignore them and don't throw the game just because you're triggered. Trust me, being ignored will annoy them more than anything else. If they are not in a safe tile, just chase them down and hook them, simple as that.

    If you feel yourself getting triggered, just ask yourself - why am I chasing/camping this person, does it benefit my game and help me win? If the answer is yes, go ahead. If the answer is no, just leave them and go for another target.

  • 4-5 hours if playing killer (instant lobbies, BBQ)

    3-4 days if playing survivor (20 minute lobbies, i rarely run WGLF)

  • Introduce new unique powers that change up how people play the game (deathslinger's power fits that bill).

    Rework addons so that they change up gameplay, instead of just making certain elements of the power faster. E.g. Myers' addons (scratched mirror, vainity mirror, tombstone) are a great example; Freddy's fake pallets, nurse walking addons and scream addons.. I can't actually think of any others, but yeah, more things like that and less things like "recover your power faster"; "charge your power faster" and so on

    Build in a practice mode where killers can practice using their power.

  • 3 things could make me quit DBD:

    • queue times don't improve - it's fun playing killer, but I'm getting bored being able to play only 50% of the game. The only times I ever play survivor anymore is when we play in custom lobbies with friends, which happens pretty rarely
    • Killers and maps continue to be poorly optimised for console - lery's and hawkins are unplayable if i haven't restarted my console in the past hour. Demogorgon, oni, doctor, plague are a jittery mess if I haven't restarted my console very recently. If I ever get bloodlust as killer I have to drop chase because the game becomes a jittery mess. When i activate sprint burst as survivor the game becomes a jittery mess. After the second or third round in a custom lobby the game becomes a jittery mess. You get the point.
    • No new features get introduced into the game - need something that actually changes up the gameplay. The archives were a great addition, but they'll get old eventually.
  • That's an interesting idea, although the survivor gameplay might be a bit boring.

    One problem I see is pallets/loopable tiles - once all pallets have been used up (and this will happen really quickly if survivor's main objective is to keep a chase going for as long as possible) there will be just a few tiles left where you can actually run the killer. This will result in multiple survivors and killers ending up at the same spot, resulting in a massive clusterfu**

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126230#Comment_1126230

    If it was just him doing this it wouldn't be breaking the rules or is hiding now against the rules? Is there some rule I am unaware of that I must do gens or do anything? If I want to be a potato can't I go sit in a dark corner? Is there not a perk called whispers? If so can we then now ban every survivor who just goes and does nothing then...might as well throw in camping killers as well. Even if there were two doing it I'd still argue it isn't hostage taking...you can actually find survivors who hide you know? You can chase them...shocking I know...and amazingly even hit and down them and at that point hook them or slug them (yeah I'd agree they would deserve that too) and then go look for the other one or you can just camp the slugged guy or hook him and camp and once he is dead go find the hatch and start the EGC. EGC pretty much ended survivors being able to take the game hostage.

    I don't know why im wasting my time replying. OP literally said in his post that he's doing this with the intention to hold the game hostage for an hour: " Fine, I'll make you stay for another hour, laughing at you every time you pass." Not sure what you're trying to defend here ;)

  • @Peanits said:

    You know you just admitted to taking the game hostage, which is against the rules, right?

    Well, he did call it a "confession", but yeah - this is probably not the best place to brag about breaking the rules

  • any meg skin that doesnt cover her face..

  • If I were a gambling man I'd wager the matchmaking in terms of rank has been switched off. As far as I can tell it only looks at region at the moment

  • Lery's, Haddonfield, The game, Hawkins, both of the yamaoka maps

  • @Dehitay said:

    While I do like chase music, the doctor's new terror radius is way too inconsistent with the other killer's. It's significantly harder than it should be to tell his distance even without tr changing addons and perks. Can we give him the standard terror radius heartbeat?

    I think it's because it's bugged. When playing against doctor I can see him with Object really often when I'm also hearing his terror radius. I have a feeling it's the addons, but I've not had the time to test it

  • Practice mainly. The game is quite frustrating for killers when you start off, but as you gain experience it gets less and less difficult as you'll find yourself naturally learning how to get survivors off gens and how to catch them at strong tiles. Also, with experience comes the knowledge that sometimes you'll outplay your opponent and sometimes you'll be the one who gets outplayed - knowing that makes it a lot less frustrating when you find yourself in a difficult spot during a match.

  • I find survivor quite fun. If you're bored, get the killer's attention and get chased. My only issue and the reason I barely play survivor anymore are the queue times.

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