Avatar

Astrian

Astrian

About

Username
Astrian
Joined
Visits
86
Last Active

Comments

  • @Lx_malice said:

    Yeah I honestly don't understand how everyone assumes that they're in the top %. I mean it would make sense. Everyone thinks they're good at the game so everyone complains about the balance and what happens to the game as if they know what's best.

    News flash: Top percent is top percent for a reason. Not everyone will be there. People learn how to replicate the same things they see streamers and content creators do like chaining easy loops and doing simple moonwalk mindgames. They stomp pubs most games because the current matchmaking system is ass and they assume they're top%. Doesn't work like that. Not even trying to inflate my ego claiming I'm top % either in fact I think I'm very average and whoever reading this probably is too.

    Some people just need to stop taking their prescription of copium and come to the realization that they're just not as good as they think they are.

  • @YukariTheAlpaca said:

    Ah yes, SBMM in a party game balanced like a party game. What a great idea.

    For reference, in tournaments, the only killers who won any matches consistently were Nurse and Spirit. Not to mention the fact that survivors can complete their objective in under 6 minutes regardless of if the killer plays well or not.

    I am sure good players are going to LOVE playing with SBMM. I get punished for playing well as killer because I will only get genrush sweat squads. I get punished for winning as survivor by being forced to play against Spirit every match.

    Obviously, I'm not a super sweaty player.


    But as a casual player of the game who genuinely tries to win every game and be a good teamplayer. I have had nothing but good games all around playing with people of a similar mindset.

    In fact I will probably play the game more since the matchmaking won't be absolute trash.


    During the SBMM tests, I have not experienced a single Spirit, I have seen a few Nurses, but those were decently fun games as well.



    You speak as if everybody is going to have to go against sweaty Nurse and Spirit players, when in reality from the way you speak you will most likely have to go up against the face camping Bubba player who chooses to hook someone in the basement.

  • @botrax said:

    I consider myself to be a good killer ofc im not otzdarva level or any other content creator they play way more then me XD but when im killer i should not have to play against the swf that bring map offering every match or key i remember the last sbmm i got destroy in my match and the huge majority of my game were in haddonfield, ormond or cowshed this was not a fun experience for me as killer.

    For survivor it was another kind of experience it was wonderful i just dont know if i had good teamate or the killer i was going against were just awful at the game.

    You are playing against survivors who more likely than not should be at your skill level. The problem with killers is that they have had to go up against survivors that do not belong at their rank.


    With this current matchmaking, it is extremely easy to rank up as survivor, as a result Killers more often than not have to play against survivors that do NOT belong there. I'm sure you have played as have I, games at Rank 1 that feel like complete stomps simply because there were often multiple survivors that played like garbage.


    Ideally that would not happen with this new matchmaking; evidence is showing that will be the case.

  • Run Ruin.


    Never kick a gen again in your life


    Survivors running Blast Mine / Repressed Alliance now have 3 perks instead of 4


    GG

  • Am I the only one who thinks bringing Franklins to counter flashlights or keys kind of pointless?


    You're sacrificing a perk for something that more times than not will be inconsequential to the actual game, so why bother?



    Just kill them lmao.

  • @DoomedMind said:

    If you're solo, and hooked, your mates knows if someone is going for the save or not, avoiding the classic "uh, there's probably someone going to save this guy" or the also classic situation where both survivors are going for the unhook instead of one on a gen, and one for the save (and the one that is chased).

    If there is someone else hooked and not you, it gives you the information of where the killer is going next, and you can decide to go for the unhook if nobody's going for, or continue to do gen if you see someone that is going for the save.

    It gives efficiency, and organisation.

    Plus with Open Handed, you see the killer so far that it's ridiculous

    The Joke






    Your Head

  • I'm honestly surprised console players can even launch the game to see that the event is over, let alone play it

  • @Chilli_man2400 said:

    It’s not that simple it takes time for the patches to be certified to quote the DBD Twitter

    Unfortunately, this is just how long it takes to release an update; it takes a while to create versions for the game, test them, and send them out for approval for every platform. We're doing everything we can to get it out as soon as possible.

    Game shouldn't have ever reached this state to begin with. Console optimization has been trash for several chapters, it's only until now it's gotten to the point of being nigh unplayable that something is being done about it.


    Before, whenever console players would dead hard it would drop my frames to single digits, now they get sent to the shadow realm instead. Console has always had problems.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2335299#Comment_2335299

    Nah, there was a time you were made fun of for running Spine Chill. It was viewed as a beginner's perk. Maybe during beta days it was consider OP along with Wraith.

    Because Spine Chill wasn't necessary since nobody could be undetectable. Wraith was a glimmering mess and most maps were wide open so you could see a killer coming in from miles away. Even back in the day, when Spine Chill wasn't necessary, it was still seen as way better of a perk than Premonition. You legit got made fun of if you ran Premonition and that still remains true to this day.


    Nowadays there's like 5000 indoor maps, a bunch of killers and various ways to become undetectable; there's no reason not to run Spine Chill. Why even think about it when there's a perk that does it all for you. It went from a luxury perk to basically a requirement if you want to be optimal.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2322255#Comment_2322255

    OK, so if I have them on certain characters from last year, there is no need to go after them again.

    Thanks!

    Oh no they're different. But because of the BHVR effect you won't actually get them even though you're supposed to.

  • No, you actually got the crowns last year

  • @DelsKibara said:

    They're releasing it a day early because July 1st is a holiday in Canada.

    I understand that.

    What I don't understand is why this event is THIS broken.

    It's actually so ######### bad it's laughable. Usually I'm one of those people who lets bugs slide if they're funny or don't affect gameplay. But I am losing ######### bloodpoints over this. And it's so painful that I'm just laughing so hard over it.

    This makes Binding of Kin look like a polished product, jesus #########.

    Honestly would've preferred it if they just release the event a day late instead of early.

  • @memento said:

    Your complaint is right if they are professional, but they aren't. Remember BHVR was obscure company just a few years ago. They do not have knowhows about coding and verification management, in short, they are amateur developers yet.

    I can't tell if this is serious or not. BHVR has over 600 employees, obviously not all of them are coders or even game devs but you're telling me not a single one of them knows how to properly code and bug test?

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2319120#Comment_2319120

    How?

    You just have your equipment... well unequiped. That's not punishing, annoying yes, but punishing?

    Punishing is like you do the tutorial as a red rank and I decide you're not worth it, and just ban you.

    People out here really arguing the semantics of the word instead of the fact that BHVR literally released a bugged tutorial and incentivized people, new and veterans, to do it by giving them bloodpoints and a charm.

  • @Mr_K said:

    I don't understand the criticism of the tutorial bugfix.

    It's not criticism, I'm saying it shouldn't have been a bug to begin with.


    I'm saying how do you implement a tutorial that punishes people for wanting to learn the game.

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272635#Comment_2272635

    Not to rain on your parade, but I dodge if I see a Key, or someone last-second Key-swaps.

    I cannot STAND Keys snd the potential of them knocking out 3 gens within 2 minutes, before I can even get a hook, and then having 2+ escapes when I can't even stop it.

    I know it isn't guaranteed, but when you have a night like I did last night, where all four matches I played had a Key show up somewhere in there, it becomes quite aggravating.

    How are people knocking out 3 gens in 2 minutes without you intervening?


    I know it doesn't mean you main the killer, but Blight in your pfp is a perfect example of a killer who shreds this very concept. You can literally go around the map and harass everybody on gens. Most of my red rank games end with 0 - 2 gens complete.


    Majority of the games that progress further than that are because I'm either playing poorly or it's just a bad Blight map.


    Very few times it's because of a survivor sweatsquad "genrushing" doing 3 gens in 2 minutes. You shouldn't be wasting so much time chasing a single survivor and should have the awareness to give up and check other gens if this is such a problem for you.


    Your comment doesn't even sound like keys being the problem, the problem is you're just not playing well and there's places where you can improve.

    The problem is you, you're just projecting it on the keys which again, are not the reason you're losing games.

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272645#Comment_2272645

    I've heard it all before https://www.youtube.com/watch?v=B_obeR1OIm8

    But no bubba. That's just another asinine assumption from an ego too fragile to reconcile its own limitations among a universe of experiences and perspectives outside itself.

    I've got a hundred+ posts on this forum. Feel free to read as many as you like, and do get back to telling me who I am and all the things you know about me. Each post was constructed in my own voice; each presents my actual personality; and each conveys my genuine thought process, and--golly gee willickers--even my day-to-day diction.

    You're still applying your sample size of one--a sample-size of self--to everyone and everything. I'm just me homeslice. There's nothing special about you. Except maybe the education required.

    What are you even saying. You're too busy flipping through your dictionary that you forgot to actually put a point to your comment.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272804#Comment_2272804

    Yeah gen rushing+ body blocking BT and DS is so hard you know

    Just wait 12 seconds for BT. Get some patience, think about how bad Franklin's is and was in the time you can just wait for their BT to run out.


    DS is sparingly used now. The chances that you'll run into a guy running a key AND DS at the same time is slim at best.


    You'll be fine kiddo. You don't need Franklin's to be toxic to survivors

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272749#Comment_2272749

    You know how actually keys work, don't you? Now they can safely bring a key in the lobby and they don't have to worry about losing it for Franklin's

    Okay, here's a really weird hard counter to keys.


    What if....


    You just killed them? I know. Strange right?


    Now you can do this a number of ways. Tunnelling of course works wonders. But you could also just not play awfully and just win the game before keys even become a factor.

  • @[Deleted User] said:

    They nerfed a counter to keys, should I say more?

    Yes, you do actually. How is this a problem


    Why are you running Franklin's to counter keys?

  • There are... unfortunately...


    sigh i looooove to get more achievements... certainly don't want to be 100% any time soon

  • @Jaffycake said:

    OP doesn't seem to know how good Franlin's is was vs keys and map SWFs. Sadge.

    You're right I don't.

    Mostly because whenever I bothered to notice a key in game I just killed the dude or I had already won the game.


    Keys and items in general are such non-issues that I don't even bother to look at the lobby screen when I'm queuing up. Nothing a survivor can run is going to change my gameplan, I'm still going to do the best I can and if something turns out to be an issue in-game I snuff it out.


    Ezpz

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272575#Comment_2272575

    LOL. Which words did you have to look up there champ?

    Try reading more.

    None of them. You and I both know you don't use that vocabulary in common conversation yet you're using it now to make your bad take sound better.


    Why try to make your bad take sound smarter when you can just not have a bad take? I'm just calling you out

  • @hailxsatanxeveryxday said:

    This isn't even a nerf. Assuming it drains item charges over time while on the ground, this makes it much more effective against items other than keys. I can live with that. Before, I always ran Lightborn over Franklin's because, if I ran the latter, I would either have to camp the damn item or fully expect survs to return with their flashlight's full amount of charges in less than a minute.

    I've seen killers bitching about keys for a while now, but I don't run into them often enough to notice them specifically, and I'm not sure I'd care enough if I did. Can't believe people would rather taker a DC ban for a few minutes than play against an item they don't like.

    I highly doubt they're actually dodging lobbies if they see a single key. That's some real down-badness if so and kinda just shows how unskilled of a killer they are if they seriously can't adapt to a single item in their match

  • Huge, Lucky Break before was unusable and now it actually seems like a really annoying perk to use against killer.


    Should be interesting on both sides

  • I loving how you guys can't even defend Franklin's anymore because you know how bad of a perk it is and just went to strawmanning.


    You guys are not playing against 4 key sweatsquads all day.


    You are not losing your games because that one purple rank claudette brought a key


    Chances are you win or lose most games before the key even becomes a factor


    It is okay to not get a 4K


    Why run franklins to counter the one item that triggers you when you can just run a better perk that just flat out wins you the game instead.

  • @Ecstasy said:

    Gee or maybe they went from "oh we're still gonna nerf keys, still gonna nerf keys" to removing the one hard counter to them in this ######### game.

    And people DO use the perk. You're making an asinine assumption in the first place about something that's evidenced to be true, but honestly that's not even your motivating factor for this god awful thread anyhow. You're actually only upset because other people are upset about something to which you're indifference, and the world demands order, ergo their concerns are irrelevant and petty. Hence your own "spoiled children blah blah blah" with far more grandiose childishness.

    Put the thesaurus away, using big words you saw on your word of the day calendar doesn't make your bad take any better.


    Keys are not ruining your games. You don't have to end every game in a 4K. It is okay to lose.

  • @MadLordJack said:

    I'm not sure you're one to call out immaturity.

    Takes one to know one right?

  • @shootaman777 said:

    https://us.v-cdn.net/6030815/uploads/GWNIRMEB809I/image.png

    I'll get back to you soon, Astrian. I'll be playing the game rather than being on the forums, for the time being. The odds of getting a Coldwind map are lower, so I'll be enjoying that while it lasts.

    Spend the time fixing your brightness settings or going outside so seeing natural colors doesn't burn your eyes so badly. <3

  • @shootaman777 said:

    @Astrian

    Google defines 'feedback' as "information about reactions to a product, a person's performance of a task, etc. which is used as a basis for improvement". I was unaware that complaint due to the direct actions of a developer was not classified as feedback. Thank you for correcting my misunderstanding of the dictionary definition of 'feedback' **/s**. Apparently, in your version of reality, negative feedback does not exist; it must either be positive feedback, or it is not feedback at all. Careful there, your shining armour is showing, BHVR's corporate white knight.

    I do not have the brightness on my monitor set high, because I do not enjoy being blinded by a screen. I have blackout curtains and the lights out, generally, to avoid glare making the screen difficult to see. Which makes painfully bright colours all the more painful to look at, as my eyes are generally adjusted to the relative dark.

    Think about this for a moment, in the context of the game. The loading screen is, essentially, pitch-black. Then, the screen instantly goes bright white, if it is a Coldwind Farm map.

    We've been through this before and already reached the proper conclusion - don't do that to players. Remember how flashlight blinding was changed to darken the screen out, instead of making the screen flare bright white? Remember how this was done to prevent players from getting headaches? This should not even be a point of contention - BHVR should address this in the same way that they have in the past.

    And, if it turns out that bright maps somehow add to horror (in my opinion, they don't), then there is always the solution of gradually increasing brightness throughout the match. Let's say that the Entity starts the trial at the crack of an artificial dawn, and as time progresses in the match, the map gets progressively brighter until a certain point that we can call 'noon'. Even a gradually moving two-dimensional image of a sun in the sky would be good enough to explain away this brightening-over-time effect.

    Sure, it's nice that BHVR is trying to do something differently, but making the same mistake twice is not positive change. If that is what you call 'spot-on execution', I would question your perception abilities. The fact that BHVR did this, makes me question whether or not BHVR's QA tested for anything other than bugs, and/or whether or not non-bug-related QA feedback is ignored by the rest of BHVR.

    Okay fine, this isn't VALID feedback.

    You know exactly what I mean yet since you want to play semantics and be super specific, then I'll be as specific as I possibly can be so you can understand it better. This isn't something that is of fault of the game's design, but user error, the user's inability to customize their experience and insistence on blaming somebody else for their own faults.

    The kids nowadays in the year of 2021 would colloquially call this a "Bad Take".

    In your second paragraph you said:

    I do not have the brightness on my monitor set high, because I do not enjoy being blinded by a screen. I have blackout curtains and the lights out, generally, to avoid glare making the screen difficult to see. Which makes painfully bright colours all the more painful to look at, as my eyes are generally adjusted to the relative dark.

    You admit, that the problems you have with the new Coldwind map are problems that you yourself have created. By your own elimination of color and life from your room, you have therefore eliminated any possibility of your eyes perceiving colors that evoke and sort of hope or time of day to the point where it physically blinds you.

    How you managed to type out this comment is nothing short of a miracle I'm sure. Of course this is a "joke" as we all know that your room is illuminated by the colors of the RGB lights in your gaming setup and provides sufficient exposure to the natural colors of our reality.

    Going back on topic, you continue by saying:

    Think about this for a moment, in the context of the game. The loading screen is, essentially, pitch-black. Then, the screen instantly goes bright white, if it is a Coldwind Farm map.

    The word essentially is an adverb that is often used to emphasize the basic, fundamental, or intrinsic nature of a person, thing, or situation. However this word does not suit the loading screen when entering a trial in the hit horror game, Dead by Daylight. I present the loading screen itself as evidence.

    image.png

    Using the program, Adobe Photoshop 2021, though I'm sure other photo editing programs can do this as well, I have used the Color Picker tool to view what color the focal center of the loading screen is, the ticks. As you can see, when they are fully illuminated they are completely white, meaning that nothing else is brighter than this screen. Contrasted with the, in your words, "Pitch Black" rest of the loading screen, this is probably the brightest section of the entire game.

    Not only is it not "Pitch Black" but there's no physical way that the Coldwind map could blind you with it's brightness when the loading screen is physically more bright than the thing you're complaining about.

    The only things I can possibly think of that would cause your fatal blindness would be either:

    1. Your perception of color is so terribly off as you somehow perceive the oranges, blues and yellows of Coldwind as brighter than literal pure white, in which case I hope you don't have any desire to be an artist because that's pretty bad.
    2. Something is wrong with your setup, whether it be the brightness settings in your game / monitor, or it's because you play in the darkest room imaginable staring at RGB your entire time.


    Though I think I've made my point, I'll move on to the rest of your comment just so you don't think I'm not being throughout enough.

    We've been through this before and already reached the proper conclusion - don't do that to players. Remember how flashlight blinding was changed to darken the screen out, instead of making the screen flare bright white? Remember how this was done to prevent players from getting headaches? This should not even be a point of contention - BHVR should address this in the same way that they have in the past.

    The issue is, the old flashlight blind screen was nowhere near similar to what Coldwind is now. Here is a reference in case you forgot.

    image.png

    Like I said earlier, unless you cannot perceive the difference between White and the various colors of new Coldwind, I think most would agree that White /=/ Orange / Blue / Yellow. Thus making your feedback, invalid.


    And, if it turns out that bright maps somehow add to horror (in my opinion, they don't), then there is always the solution of gradually increasing brightness throughout the match. Let's say that the Entity starts the trial at the crack of an artificial dawn, and as time progresses in the match, the map gets progressively brighter until a certain point that we can call 'noon'. Even a gradually moving two-dimensional image of a sun in the sky would be good enough to explain away this brightening-over-time effect.

    Horror is extremely subjective, as many different things scare many different people. With the new Coldwind map, the horror is not the same as the previous maps. What is eery and scary for one, may not be for another.

    The saying: Different Strokes for Different Folks comes to mind.

    It is perfectly fine for you to not feel scared or get the horror, but the game should not be tailored to your specific desires. As I said before, just because you don't think it's super scary does not mean others do not, or do not enjoy it. Saying you don't like the design of the map seemingly "just cause" is not valid feedback.


    Sure, it's nice that BHVR is trying to do something differently, but making the same mistake twice is not positive change. If that is what you call 'spot-on execution', I would question your perception abilities. The fact that BHVR did this, makes me question whether or not BHVR's QA tested for anything other than bugs, and/or whether or not non-bug-related QA feedback is ignored by the rest of BHVR.

    1. They didn't make the same mistake twice as I've explained before.
    2. We all know BHVR has trouble making good decisions for the health of the game, but for once in a long time they actually managed to get it mostly right in an update and I think they should get a pass even if there are slight bugs or hiccups in gameplay. None of this stems from the design of the map, but from their poorly coded engine that most would compare to spaghetti


    And yes, in case you are wondering, I am this bored to have written this entire thing out just for you. <3

  • This isn't feedback, this is just you complaining because for some reason you have your brightness settings set to maximum on your monitor.


    Not every map in the game needs to be super dark and dreary, believe it or not different times of the day exist.


    I for one am glad that the development team is exploring other ways of displaying the maps in the game outside of their usual formula. They aren't all going to be winners in everybody's eyes but at least they're trying and at least in my opinion their execution is spot on.

  • @YOURFRIEND said:

    Achievements don't do anything. They're a binary value associated with your steam account. It means nothing. Why be concerned with it?

    Because I feel like it and I already have basically every other achievement just by playing the game.

  • @Mandy said:

    I believe achievements cannot be adjusted if they're still able to be completed - and technically, this one can still be completed. So it's unlikely to get changed.

    While I understand that this isn't exactly very high on the list of issues Dead by Daylight has, it's an optional achievement after all, it would be a quality of life fix that would be much appreciated. With the development team going back and reworking maps and buffing old perks, it would be nice to see and show the community that the team is looking at all parts of the game for antiquated features, even the achievements.


    Achievements imo should be something, you know, achievable and be able to be worked towards. The only way to work towards this achievement since it doesn't come up in a normal game is to actively sandbag your team and not progress the game so that you can be the last person alive.

    This is actively detrimental to the experience of your team and shouldn't be encouraged for people trying to go for this achievement.


    It would suck if something like this would be left on the wayside simply because the values of an achievement cannot be changed on whatever platform is preventing it.

  • @Harold_Shipman said:

    wait till you try the outdated nurse achievement to grab somebody from a gen after 3 blinks >>

    You'd be surprised how shockingly easy this achievement is to get. Did it when I was going for the nurse achievements.


    All you have to do is get decently good at Nurse and you can usually dominate most matches you get into, the restrictions triple blink give you really aren't a huge hinderance. From there you can just grab someone off the exit gate, it's pretty easy.


    Even then, you can usually convince a survivor to play along especially if they're the last one alive. You can try banging on a gen until they work on it and then start triple blinking. Hopefully you'll have a survivor with common sense and they'll realize what you're doing and play along.



    But yeah, I've done most every achievement excluding the adepts for characters I don't have and the new ones that pop up every chapter or so. All of them are relatively easy or just grindy except for the Left for Dead achievement. This is the only achievement in the game that is 100% out of your control and damn near impossible.

    The only other achievement I'd remotely place anywhere remotely as difficult as Left for Dead is the Evil Incarnate achievement for Shape:

    Evil Incarnate

    In a public match, kill all 4 survivors with the TIER 3 Evil Within

    Most of my attempts at the achievement were lost because last survivor found hatch, however even this achievement has gotten easier with age. Better perks have come out since Shape's release such as Corrupt Intervention that give you loads of time. You can now control where the hatch spawns with offerings, and you can just flat out grind this achievement out as you can get better with Shape and get better results.


    Left for Dead is the only achievement in the game where it has gotten harder to get as the game has progressed. You cannot grind this achievement out, you cannot equip any perks to make this easier, the situation where this achievement even becomes applicable is something that almost never happens.

    Left for Dead is 100% luck based through and through

  • Who's the gunslinger?

  • How do you know everybody is on comms?


    Like I said earlier, why are you blaming SWF instead of the fact that you're probably not playing as well as you could be. Do you have a good perk build? What killer are you playing? What map are you on? There's a lot of factors that go into your performance on a map without even taking into the account of whether or not the people you're facing are in a party or not

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134061#Comment_2134061

    *Laughs in Blight, Oni, Twins, Huntress, Bubba, Hillbilly, Deathslinger, Phead, Plague, Wraith, Demo, Doctor, Hag, Trapper, Trickster, Ghostface, Myers, Legion, Freddy, Pig, and Clown*

    Let's be real, Trickster ain't even viable in white ranks

  • You are not running into actual sweat squads where their use of comms is stopping you from winning games.


    You facing off against Joeschmo and his buds playing a couple of rounds of dbd and the actual team of competitve players using comms to their fullest extent are few and far between. The reason why survivors are so strong is because doing generators isn't hard. A good survivor can loop a killer for a long period of time, meanwhile their 3 buds are all on gens, ideally separately. By the time you catch the one person you're getting looped by, thats 3 gens done.

    You are not losing to communication, you're losing because you're bad and you don't know how to apply pressure to gens. Basic common sense and game knowledge can usually provide for what Joe and his buds are saying on comms about your position.


    I'll bet my left nut that you are not playing at the level where SWF having communication is the reason why you're losing games and not the fact that you could be playing better or that you just flat made mistakes during the game.


    only 2 killers are viable at red ranks (nurse and spirit) it's obvious killers need buffs

    Every killer besides Trickster is viable at red ranks. Red ranks are no better than Purple Ranks and barely better than Green ranks. The majority of red rank players are still awful and clueless at the game than the majority of the pack. Being at red rank does not require skill you just have to play the game for an extended period of time.

    The games you're talking about where only nurse and spirit are viable are maybe 1% of red rank games.

  • comms are essentially a 5th free perk to survivors

    Top 10 signs to ignore a post

  • @FairRelic64722 said:

    Aside from the insane grind, it's pretty unfair that newer players are forced to pay $7 each for certain perks like BBQ, Decisive, Object, Thrilling, I'm all ears, Save the Best for Last, Surge, Surveillance. The shrine argument is not valid because good/fun perks from licensed killers can take anywhere from months to a year to appear on the shrine (look at the archive of previous shrines). A lot of people pick up dbd on steam for $30 to check out the cool killers from popular horror franchises (one of the main attractions of the game), only to learn that they are all locked behind a paywall. I completely understand that the devs need a constant source of revenue to keep up with the content updates, but I feel like that money can be better earned through microtransactions for killer/survivor cosmetics, by re-releasing limited cosmetics from previous tomes as well as selling good cosmetics on high-demand that people actually want to buy (Seriously, I'm not going to pay 500+ auric cells for a korean dwight skin). Also community-created skins such as the mr. puddles skin for the clown is definitely a step in the right direction.

    A lot of the perks you listed I would never recommend for a new killer. If you're introducing a new friend to DbD you want to get them a good build asap not perks like I'm All Ears, Surveillance, Object or Thrilling. Since Decisive is nerfed they shouldn't be wasting their money on that perk either.


    Survivors have some of the best free perks in the game, they shouldn't be spending a dime if they want to play optimally. They have dead hard, sprint burst, borrowed time, unbreakable, iron will, quick and quiet, bond and spine chill all as free perks.


    If they have nothing else and don't want to pay any money, the first killer they should get is Clown which you can get with shards, not paying a dime. Clown is a solid noob friendly killer and Pop is a fantastic meta perk.

    Paid Survivors and Killers don't have reliable meta perks really anymore besides BBQ.

  • @wisdomwielder said:

    Full disclosure: I have been playing since 2016 and own all of the DLC for this game. I only started getting characters with shards once Oni was released. I feel that I have been complacent and unaware, like a frog in pot of water steadily rising in temperature. Only after recently introducing a few of my friends to this game have I realized just how bad it has gotten...

    With the upcoming release of the RE chapter, this game will now have EIGHT chapters and/or paragraphs with characters and or perks totally locked behind a pay wall, out of a total of TWENTY or so total chapters, the total cost of which amounts to $129.80. This, on top of the base $30 price tag of the game amounts to almost $160 ($62 of which is all licensed); an outrageous price for a multiplayer-only game, and that doesn't even include cosmetics or battle passes.

    Oh, but Wisdom, I hear you say, you can buy many of those characters with shards! Well exactly how many shards do you need to get all of these "free" characters? 198,000!! And about how long do you need to grind to get these shards? According to the wiki, you will earn about 260 shards per hour (if you constantly get games, but good luck with that), so it will take you upwards of 760 HOURS of JUST playtime to unlock all of the unlockable characters in this game. Every time a new chapter drops on this insane pile of DLC, I am less and less inclined to recommend this game today more of my friends. For anyone who gets into this game now, it is unrealistic to expect to have full access to all characters and perks, especially with the rate at which new content is released. New players will never be able to catch up.

    Someone else who plays other video games, please, is this the industry standard now? Am I crazy for thinking that this is getting excessive? How do other games compare when it comes to grind like this? I would love to hear about other people's perspectives and experiences with this and other games. Give me your hot takes...

    So how do we fix this without making people have to play this game like it's their second job?

    1. Have shard sales for certain characters. — I think this one is a no-brainer. We've had auric cell sales for characters whenever they show up I the tome, why can't we have shard sales? If people had better access to these characters, it could also encourage them to buy the battlepass.

    2. Create more proactive ways for players to earn shards. — These can come in the form of daily challenges similar to the blood point dailies, or they could be additional rewards for completing archive challenges in addition to BP and Rift fragments.

    3. Add shards to the battlepass. — adding shards to both the free and premium tracts is something everyone would appreciate. It helps the free players, and is a great reward for people who invest in the pass!

    Tl;Dr; Game is becoming increasingly bloated with DLC, MTX, Battlepasses, and insane grind. People who jump into the game now are at a severe disadvantage against people who have been playing for years. Mount Grind gets taller and taller every day, and shows no signs of slowing down. Newer players are at a severe disadvantage and are suffocating under a mountain of insurmountable dlc and grind. Its time to give them a chance. And, as an older player who bought everything as it came out, I AM OKAY WITH THIS. Give people a chance BHVR...

    What's everyone else's hot take on this?

    Addendum:

    What I'm trying to point out here is that the insane grind is what is making this game PTW. If you don't want to invest 800 hours of your time grinding to get all the unlockable content in DBD, then GIVE US MONEY. They're using the grind to get more money out of you.

    Are there sales for this game? Yes, and that's pretty cool, but God forbid people ever try to earn anything in this game if you don't want to pay money.

    Thankfully, survivors have most meta perks available on free characters, and strong killers like nurse are free, but if you want the most optimal build for your killers, you will have to buy multiple, often licensed DLCs to stay competitive. Don't want to spend the money? Wait for 6 months for those perks to pop up in the shrine.

    The free track for this game is unrealistic, and getting worse all the time.

    For survivors this game is not pay to win in the slightest, one of the best builds imo: Spine Chill, Resilience, Iron Will, and Dead Hard is 100% free.

    For killers yeah, all the good runnable perks are behind paywalls or through grinding. But the grind honestly isn't bad. Consider a new player starting fresh, if they are optimal with their unlocks, they can get a solid general killer build with their first few unlocks.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2110918#Comment_2110918

    I don't know what's more worrying. The fact that you truly believe freddy is S tier. That blight needs j flicking to be S-tier(he doesn't). Or that you clearly have some things to learn about being a survivor. There's a reason why tofu (who has a ton of experience) put freddy at high B tier. Because that's about where he belongs. He's WAY over rated against GOOD survivors...As far as saying you can counter blight just by looping a rock...Ooof. You're missing the point of blight. A GOOD blight isn't trying to use their power to hit you around a rock. They're using it to catch up quickly and finish chasing you down. You tell me what sounds more oppressive...

    Freddy - Has ok map mobility from a slow returning teleport power. Has to get a hit and take forever to catch up from the speed burst and catch you at a loop. Which a good survivor can make difficult and take even longer

    Blight - Has even better map mobility from a faster returning power. Can hit you and be right back on you in seconds. Sometimes in position to down you with his rush. Or just be right back at you to basic M1 you

    Why is your source of Freddy being B tier literally only one person lmao

    Basically everybody else without even thinking about it puts them in S tier.

    have you thought maybe Tofu is the outlier and not the standard?

  • Trickster was done so well visually, promotion wise, the music. Everybody really came together to make this dude great.


    Well... everybody except our friends at game design :(

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2110909#Comment_2110909

    oh where does it say that tunneling is against the rules and is toxic? where does it say a killer can not camp the person on the hook? where is it said that noed can't be used becuase it's TOXIC? no where what so ever. HOWERVER the devs have stated that the perk DECISIVE STRIKE is to be an anti-tunneling perk. and having you progress the game means the killer is not chasing you and thus you can forward the game. the devs have STATED this and brought the perk into line with how they envisioned the perk being used not how YOU envision it to be used. your opinion means nothing in the grand scheme of things where the intention of how a perk is to be used or what ever.

    your diatribe here shows your ignorance and self-righteous outlook that you know better than the people that make the game how it was designed. and by your own admission how they have it now means that your use of DS before WAS incorrect as the devs changed it to be more inline with their envisioning of the perk. You might notice that I said abuse not anything saying of incorrectly or using it against the rules of the game. you made that idea up just to make your argument sound right. To answer your questions there have been several DEV broadcasts where they discussed various perks and how their intent for the perks was. That is the addition to the tutorial in the do's and dont's of the use of a perk. The devs even came out and said they changed it this time as it was not being used as they intended it to be and thus changed it. you can take your clown suit to HR, turn it in and go find another line of work!

    oh where does it say that tunneling is against the rules and is toxic? where does it say a killer can not camp the person on the hook? where is it said that noed can't be used becuase it's TOXIC? no where what so ever.

    I think we're both in agreement that this whole bit means absolutely nothing. I have no idea what point you're trying to prove and at this point I don't even think you know yourself.

    HOWERVER the devs have stated that the perk DECISIVE STRIKE is to be an anti-tunneling perk.

    What is the definition of being tunneled?

    According to the current decisive strike, if you perform an action, or as you say, progress the game, you are not being tunneled. I agree.


    According to the previous decisive strike, like I said, as long as the killer picked you up during the 60 seconds after you were hooked, you were being tunneled the the perk would activate. This is the perk's intention and it was being used as it was designed.


    This is what you're not understanding. By making this change the devs have clearly defined what is and what isn't being tunneled. To say that people weren't using the perk as intended in the past is a dumb argument simply because there was no definition in the past to be breaking. You can't violate intent when even the devs didn't specify what their intent was. Intent has been specified and the perk was changed. I fail to see how this is difficult to understand.

    your diatribe here

    I'm glad you're using your word of the day calendar but I'm pretty sure you're using diatribe wrong. It's cool that you wanna use big words to make your point sound smarter, but at the end of the day you're still writing big walls of text about a nerfed perk in a video game.

    you know better than the people that make the game how it was designed

    This is just a dumb point to make as the people who make the games are often, if not always worse at it than the people who actually play it. This is why the players create the meta and why games where the devs try to create the meta often fail or receive backlash. Players know more about how something will be used at the highest levels simply because they're putting in the time to play at the highest level. They know what works and doesn't work practically better than a dev would.

    This isn't even about DbD anymore, this is any game with a "meta"

    You might notice that I said abuse not anything saying of incorrectly or using it against the rules of the game

    And this is where you show how little you're paying attention.


    You might notice that I haven't said the word "abuse" a single time until now throughout this entire thread. You might be surprised to heard that I did that on purpose, mostly because that wasn't what I was arguing. You said, and I quote:

    ds wasn't nerfed. it's functionality is the same as the pre change. they just nerfed the ABUSIBILITY of it

    If you were paying attention, my whole argument was based around the fact that you said DS wasn't nerfed. My whole argument was about how the devs changed a perk to function differently, by a different set of rules and definitions, than how it was used past. My whole argument was saying that when you take away what was "abused" and leave it in a weaker state, by definition of the word, it was...

    NERFED


    Look at how much you wrote, trying to argue a point that was never made. This entire comment that I'm responding to has absolutely nothing to do with what I was talking about, yet you wrote it anyway thinking you cornered me when in reality you didn't have the slightest clue what the argument was about.

    Congratulations, you've truly earned this ->🤡

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2109087#Comment_2109087

    Lol stop. Freddy was NEVER s-tier. He's a pub stomper, fine. But GOOD survivors never have issues vs him. S-tier is reserved for characters that you can't do anything about. Characters that are oppressive. Can hit you and be right back on you in 5 seconds before you can even get to a tile. Spirit, Nurse, Blight

    I don't know what's more worrying. That you don't think Freddy is S tier, or that 2 people agreed with you. Freddy is S tier, even with the nerfs. He shortens loops and has map wide presence.

    With the nerfs, if he wasn't already he's at the bottom of S Tier, S -. The nerfs don't change anything about him that was strong.

    Also why you putting Blight in S Tier? Unless Blight is JFlicking, which is an exploit and will be if it hasn't already been removed, then there's plenty you can do against him. You said yourself that S Tier is reserved for characters that you can't do anything about, yet Freddy fits that bill nicely and Blight you can counter his power just by looping a rock.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2109024#Comment_2109024

    no you dolt, the fact that what was being abused was removed is what people are talking is the nerf so sure if you think of it that way sure they nerfed something but the key is what was being abused, this is not what was intended by the perk so by the definition it is not a nerf as the definition by many is a change of the item from it's original intended use to something less than it's intended use. and the abuse was not part of it's intended use thus this was truly not a nerf. but people like you and others will change the definition used to something that fits your narrative.

    Where on the old description of Decisive Strike does it say that I cannot run to a generator after getting unhooked and just work on it right in front of the Killer's face? Where on the old description does it say that when the killer inevitably downs me when I do this that I can't just run Unbreakable, pick myself back up and continue working on the gen?


    You want to talk about intent, yet no intent was provided. Unless they added some new part of the tutorial that specifically goes over the Do's and Do Not's of using Decisive Strike, I guess I just missed it when I was going through survivor orientation :/.


    That being said, I guess my method of using Decisive Strike is correct, and therefore intentional as the game does not say I cannot do that. The perk said that after an unhook, if I am picked up by the killer within a minute of that unhook, I get a skill check to free myself. As long as what I'm doing falls within those parameters, then it is also intentional.


    So, an aspect that made Decisive Strike strong, which was the main reason why people were asking for it to get changed was removed. The perk itself was changed in a way so that this strong form a gameplay is not possible any more. As a result the perk is now "weaker".


    But it's not a nerf though. It's just weaker and not as abusable as before. But don't call it a nerf though, that's clearly not what a nerf is. -_-

    D1VCpbCWsAE_r3l.jpg
  • No, it's not. It's too situational and even when it's not there were probably other things you couldve done that were just as effective.


    Just run Dead Hard or Sprint Burst and pretend you fell before using them. Basically the same effect

1 2 3 4 5 6