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Annso_x

Annso_x

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Annso_x
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  • I'd like all of them to get their own chase music, I'm not sure if it's possible for licenced killers like Bubba & Freddy (doesn't seem impossible to me but idk enough about this works)

    BUT i want Trapper to keep the "default" music, he's the first killer so it should be his music, and I'd be sad if it was gone forever.

    Also I hope we can still hear the DBD theme clearly in all the musics, which hasn't been the case with the last few musics we got (no matter how good they were)...

  • The devs said they were working on a bloodweb rework (or something else to help with the grind) a long while ago, either before or during the last anniversary stream, so yeaaa it's been a while and I hope they at least mention it in the upcoming livestream.

  • Not only solo survivors exist so the game shouldn't be balanced around SWF, but also most SWF aren't sweaty godlike survivors and lastly having 6 perks would not be balanced at all, it would just make the games longer and more tedious, without even nerfing sweaty SWF.

  • First off I really appreciate BHVR for (finally) implementing LGBT+ rep and putting the work into it, and i hope they do it again.

    However, did they really have to pick the shirtless hot white dude people thirst over and make his first post coming-out cosmetic "flashy bartender" about being trendy and loving the dancefloor when he's just been a pub lad until now..? it took them 3 years and a collab to come up with this...

    I'm happy it happened and i hope it happens again but i also hope it won't be the tomboy-ish white girl (Nea) or the extravagant dude (Ace). I'm not against them being LGBT+ (on the contrary), I just hope they also confirm "less cliché" characters first.

    Also when they add new rep, I hope don't dedicate an entire tome to it or even make a big statement, i'd like more casual rep implemented (like Feng Min's tome saying she has a gilfriend like felix's wife is mentionned for example).

    Anyway here's the characters I'd like to be confirmed:

    Feng Min - Lesbian

    Jeff - Transgender

    Nea - Bisexual

    Jake Park - PanAce or AroAce or/and Transgender (idk he's just chilling in the woods he could be anything)

    (Also Ace & Yui and more than half the characters aren't cishets in my head lmao)

  • Grind rework (bloodweb, bp cap, prestige)

    Keys & Maps (+ add-ons) overall

    Gap between swf & solo q being reduced (icons showing what teammates are doing, seeing their perks in the lobby)

    Weak perks being made useful and op perks being nerfed a bit (not to the ground tho)

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935131#Comment_2935131

    I'm sorry but I just understand people who defend this kind of grind. I'm over 5k hours right now, so I obviously play a LOT. I still think it's grindy and not fair for people who have a life outside of DBD.

    Making it double rift fragments weekends wouldnt ruin your experience and would improve it for other people.

    I'm not saying it would ruin my experience and wouldn't mind at all if it was implemented lol, I'm just saying I don't see happening bc there's no reason for BHVR to make a system that keeps people playing less grindy; the quicker it is to complete the less people would play because many people (me included) only play when there's a new chapter or a rift.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934564#Comment_2934564

    I always finish them too but there are people who full time jobs and school. I'm not a casual at all.

    If me, who has a lot of free time still has to grind it a lot, I can't even imagine people who don't have the time to do so.

    Just because someone has a life outside of DBD doesn't mean they don't like the game and should be able to complete the rift too.

    I mean I get that, but the goal of battle passes is literally to reward players who play a lot (and give a goal to the playerbase so they don't get bored). It's unfortunate that some people want the rewards but can't play enough, but it's the way it is. And as many people say in DBD you don't even need to play a lot to finish it, unless you don't select challenges for some reason. I do wish the free track had more stuff in it tho (even just bloodpoints and iri shards) for people who don't buy the premium track bc they can't finish it or can't buy it.

    Also to be fair the cosmetics are put in the store later on so people can buy them with iri shards if they missed the rift, it's not like they can't get them ever again.

  • I mean the rift is supposed to be getting rewards for grinding, and they've made it easier already. Honestly i don't play often and i always finish them, i feel like people who don't finish it are either very casual players who don't care or people who just don't have time to play, so doubling the fragments wouldn't help. I do personnaly buy to the premium track after having completing it (or at least completing enough to reimburse it) in case I can't finish it, but it's never happened.

  • I mean it's no secret you're a much better survivor if you know how to play killer, I think the only reason survivors have more people who never touched the other side is because those who only play with friends have to play survivor. And honestly it's not so much be good at every killer, but know their power, perks and regualarly played add-ons, that you can just check in the post game screen. For very new players it's also good to realise how loud noise notifications and scratch marks work.

    You're also a much better killer if you know how to play survivor, I see so many killers claiming to be going against sweaty swf constantly when they just have poor knowledge of the game, and therefore aren't good at it. They fail to realize any decent survivor with good game sense can make a flashlight or pallet save, take a hit or just make a coordinated move to unhook someone being camped without having to be on comms with their teammates. Also maybe if they play more survivor they'll realise doing gens while the killer is comitting way to long to someone isn't genrushing..

    Finally for both sides it's much easier to play a tile if you know how the other side does it: as killer knowing the survivor's most effective path to block it and being aware of your red stain so you can hide it; as survivor knowing where the killer is most likely to doubleback and from which angle they can hit you for ranged killers...

  • Lithe ! Such a good exhaustion perk (and my favorite), if you know how to use it it's basically mid-chase sprint burst + the killer has to vault or go around the obstacle to keep chasing you (not to mention q&q + dance with me or speed vault builds).

  • Trapper, he's the most basic killer there is, so he's good to learn basic killer mechanics, plus his power is straightfoward and very easy to understand (also quite effective against new survivors)

  • I think the speed nerf wasn't what was needed, and ultimately didn't change anything for SWF, and not much for solo q. I explained more in detail what i think is wrong with it here :

    @Annso_x said:

    CoH has been nerfed twice already, but people are still very much complaining about it, the reason for this being that nerfing the healing speed wasn't the solution because it wasn't the problem.

    People complain a lot more about CoH than they do other boons, it's not because the others are bad (far from it), but because the way they're used differ from CoH. While I'm assuming the devs figured what made CoH too op was its purpose, healing, and tried to fix it by nerfing the speed, it didn't stop people from complaining or survivors from using it (even if solo q did suffer a bit from the nerfs).

    I - The problem

    The difference between CoH and the other boons isn't the purpose of the perk (exponential is also about healing, i haven't seen half as much people complain about it) but the way it's used. You can only get shadowstep, exponential and dark theory value if the boon is near the objectives, and therefore closer to the killer. These boons, while strong, are in par with the risk & reward theme of the boons, put it somewhere safe and you won't get much, if any, value from it, put it somewhere useful and it'll be much easier for the killer to find and snuff it, without having to go far from the objectives. That fair risk & reward strategy is what makes these boons strong but not overpowered.

    However, survivors can get the reward of using CoH without much of a risk, if you boon away from the objectives the killer simply can't afford to leave the area to go look and snuff the boon, even if they know where it is. Booning far from the objectives basically cancels the risk, and crossing the map to heal yourself, even with a nerfed speed, doesn't make up for it. CoH's reward vs risk balance is off, much like hexes became too strong when undying was first introduced, significantly reducing the "risk" factor of using a hex.

    II - The solution ?

    Unlike what many, many people are proposing, I very much disagree about making boons limited uses, or breakable or whatever; yes it would effectively nerf CoH, but it would nerf it too hard (why bring an healing perk with a set up time, limited area of effect AND limited uses when there's so many other perks who don't have any of these downsides?) and more importantly it would nerf the other boons to the ground as well, which is very much not needed. Survivors have to spend 14 seconds blessing a totem and come to its area to get value from their boon, they also can't protect it from being snuffed, unlike killers with their hexes.

    Here's a proposition:

    Boon: Circle of Healing

    A Boon that offers comfort amidst the terror.

    Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem.

    Soft chimes ring out within a radius of 24 metres.

    Survivors inside the Boon Totem's range benefit from the following effects:

    • 60/65/70 % bonus to all Healing speeds.
    • Unlocks the Self-Care ability within an 80 meters range of the killer, allowing to self-heal without needing a Med-Kit.
      • Reduces Personal Healing speed by -50 %.
      • Benefits from the general Healing Speed bonus.

    Boon: Circle of Healing does not stack with other instances of itself.

    You can only bless one Totem at a time.

    As you can see the only (but major) difference is that self-heals are only possible within 80 meters of the killer. That distance is honestly just a placeholder that I think would be good but I actually have no idea. To make up for the fact that you can only self-heal near the killer i've reverted the speed nerf a bit, but that also can be tweaked.

    This change alone would impact the risk & reward strategy of CoH:

    • Boon far from the objectives and you can't self-heal anymore so at least two survivors have to move away from the objectives to benefit from the boon.
    • Boon closer to the objectives and you're rewarded with the possibility of self-heal, but the boon will be much easier to find and the killer won't have to go far from the objectives to snuff it.

    TLDR; boon safe get less value, boon risky get good value

    I'm curious to hear what people have to say about this idea, feel free to politely argue, agree or disagree and tell me what you'd keep and change from this proposition :)

    (long story short too much reward for not enough risk)

  • If survivors are locker spamming they're not saving or doing gens, then they waste their perk for a meme and have no sprint burst, dead hard or whatever to help them in chase, it's a free win for you..

  • @Masterninja said:

    Very good the change, good job. :)

    Thanks ! Glad someone agrees haha

  • Pick them up immediately and don't walk through pallets. If they're already under a pallet or you don't have any choice but to walk through one (which is rare, even on the game) leave them slugged, theyll pick themselves up at some point but it's better than nothing, and if it happens a lot they'll eventually bleed out. If they always go to the same safe spot where you're forced to leave them slugged, pick them up and take the pallet stun, then break the pallet so they can't come back there.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931325#Comment_2931325

    I know you're not... but that doesn't stop people. That's the point.

    Well that's the people's fault, not CI's. Add more objectives and they won't do them either. Some people just enjoy hiding, self-caring in a corner and being relatively useless, nothing we can do about it

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931348#Comment_2931348

    I made a list in another thread, Dwight’s crush could however just be platonic and not romantic/sexual.

    straight relationships are actually mentioned way more often than people give it credit for:

    Nurse and her husband

    Frank and Julie in their tome lore (which was on the edge of being disgusting and definitely being shoved down our throats)

    David having had a girlfriend (turns out he is not straight, but that was still a heterosexual relationship in the lore)

    Felix and his pregnant wife

    Oni is the direct ancestor of Spirit thus implied to have had a wife

    Dwight having a crush on a female coworker (though admittedly this one is pretty low on the list)

    Ace referred to as womanizer no some cosmetics

    Wraith and Nurse having (romantically) implied cosmetics/texts

    other characters in lore:

    multiple parents explicitly stated as father and mother (Jake, David, Spirit, Trapper (not sure about his mother mentioned), Hillbilly, Meg (pretty sure her father is mentioned), for others I guess it’s mostly one parent mentioned and thus not explicitly heterosexual)

    Pretty sure other relationships in tome/background stories (shout out to the one gay relationship in one of Haddies story’s i think - which didn’t get any further announcement by BHVR)

    love that list lol, going to shove it down the throat of the "im not homophobic but sexuality doesn't matter or belong in a horror game, gay or straight" people who suprisingly don't care as long as the relationships are heteronormative.

  • David is the only character with a confirmed sexuality, it doesn't mean everyone else is straight by "default".

    However we do know some characters aren't gay/lesbians (but they could be bi/pan or whatever):

    • Frank & Julie: Literally dating eachother
    • Ace: Described as a womanizer
    • Nurse & Wraith: Nurse had a husband, they were hinted to be in a romantic relationship by BHVR
    • Felix: Has a wife
    • Dwight: Had a crush on a female coworker (Can't remember if this one is confirmed or hinted)

    I'm probably forgetting people, also most licenced characters are in a m/f relationship in their original medias

  • There's nothing wrong about CI, you're not supposed to wait around for it to end to start playing the game... if you waste 2 minutes of your (and your team)'s time doing nothing I'm sorry but that's on you, not on the perk (or on the killer). Feel free to roam through chests and bless or break totems, but really you're just supposed to leave the blocked gens and find an other one, not hide for 120 seconds.

  • I ran a wraith for 4 gens, got facecamped (of course), saved without BT and tunneled but managed to run him while the last gen was done and escaped :)

    Also, in my early days i went on a suicide mission against a facecamping noed Bubba to sacrifice myself trying to save a Meg bc our other teammates had left, he missed the first hit so I got the unhook, he then tried to chainsaw us both but I managed to 360 him and make him tantrum against a tree, so we both managed to escape ^^ it wasn't a good Bubba but I was also a baby survivor and avoiding that chainsaw was the first and cleanest 360 i've ever done lol.

  • I used to run No Mither when I decided I wanted to be better at the game haha. I unequipped spine chill bc I was too dependent on it and equiped No Mither instead so I would stop being scared of being injured and be forced to learn to loop rather than take a free hit and run away with the speed boost. It actually helped me a lot, I don't mind being injured anymore, also i became decent at looping. Actually i might do a No Mither cure again lol I remember killers dropping chases against me back then, hasn't happened in a while now... also it's kinda funny when your teammates DC or refuse to save you bc you're running no mither against Oni

  • Hillbilly has always scared me the most, but I don't think it's bc of his power but rather his way of moving and revving his chainsaw so i don't think it counts ?

    Wraith always makes me very anxious (and annoyed) to go against bc i literally can't see him when he's invisible

    Myers in T1 and Ghostiface also make me nervous and hyperware, but ghostie probably takes the gold bc you can get exposed without even knowing you're going against him (unlike Myers who has to go through T2 and notifies you with music when he reaches it)

  • I would say most of these tips are very obvious but I am regularly teamed up with people who self care against infinite T3 Myers or insist on booning and re-booning their CoH against Plague so...

    Also I will say, I absolutely hate and always have hated going against Wraith, so I was really annoyed when he got buffed, not bc he was too strong but bc many more people started playing him... It's very possible people who complain about Legion's buff are mad bc they don't like people against them, rather than because they're too strong.

    On a side note it's also a lot more easy to die against killers you don't like bc you're not having fun, pay less attention and don't try too hard to survive bc you want the game to be over. I used to think Wraith got buffed too hard before realising it was just me unintentionally throwing the game every time bc i didn't want none of it lol, maybe it's the same for people against Legion, I've always had a lot of people giving up against them.

  • A button to trigger EGC would be abused by killers, (equip EGC build => down 1 or 2 people => trigger EGC => ez win), and crows wouldn't be very effective to stop survivors from not doing anything bc as long as they move they won't get them.

    However i think it's a really cool idea for actual afk survivors, I ignore them until loud noise notifications starts bc they're too annoying to ignore, and walking across the map to hook an afk survivor feels like a waste of time so the entity manifesting at some point and killing them would be great.

    @GoshJosh said:

    Giving the killer an option to concede defeat is nice (in case they need to leave, have cheaters in their game, or genuinely give up after 15 minutes), but a really poor way to end these predicaments. It shouldn’t come to that.

    Survivors need to get idle crows if they don’t work on gens for 25+ consecutive seconds after three minutes. As it is right now, survivors can avoid idle crows by the smallest amount of meandering around. It can make them unfindable on certain maps and/or with certain killers. It’s a joke.

    So both idle crow improvements and a give up option for killers are needed changes in this game.

    As much as useless teammates and survivors trying to hold you hostage annoy me, 25s without doing gens means you can't boon, unhook, heal, open gates, do a totem or a chest, or even getting chased without risking getting crows. If you mean 25s without doing any action besides movements or entering a locker it still means survivors can't hide while the killer is looking around their gen, group up to do a risky rescue or wait for their teammates to be safe during the end game before opening the gates.

    The idea isn't bad but 25 seconds is way too short tbh, make it at least 1 minute of not doing any action (besides locker interactions)

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918426#Comment_2918426

    There are some instances in which you cannot do anything against Camping. A notable one being a Camping Leatherface.

    So you can't just generalize and say everyone just doesn't like Camping, they aren't saying that. They are saying that in very specific instances, it becomes boderline uncounterable. This makes the DS/BT meta more stagnant which means that as killer you will be more likely to see those two perks than any other. Which in turn gets boring, because there is no variety, no variation of perks. That's all.

    Oh i absolutely agree, that's what i was trying to convey by saying people arguing it's not fair and shouldn't be meta is fine, i shortened my post bc it was too long and it may have lost some nuance in the process, my bad.

  • Survivors' system to gain bloodpoints is busted, you don't gain points for doing objectives and you don't gain points for running the killer. You need to do both AND unhooks and healing actions, but there's multiple survivors and if they're at least a little bit efficient they'll be doing the rest of the actions while you're doing one, therefore making the team win but also robbing you of bp lol. The quicker / easier the win the less BPs you gain, it's kinda silly.

    It's common knowledge that you gain more bps as killer than survivor (personnaly it's always about 10k - 13k more for killer games), I really wish they would rework the system, at least for survivors.

  • Survivors who complain about these strategies are either very entitled and their opinion on the subjet are silly (like killers who complain about gen rushing, bodyblocking...) or they're complaining because it's not fun to go against or fair to the survivor getting tunneled or facecamped, which is true.

    There's nothing wrong with people saying they don't like a strategy or arguing that it shouldn't be the game's meta or be encouraged by perks or whatever, and the other side shouldn't whine about people not enjoying playing against them because of these strategies... what people shouldn't do is demand that because a strategy isn't fun for them it shouldn't be used, and that people who do are mean (to stay polite) because they didn't take into account their feelings when they decided to win using these strategies.

    It's also entitlement when people complain because the other side didn't have fun, it's strange to me to see killers complain about survivors saying the game was boring bc they facecamped lol like? If you care about them having fun change strategies but you're probably playing to win and don't care about their fun, you can't expect or demand people to have fun against you that's just weird (even if you're not using sweaty strategies).

    Playing to win using sweaty strategies is fine, complaining about a strategy is fine.

    Demanding that everyone stops using a viable and valid strategy because you don't like it or demanding that people enjoy going against it is silly and entitled.

  • @jarjargist21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913210#Comment_2913210

    I totally agree I feel like they need to slightly brighten up a few not all of them as the rest feel fair in my opinion

    Yeah the big majority of maps are fine, the maps that remind me i have vision problems are usually the indoors one, some spots on the game and midwitch for example, but it's very tolerable on them while on RPD I can't see on half the map and have to stay outdoors or in the center hall lol.

  • FYI i'm visually impaired and (among other things) see bright spots very bright and dark spots very dark.

    I'm a PC player with brightness all the way up constantly. I wish there was a way for me to change the brightness or contrast of the game because there's some spots in new & reworked maps (rpd & ptb haddonfield to name the popular ones) where i just see half of my screen black. I don't think BHVR would implement such a feature because then if everyone uses them a lot of players will still have an advantage over others, however i'd rather have everyone have an easier time playing rather than everyone's experience stays the same, including those who's experience is "struggling".

    Anyway i really don't think we'll get brightness and contrast options, but I do hope they fix the brightness of some of their maps tho.

  • Honestly this and killers that let you bleed out for no reason are the only things that used to make me tilt in this game. Idc about clickety flashlights, tbags or facecamping but omg wasting my time like this when i didn't give them any reason to used to piss me off bad (now i just go push them out if i want the game to be over, feels better than sulking in a corner for 3minutes lol)

  • @CrimsonPotato said:

    https://forum.deadbydaylight.com/en/discussion/comment/2913057#Comment_2913057

    Yes those would help, but I shouldn't need to take up a perk slot just to have a better chance of not being bodyblocked. What reason is there for it to be allowed in the first place?

    I mean why do survivors need to use perk slots for DS and BT to counter tunneling and facecamping? What reason is there for it to be allowed in the first place? Or unbreakable, tenacity and soul guard against slugging, you get the point..

    Bodyblocking is a valid strategy, if you down a survivor in a corner and the rest are here get a few hits before picking up, or slug. If you really don't like this strategy and feel it happens to you a lot, bring one or two perks (mad grit alone should do the trick) to counter it, like survivors bring perks against strategies they don't like, or killers bring slowdown perks when they don't like losing gens early.

    That's what perks are for when BHVR decides a strategy is valid and makes it viable while the other side doesn't like going against it at all.

  • Casual. I don't understand people who think there's no point of playing a game if you aren't trying to win and honestly they all seem to be miserable stuck in the high MMR brackets lol. Happy to not be stuck with them so I can enjoy the game (most of the time anyway).

    FYI by trying to win i mean being the best and adopting sweaty playstyles and meta builds to achieve it, rather than just playing what you like because it'd be "throwing the game". I don't mean people should farm (which is as unfun as sweating is my opinion) or shouln't try to win.

    Personnally I'm not a good killer because I don't care enough about winning to become good but I'm a very decent survivor because not wanting to burden my teammates is enough for me to try and play well, but I'd still die without hesitation to try and save one of them rather than securing my escape.

  • @IWantCandys said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911864#Comment_2911864

    Yes, I also notice that some players say it was bad for them, too.

    But if I look at the forum and look at the feedback from every single day, every single day there are people who say it's either the best day for them and others who say it's the worst day for them. Every single day. I've never seen a day where there was a majority that said it was good or bad.

    During the ongoing tests, I asked myself very often how to get useful data from such mixed feedback.

    For me pesonally April 12th was the best day, as described. The matches have all felt very chilled and usually they feel like torture.

    I know that solo queue is the weakest role in the whole game, that's why I haven't played survivor for days. I prefer killer over solo survivor.

    Even though Killer sucks at times, I find myself getting a lot more mad and stressed out if I'm playing survivor.

    If I play Killer at least I can't get tunneled out of the match after 2 minutes with 2K BP and a minus pip, I can stay in the match until the end and have a chance to earn BP for the bad bad grind.

    I don't need 3K or 4K in every match, I don't want to be in high mmr as Killer a at all , so I'm forced to play nurse and blight and forced to sweat every match or get bullied into the ground. I play relaxed as a killer, if I win it's nice and if I lose it's also nice because then I can stay away from high mmr. I just want to play casual and have fun, no sweat.

    But if you're stuck in low mmr as a SURVIVOR, you can't get out of it and all matches are miserable and over after 3-4 minutes with hardly any BP. It's not even worth starting the game to play solo survivor in lower mmr.

    That's why I feel more stress and anger as a survivor than as a killer. As a killer, I want to stay comfortably in mid mmr so my matches are chilled and not sweaty no matter how they turn out.

    But as a survivor, I want to get out of low mmr because low mmr is cruel as a survivor.

    But I can't get out of low mmr in solo queue with it´s RNG ( will killer tunnel me out at the beginning or camp , will my teammates will save me or let me die on first hook ? )

    If the solo queue experience doesn't change, I'll probably become a complete killer main.

    Yes everyone's experience is different, that's why on top of the feedback they also take into account statistics from the tests, and they said they weren't good for the old mmr test.

    Honestly I'm the same as you, I play chill as killer so i don't find it difficult or tedious but I like playing survivor better. I hate being tunneled out immediately but as I said it doesn't happen very often in medium mmr, killers can be sweaty but usually not that bad. It's really unfortunate that you picked up the game at a moment where tunneling and camping is basically killer's meta and is showcased by popular streamers so newer killers do this a lot even tho it's not needed in lower ranks. It happened a bit to me when I started playing but definitely not as much so I got out of low ranks way before it became the normal gaming experience.

    If you don't want to give up on survivor you could try to play selfishly, it's sad for your teammates but you'd definitely get out of lower mmr quicker. You could also play in a swf (not necessarily on comms) with a "bodyguard" player who's job is to help you escape until you get out of this mess, but you'd need to find at least one person to do it. Also being in a swf with someone in higher mmr would match you against killers who probably aren't as sweaty as new players.

  • Nurse is my favorite killer to go against so i always try to get chased and am pretty good at it against average nurses but it's probably because i have no idea what i'm doing so i'm quite unpredictable. I think i only double back against good nurses when I'm actively trying to outplay them because i'm going down if not, and usually get downed anyway lol.

  • For survivors I absolutely love Elodie's scream when you hook her. 10/10 my favorite. Now for the one I find the funniest I'd probably say Steve.

    For killers the trapper when he steps into his own traps, but maybe that's because of the situation itself. Otherwise i'd say huntress or trickster when they get stunned.

    Also I disagree about hillbilly, he's actually the most terryifing for me lol i think he's the only one that actually scares me without having to jumpscare me.

  • I'm glad you had your fun but i'll have to disagree about the effectivness of the old mmr. It's basically very random and therefore has very polarizing results, for a lot of people it was the best test day but for a lot of others it was the absolute worst. Yes you'll get easier games but you'll also have streaks of 20 games where the killer is much better than you while your teammates are clearly newbies.

    I think a lot of people want to go back to the old mmr system because of the occasional breaks the randomness would provide, however for every game that's easy and fun for one side there's a game that's unfun and unfair for the other side (and for you). Yes the new mmr definitely has its problems but overall it's better than the old one simply because it limits the number of really hard/awful games as much as it limits the number of really easy/fun games (which yes is unfortunate, but we can't have it all).

    Also I have no idea how much you play or how long ago you started, but as a solo q player i'm sorry to tell you solo q is currently the hardest and unfunniest role as its in the cross fire between the killer/swf balance and accidentaly gets nerfed in consequence. However once you power through the bunch of new killers who are sweating to reach high MMR quickly you'll have more fun! The high-medium is where it's at lol your teammates won't be too bad (most of the time) and you'll encounter less sweaty killers here :)

  • I remember when the new animations were added and many people were saying they were ugly and unrealistic, looking back at the old ones I'm sure all these people would now realize how goofy they were haha. Yes it kinda makes me nostalgic to see clips with the old animations but it's more of a "lol can't believe we thought that was good" feeling rather than a "why did we ever change, these were better" one.

  • As survivor I first wanted to main Feng Min for her bunny outfit, then got the game and realised neither Feng Min nor the outfit were free so I played mostly Claudette (too many dwights in the lobbies and Meg was too loud), before finally playing Jake as I was p3ing Claudette and never going back to Claudette bc i felt naked without iron will lol

    As killer the first one I got was Legion, I thought it was really cool that they were four of them and their gameplay wasn't too complicated to learn so playing them would teach me killer basics. I haven't played them seriously in a while bc I got bored and now i'm really bad at them, i'll pick them up again with the update tho so im really excited

    tldr; legion goes *cool noises* ; jake goes *no noises*

  • Honestly the only reason i have fun playing killer is because I don't expect to win (and most of the time I don't). Three gens popping early game means the spawn positions were unlucky for you, or that the survivors are smart/organized. Don't hesitate to drop chase if the survivor is clearly the "looper" of the group, with a bit of luck they'll waste time healing instead of jumping right back on a gen. You can also try for a 3 gen situation or snowballing with a bit of slugging if they're playing too altruistic. But again if your goal is to have fun, just don't expect to win tbh, doesn't mean you won't or you can't try, but it definitely feels better to leave a game having had fun and thinking you did your best with what you had rather than focusing on the fact that you didn't get many hooks / kills.

  • @WesCravenFan said:

    All you did was type a lot of words asking for Kindred base kit.

    Guess what?

    The devs have flat out said no to that idea. Directly. NO. A solid, flat NO.

    If you don't like it, run Kindred.

    Yes, you need to run perks to counter strategies. You not liking it does not make it true. Don't like getting tunnelled off the hook? Decisive Strike. Don't like stealth killers? Spine Chill. And so on.

    Just saying "I shouldn't have to run a perk!" is not an argument. You get FOUR. You will manage.

    Running kindred doesn't change the problem because unless you're the one being hooked you're the only who knows your teammate is being facecamped, so the other two teammates will still have to go the hook before even knowing facecamp is happening. Not only that but even your teammates being aware you're being facecamped doesn't counter the strategy at all, as they have no way of knowing if you want to sacrifice yourself for the team or if a rescue is possible because you have DS and a teammate BT or whatever. Only being able to tell your teammates to "just do gens" or "save me" could help, but i don't think that's ever going to be implemented.

    It's not so much a "i don't like it so it should be forbidden" problem but a "it doesn't impact swf nearly as much as it does solo q" problem. Facecamping against swf is easily counterable, in solo q it's an easy win for the killer most of the time. Idc if people facecamp me, I'd just like an option to let my teammates know i don't want them to risk throwing the game by trying to rescue me. Kindred can't do that, and I can't assume people who run kindred think like that because from my experience when ppl who run it get facecamped while the rest of us just do gens they kill themselves and complains in post game chat about how "solo q is awful even when you run kindred you die on first hook".

    BHVR says they want to reduce the gap between solo q & swf and has yet to implement the changes for that (and keep making things worse for solo q in the mean time), kindred isn't an op perk by any means, making it basekit (or a similar mechanic, or even ridiculous emotes/stickers that people would definitely spam) would improve solo q survivors' experience without buffing swf in the process. So no, i don't think survivors should have to run a perk just to know something swf do for free. You still need BT and/or DS to manage a facecamp situation, it's not like kindred is a "free out of facecamp" card. tho I will say I would definitely go back to running kindred if it got buffed so the killer's aura reading effect was for everyone instead of just the person running it. As of right now it's just not worth running tbh.

  • I'd love for the next overhaul to be for survivors' items and add-ons actually. Killer wise i'd like to see pig get some add-ons related to stealth rather than focus on jigsaw boxes that are utlimately RNG based. Myers could probably do with some love as well, Plague too.

  • Nurse 100%, doesn't matter if it's a player learning her or a god nurse that will obliterate us it's an absolute blast either way and the only killer that makes me super excited to go against.

    Honorable mentions for Billy, Demo & Oni, I also enjoy going against Twins (shocker I know)

    Also Trapper, Deathslinger, Plague & PH, but that's probably because I don't encounter them often

  • @tastespurple said:

    I've played against a few hardcore hook-campers in my time, and I'll tell you what: it sucks. Now, I'm not talking about those tip-toeing "patrollers" or those proxy watch-me-die-from-afar types, nor those "well, exit gates are powered so what else do you want me to do" chumps. I'm talking those Killers who get the first hook of the trial and then stay close enough to hold your gosh dang hand whilst your sacrifice progress bar chips away, like some twisted hospice nurse. It's a real problem. But, just in case some of you are questioning my sanity or somehow lack the understanding of why this playstyle is so unfun to play against, I'll lay it out for you. If, however, you're already on-board the anti-camper choo-choo, skip down to the section labelled "The What (To Be Done About It)," and give yourself a pat on the back for already being reasonable. Well done.

    The Why

    If we want to stop hook camping, we have to know why it happens in the first place. Yes, I know that tunneling and camping are two tools toxic troglodytes use to terrorize you and I, but it's actually not that simple. In reality, it's not just that sick inward satisfaction that drives some of them--DBD itself rewards Killers for camping.

    Ever hear that saying, "a bird in the hand trumps two in the bush?" Well, that's the crux of the Hook-Camper Killer Creed (it's a real thing for real, I promise--go look it up). By hook-camping, the Killer is securing a kill, or at least preventing that Survivor from being on objective. If more Survivors arrive to try and be a hero, objective progress stalls further, but the sacrifice progress bar continues to tick. Even if the Survivors realize the Killer is camping and abandon the unhook, it still results in a lot of wasted time. In hook-camping, the Killer has an advantage over the other playstyles that allow for unhooks.

    The What

    "So what, though?" I hear you say. "A strategy is a strategy, right? Hook-camping is just another strategy. That does not make it problematic. Run Borrowed Time and get gud."

    But actually, though. Hook-camping is bad and you're wrong if you think it's valid. ... Yes, I am bad at Survivor, but this is not the point!

    I mean, I don't think it's a hot take to say sitting on a hook from stage 1 until death is fun. In fact, a lot of hook-campers benefit from how awful it is to be in a match with them, getting Survivors to sacrifice themself so the Killer can go find a new victim to camp faster than normal. Being a victim of hook-camping is the equivalent of being put in time out for no good reason, except in DBD, all the items, add-ons, and offerings you took in also disappear. So I guess getting spanked, too?

    Let's not forget, either, that one of the Killer medals specifically penalizes you for time spent near occupied hooks. So obviously this play style does not have the blessing of BHVR (Hello! I finally said your name! How are you? Doing good? I saw the Player Feedback Survey. Very excited to see where that goes...).

    The What (To Be Done About It)

    Let me beat you to the punch. You're about to tell me, in varying levels of politeness and detail, the tactics and builds that you can run to beat hook-campers. You know, now that I think about it, you'll probably just link me to Otzdarva. Hey, listen, that's great, but I don't play at as high a level as you and I definitely don't have those perks as teachables, or even unlocked. Or even available to unlock. And I'm not unique in that regard. I do play this game a lot, but some are just moonlighters who do a few games a week. Imagine one of those gets ruined by a hook-camper. So I think we need a more direct solution. Do I have it? That "direct solution?" Yes.

    Let's just come out and say it: a few seconds after a Survivor is hooked, reveal the Killer's aura when they are standing next to a hook occupied by a Survivor, and are not currently in a chase. It's basically Kindred but for everyone, all the time, except under a few conditions. Let me explain.

    Like I said, a big part of the hook-camper's strategy is to waste the time of the Survivors until they realize the death of their teammate is inevitable. During that time and after, the Survivors have less hands to finish gens, which counterbalances the time the Killer wasted standing at the hook. Therefore, the Survivors need to be able to detect a hook-camper killer early on, so they don't fall behind.

    If the Killer stands close to the hooks and has their aura revealed, the Survivors can decide to stay on gens to rush objective. Since that counter-strategy usually works, it will discourage Killers from camping in future.

    If the Killer stands just outside the range to have their aura revealed, that distance should be enough to enable Survivors the opportunity for an unsafe unhook.

    Additionally, this change would make going for unhooks on late hooks much more interesting and viable, and would make me (as Killer) feel less dirty when I'm standing there with my thumb in my mouth hoping I'm not being judged while the Survivors make their way out through the exit gates, sans one.

    The WHAT!? You Want *WHAT* To Be Done About It!?

    Here we go again. Now you're saying "just run Kindred if it's so good at detecting campers, meh, I'm an imaginary community member made to sound antagonistic even though the actual response will hopefully be very nice," and I hear what you're saying, but that was a very long sentence so I didn't pay attention to the end. Please wait until the sub-posts to heckle me; this is my part of the thread.

    I sort of brought this up earlier but I'll say it again: running special builds just to counter toxic playstyles (that ideally should not be possible in the game) is the worst form of a solution. Perks themselves should not be the solution to this problem, because there is no way to know when you're going to need your "anti-camper" perks. If you tell me just to run them all the time, well, now I can't try out other perks and have fun with them.

    Not only that, but with Kindred specifically, it only reveals the Killer's aura to the person with the perk (unless that person is hooked, but if you are the hooked person in a hook-camper game, you're ducked anyway, so...), meaning that Kindred is not good enough in this situation. It will only tell one person not to waste their time going for the hook, or show them how to break through.

    So, yes. It is clear that hook-camping is a problem. It is clear it is not wanted, both by the community and BHVR. It is clear that anti-camping perk builds are not a good solution, because to achieve 100% coverage you'll never be able to run anything else since you never know when you need them. Therefore, a higher level change needs to be made, one that specifically targets hook-camper behavior and punishes it by giving Survivors actionable information when it is detected, perks or not.

    Show them the aura. Who says The Entity can't be just a little bit forgiving?

    First of all, that post was an absolute delight to read.

    Also, everyone replying with "just do gens" is silly, why would I do a gen when a survivor is hooked and the memories of them tbagging after spawning is apparently not enough for your teammates to unhook them? Survivors will either go straight for the unhook, wait after they've finished their gen or go once they realise no one else is.

    The point is, if your teammates are decent they will go for the unhook.

    Maybe once they reach the hook and meet Bubba's stare they will go back to their gens, but then they've wasted precious time crossing the map, and it's likely the other two teammates will do the same. It's also possible your teammates don't want to let the baby Meg die on hook with only 3k bloodpoints and a de-pip as a compensation for this amazing gaming experience, after all the three of us, BT and a flashlight surely can try to beat this one man?Also, the Meg isn't killing herself on hook, is it a plea to for us to try and save her or is she hoping to discuss aprons with the killer until the gens are done?

    "Just do gens" is an argument you can yell at swf while burning their survivor rulebook, but it's not something you can hold against solo queue survivors. Solo survivors have no way of telling their teammates they're being facecamped, have no way of telling them to stay on gens while hoping they black pip and have no way to assure them that "im sure don't worry i'll just waste time". Altruistic solo survivors will trade hooks, snowball and die trying to save a facecamped survivor because the only way for a facecamped solo survivor to let the others know what they want is to claim loud and clear that if this is their fate then it shall be everyone's, as they kill themselves on hook.

    So yes, I agree that if BHVR isn't going to implement a "just do gens!!" emote for hooked survivors, they should make kindred basekit. It wouldn't fix the dilemma of "to save or not to save that random person who maybe would like to play the game" but at least it would diminish the time wasted by survivors to realize facecamp is happening.

  • @BaroneMaximus said:

    https://us.v-cdn.net/6030815/uploads/TSY5FZ1OTVEL/immagine.png

    https://us.v-cdn.net/6030815/uploads/ZNASSQ8YLH9M/immagine2.png

    https://us.v-cdn.net/6030815/uploads/C2TLXR8LF5EU/immagine3.png

    The devs said: "2 escaped, 2 sacrificed is the perfect balance" But then why am i not pipping out of a "balanced match"?? When i'm a 100% sure the 2 guys that escaped clearly 2 pipped out of this. THESE are the kind of things that make me believe that this game is survivor sided even when it's a 1v4, where the 1 has to sweat his a** off and the 4 can basically just chill on gens and nothing else. I've been so many times on the edge of leaving this game because i don't feel awarded in ANY way when playing it and i'm quite sure that i'm not the only one feeling this way.

    The game isn't survivor sided because iri pips are hard to get... no ones get pips from just chilling on gens and nothing else as you say, and in my humble opinion pips, emblems and BPs are harder to get for survivors (unless you're in a swf but everything is easier for them lol).

    Kills / escapes doesn't equal pips. You're obviously more likely to pip if you have more kills or if you escape, but not necessarily. They take into account how you played (objectives, if chases are quick or dropped...). For example that's why in facecamping scenarios neither the killer nor the survivors who escape get pips (or bps) because no one is getting chase points.

    In your killer game example the two survivors who escaped have 27k and 31k bps, getting that many bps as survivor means the game (&chases) probably lasted a while (which isn't good for the killer). Also I think pips take hook into account rather than kills, so you're more likely to pip with 0k & everyone on death hook rather than 2ks without having hooked or even downed the ones who escaped.

    @BaroneMaximus said:

    https://us.v-cdn.net/6030815/uploads/AOVD3K25QY8A/immagine.png

    https://us.v-cdn.net/6030815/uploads/IY6D65I5YYQH/immagine2.png

    https://us.v-cdn.net/6030815/uploads/3I2JVF1LM9DB/immagine3.png

    Case in point.. Did 3 solo gens, did 2 saves, did 2 chases where the killer had to drop it, did not escaped cause i traded for the last and the killer was wraith silent bell/wall hacks in RPD. I should have depipped since i didn't escape, while instead i almost 2 pipped.

    On the contrary in your survivor game example you literally did 3/5 of the objective by yourself and basically carried your team but only got 1 pip out of it (and 10ks less bps than your killer game).

    In conclusion, iri pips are hard to get for everyone and the outcome of the game doesn't impact it much. If anything your examples just show how outdated emblems are tbh, they should be more accurate to represent the pips you get.

  • I mean to be fair CoH was very strong. However I do think the community has a tendency to simultaneously complain about the few meta perks being used all the time while rioting everytime an other perk is viable until they're barely any good (lucky break, breakout...). It's like survivor perks are either op and stay op or op then nerfed until they're meh (unless they're outright useless from the start)

  • Yes please, remove them! So tired of seeing people complaining about SBMM with a screenshot of the grades as if it meant anything... The devs have made it clear it is not an indication of skill so it really suprised me when we could still see them. If they want to show us the "skills" they could show us the players' MMR (i do think it'd lead to more people being sweaty but that's an other topic), showing grade has no purpose.

    I wish they would show us the character's portraits instead, I never pay attention to the usernames and it's bothersome when i want to check someone's build.

  • @Valik said:

    They really should be looking at other ways to mix up the ways that survivor items are treated and what they have.

    They should also have 'Heavy Traps' which are bear traps specific to the killer - and perhaps melee weapons that can stun the killer or tank a hit if used correctly, but are very difficult to time right.

    Keys and maps should be reworked (maybe medkits too now that CoH and new hemorrhage exist) but I don't think we need new items, even less ones that are pvp based. On the contrary I think the problem with items being redundant or worse than perks is bc BVHR wanted item diversity, I can't see weapons for survivors ever being put in the game (and if it was killer mains would riot and it would be scraped or nerfed to the ground). With so many players complaining about "bully swf with flashlights", allowing them to have melee weapons would not go well within the community, and would have too much of an impact on the game's balance.

  • Honestly playing her (or against her) gave me bad fps drops so I barely played her, it's probably been fixed a long time ago but I don't care enough to find out lol. Didn't have enough fun playing her to learn how to play her properly, still don't have her adept either..

  • @YOURFRIEND said:

    I actually really like the obsession key addon. You know what half your team is doing at all times with it, it doesn't require a charge. I pair it with blood amber and get pretty good value.

    The real issue is that medkita and BNPs outshine every other item by such a wide margin. Dunno what to do about that.

    Yes the effect itself isn't bad, but there's perks that do the same thing while allowing you to bring a much better item. I think the problem lies with the fact that BHVR wanted item diversity but then made perks with the same effects as the items. Technician and saboteur are the only perks related to toolboxes i can think of and they each have only one of the same effects as them, they don't replace them but can make them work better; same thing with flashbangs & flashlights, the perk doesn't replace them. There's a bunch of healing perks and they can replace a medkit but they also work in synergy with them, and bringing a good medkit can replace a perk slot. There's also a bunch of aura reading perks but unfortunately for keys & maps they have the exact same effects (or better ones) and are more usable due to them not expiring after 20 seconds of use.

    Toolboxes and flashlights can't be replaced by perks; Medkits can replace perks or work better with them; Maps and Keys can be replaced by perks and aren't worth bringing over a medkit, flashlight or toolbox.

    I don't think BHVR would retire half of their items but at least they could rework them...

  • Precisely why I say we should fix the gap between solo q and swf before fixing the killer/survivors balance. With recent buffs & nerfs it seems BHVR is balancing killers around swf and high mmr which makes the solo q experience even more miserable and is very regrettable. I don't play to win but i'm not going to stick around much longer if i'm not having any fun tbh

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