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Atrushan88

Atrushan88

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  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283735#Comment_1283735

    I don't know how to explain it to you any further, but it's iconic because it was basically the first game of it's genre. Like I talked about in my original post, it had a very large impact upon the world of horror gaming upon it's release, and many game developers still take inspiration from it to this day. I mean, I'd never heard of Hellraiser until recently (due to all the speculation), but that doesn't mean it's not iconic just because I and other people haven't heard of it. I'm sure it's had an impact of it's own upon the horror genre, and me not knowing about it does not change the fact. That's what I'm saying about Silent Hill.... just because you personally don't know much about it doesn't mean that so many other people don't that it's not iconic in the horror genre. I mean, heck, I'm sure BHVR took at least some inspiration from Silent Hill, with the fog and different realms and all that!

    With anything that exists in media, there are going to be people who don't know what it is or have never heard of it. For instance, I didn't even know about Stranger Things until I started playing DbD. Did that change how I thought about Demogorgon whatsoever? No! I just thought it was pretty cool and Nancy and Steve were neat as well. It was cool to find out that they were from a Netflix show, and that just made me like them even more. I think if Silent Hill is added to the game, it would be the same thing as that -- the people who didn't know about it would think it was neat and scary, and the people who do know about it and want it in the game would love playing as Pyramid Head on a Silent Hill themed map.

    Stranger Things was added because it was very WIDELY known and talked about at the time. It's been extremely popular since it's creation and almost everyone knows about Stranger Things(even the normies talk about it, if not mostly the normies talk about it). That's just what I'm saying the difference is. I barely know anyone who talks about Silent Hill(actually no one talks about it now), it's just not as well known. That's why Stranger Things has a such a huge price tag. While yes, just because I don't know of something doesn't mean that many other people don't, but considering it is NOT a hot topic right now and has never been a WIDELY talked about hot topic, means that not many people will be like "Ooh yay Silent Hill!". IF they made a Silent Hill chapter, it would not be targeted towards a very big demographic. If this chapter is supposed to be very big, Silent Hill wouldn't be that.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282823#Comment_1282823

    Meh, I prefer Small Game so then we have 2-3 people on gens and myself doing totems.

    If anyone completes a gen you see the totems. Besides if you're only doing totems then you'd only have 2 on gens with one running the killer.

  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282859#Comment_1282859

    Well, you have to understand that "iconic" and "classic" do not mean "extremely popular" and "recognized worldwide". Like I said in my main post, not every character has to be on the level of Myers and Krueger to be "iconic"! Silent Hill is iconic in the world of horror games because it is still being referenced and praised to this day as an excellent, groundbreaking horror game for it's time, and developers are still taking inspiration from the franchise. Of course there will be people who don't know about Silent Hill (especially younger gamers), but that's to be expected.

    There is also talk of Konami working with Sony, Hideo Kojima and Masahiro Ito to reboot the Silent Hill series, so.... who knows? This could be a way to introduce more gamers to Silent Hill, through a monster and character from their game being in DbD! It would be very smart to include a popular, successful and classic horror game franchise in DbD.

    I literally only know the name of the game, and am not a younger gamer. If it's not something that is well known in the entire genre of horror, I don't see how it'd be considered iconic. Maybe it was a great game, but that doesn't mean most of the world knows about it, which would mean that it would mean very little to most people if it were to be introduced as a killer.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282806#Comment_1282806

    By getting out the game and moving onto your next one where there's like a 99% chance you won't get a "farming killer."

    Basement Defender Bubbas aren't farming in any capacity.

  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280951#Comment_1280951

    Horror game franchise =/= horror franchise? Like I said, "world of horror" includes the world of video game horror.... and there are two Silent Hill movies....

    And I understand if you don't think that it was iconic, but it obviously influenced the entire world of video game horror upon it's inception.... that's pretty big! And people still love it and reference it to this day. I know that people think "Wikipedia bad" because their school teachers drilled that statement into their heads, but Wikipedia does provide citations and articles to back up the statements made on their pages. I don't trust Wikipedia for some things, but I think they're fine when it comes to movies, games, e.t.c.. Especially if they're providing the articles that they take their statements from, so you can check the validity for yourself.

    I think the honey dripping thing is MUCH further of a reach than the 4 fitting perfectly on PH's hat.... Lol

    https://us.v-cdn.net/6030815/uploads/575/Untitled.png

    As someone else said, it's a very small demographic you'd be fitting by adding such a character most likely. I for example never played Silent Hill, I've heard of it, but know nothing about it. If I specifically were to think "Video game horror", I'd be thinking of Until Dawn, because it blends the ideas of classic horror movies and video games so perfectly into each other. I don't hear a lot about Silent Hill anymore, sure, in some corners Silent Hill may be some god-like title, and I've heard the name Pyramid Head, but it's not like I've ever felt a desire to find out about it. I don't think it's some super popular horror franchise that everyone and their mother know about, especially story-wise.

  • @Cheers said:

    And this is why I run Small Game. You should too if you want to complain about NoeD.

    Trash perk, if you wanna find totems Detective's Hunch is better.

  • @calem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282618#Comment_1282618

    Assuming I don't play killer enough to experience that? I would take immersed over sweaty groups who all run 3/4 meta perks. Immersed survivors are too busy hiding and not doing generators. Personal preference though. Plus I play a lot of Doctor.

    Makes me wonder why immersed users don't use Calm Spirit in conjunction with their builds. They'd be good against every killer in that case.

  • @Huff said:

    The only reason you should dislike chest-defender Bubba is if you're the kind of person to whine that somebody wants to farm. So if you only want "regular" games, and don't care what kind of fun anybody else wants to have, then something like this would probably bug you.

    If you're like me and just like to play games to have fun and maybe build up a little bit of skill here and there, something like this shouldn't bug you.

    How can you build skill when you literally just do gens and leave?

  • @Vampirox said:

    let be honest Flashlights are meant to BM at pallets and to make clicky noises. Ever since the great nerfing of Insta-blind flashlights and The GREAT BUFFING of survivor pick-ups you have to go out of your way just to get a flashlight blind.

    Soooooo i will click clack my flashlight at my killer all i want and BM blind at pallets ^_^

    I don't think blinding at pallets should be considered BM. It's one of the ONLY ways to actually use flashlights.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282322#Comment_1282322

    Reading comprehension actually suggests he's saying that what the devs said is so ambiguous, it could mean anything.

    There'd be no point in him saying that if he was suggesting anything other than "There are advantages to being in a SWF", which no one suggested otherwise.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282317#Comment_1282317

    Did you actually read what he wrote, or did you just see "no advantage" and immediately replied?

    I read what he wrote, reading comprehension suggests that what he said was that the devs did not say there was NO ADVANTAGE, which suggests that he is saying that people here are saying there is NO advantage, when no one suggested that. Otherwise he's saying it for absolutely no reason. His post to me even suggested that I said there were no advantages, or that I wasn't using any. If HE wants to argue against me, let HIM argue against me, there's no reason for you to argue FOR him.

  • The words in his post literally had "no advantage" in them.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282310#Comment_1282310

    What does that mean, exactly? How much of an advantage is it?

    "Eh, we're not worried about it." isn't exactly saying, "Nah, no advantage."

    No one said there was NO ADVANTAGE.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282059#Comment_1282059

    The landmarks aren't complicated. Logs, bus, shack, hut, hill, harvester, gate, and so on.

    People don't use aura reading because they'd rather stack every second chance perk there is, just like they've been doing since "forever". Fact is, with aura reading split between SWF, you can all know where the killer is at all times, as well as all the survivors, because you can just share information. Aftercare is especially good for this.

    If your SWF doesn't know how to properly give information, that's on you guys. The fact that you can't do it (or choose not to do it) doesn't mean SWF doesn't break DbD's balance.

    So they're lying about their data? Pretty sure they said it doesn't give them enough of an advantage for them to worry through their statistics.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282235#Comment_1282235

    So does Ghostface. What's your point? Different killers require different strategies.

    GhostFace can only counter it if he's not revealed. You can reveal GhostFace by simply looking at him before going for a BT save. Doctor also doesn't really have to DO anything to counter BT, aside from have you in Tier 3. Btw there's no "strategy". If the Doc doesn't want you off the hook, you're likely not gonna get off. The only possible "strategy" is DS(which isn't a strategy, it's a perk. A strategy is something that you can employ for a situation), which a lot of people complain to the high heavens about nonstop, and forces you to use a perk slot, and even then has tons of counters. If they want camping to be a strategy that people can do if they want, but is also BAD, BT needs to work.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282151#Comment_1282151

    some survivor perks are countered by perks one great example is iron will being countered by stridor

    That's my point, not POWERS. Doctor counters BT JUST THROUGH HIS POWER.

  • @Flyguy115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281980#Comment_1281980

    both sides have cheap tactics and techs they can use on the other side . just move on to the next game.

    "Cheap tactics" from the survivor side come from PERKS, which have PERKS that COUNTER THEM. Killer powers should never counter PERKS. That's like saying a MED KIT should still work against Plague and remove infection. Perks counter perks, that's why we have things like, for example, Spies from the Shadows and Calm Spirit. That said, Borrowed Time is something the devs made to make camping a LESS DESIRABLE playstyle. Now you have Doctor who completely shits on Borrowed Time, with nothing you can do about it, unless the Doctor who previously was camping decides to just leave you alone and let you go free from the moment you're unhooked. If he chases you for any time after that and you're in tier 3, you're screwed no matter what. Having a situation in which you're going to just get downed no matter what is purely ridiculous. That's like saying a survivor should have a situation in which the killer can't down anyone no matter what and he should just accept that and move on to the next game.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282059#Comment_1282059

    I always get a kick out of this argument.

    "Advantage? Well when we do it, we don't really use it! I promise! No big deal. Nothing to see here."

    I never said there WAS NO advantage, I said that half of the so called advantages that Orion mentioned were not something the average SWF party has. The only people who memorize every tile and every location and have a name for every location are the so called "SWAT" players. This isn't an AVERAGE SWF thing. As I said, the only knowledge I generally have is if the killer is on someone, or not, and if there's a totem in the game that's lit and someone knows where it is, there's that also, but that can also be taken advantage of with things like Thrill of the Hunt or Haunted Grounds, and there are perks that basically tell you where all totems are if you want to check them. You're putting words in my mouth, it's not that "I don't use" things, it's that I can't relay every single thing in one single instance to other players, especially not knowing how to, in particular, relay location information aside from "Killer Shack", or "Main building".

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281963#Comment_1281963

    A good survivor is going to know where everyone is at all times and exactly what they're doing, as well as knowing the progression of every generator someone else has worked on, location of every totem someone else has spotted, shared aura reading, and so on? If you see a survivor like that, please report them because they're definitely cheating.

    When I play in SWF I don't know half of the stuff you're talking about even with a 4 man. I can't describe every land mark and so on and I don't know many who can so that level of information is an incredibly ridiculous thing to say even for a 4 man. Most people don't use aura reading in general anymore either. The only information I usually get is "He's on me", or information about where a specific totem might be in very vague detail.

  • I don't agree that's the "problem". People complained about clicking flashlights long before this and always have. As for hearing it, survivors hear it too, including the one doing it. Some even do it to other survivors. People who complain about flashlight clicking are the same people who complain about people tbagging at a loop and say it should have some sort of ACTUAL IN GAME EFFECT like slowing that survivor down after doing it. It's annoying and arrogant, but it's a minor annoyance and arrogance, nothing that should make your blood boil or change your behavior to an insane degree.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274082#Comment_1274082

    But it isnt a free down, is it? It is a legit down, that was avoided by bt in the first place. He still have to hit you to activate bt.

    So why do you falsly claim its free? Just to make your point, instead of having a meaningful discussion?

    I don't consider hits by a camper a "legit down" as there are ways to avoid it, specifically band aid perks USED FOR THAT REASON. The devs don't want camping to be something that's a GOOD WAY to play, they've said it in their AMA. That's why BT exists, Doctor counters that. It's a FREE down because he doesn't have to do anything besides hit you and chase you for a bit and then LEAVE you, and suddenly you can't do anything because if you stop moving you will be downed, so now your position is revealed CONSTANTLY to the killer, meaning you cannot snap out of it, once you do, you're put on the ground. How is that fair in any capacity? Why is a PERK(something you have to opt into choosing) able to be avoided PURELY BY A KILLER'S POWER(something you get without picking anything)?

  • @Spyonme said:

    The hitboxes in this game are ridiculous and need to be fixed. I speak for alot of Survivors here.

    Its simply unfair to be hurt if you didnt get hit especially if u dropped a pallet and the killer hits through it. Hatches can fly around corners like boomerangs apperently. But Dev Team busy smoking crack and being killer mains with non skill perks like devour hope or Noed.

    Also do I think there are way less survivors on this forum and talking about their issues, all I see is whiny killer mains wanting the game to be more easy because of their walnut brain.

    Hitboxes were addressed in the Q & A they just posted. They're likely to be fixing them eventually. I honestly didn't think they'd even suggest anything was wrong, as they usually do, but it looks like we may at least have the lag hits fixed. That said Huntress' hatchets will still be a little bullshit since they're probably not going to change the fact that they're beach balls instead of actual hatchets.

  • @Doomspooge said:

    Just to bump this up again here's another not a cat.

    https://us.v-cdn.net/6030815/uploads/553/Message_1531673617848.jpg

    Just reading through this section and then seeing this and saying "no no no no no no non onononononononoono" out loud while looking at it.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274759#Comment_1274759

    Doesnt matter if its minor progress or part of the "neutral zone". It is still progress on your objective in your favour that you spent time doing. Am I a bad Survivor for doing a gen all the way to 90%, the Killer hooking someone and PGTWing my gen? No. I was still contributing to my objective.

    I get that you are saying that you only make progress in your objective if you reach "milestones" from which progress cant be erased (hook states, generators completed, etc), however thats not true. Progress is still progress even if you dont reach them. Those perks reward you for making said progress, therefore they arent second chances. They are just regular perks like other normal ones.

    Following your logic, just because progress can be erased by the other side, then Devour Hope is a second chance for failing to protect hooked Survivors. Or Sloppy Butcher is a second chance because they have to heal back up but slower. Or Autodidact is a second chance because your teammate shouldnt have been hit in the first place. Maybe healing as a whole is a second chance perk but without perk slots. (/s)

    As for your comparison with DS, getting downed and hitting that skillcheck isnt directly contributing to the objective, so your example isnt good.

    https://forum.deadbydaylight.com/en/discussion/comment/1274836#Comment_1274836

    Injuring is part of applying pressure, thats the point. Legion has tons of problems, but Legion isnt a second chance perk, its a character with a power and therefore a completely different can of worms.

    You don't make progress unless you hook them. Hooking them is progress. Just because you finished half a gen, doesn't mean you progressed because that gen can go back down to 0 if you let it. Progress is when a gen is finished. If you progress a generator to 50%, and then it REGRESSES to 0%, your progress is erased. You could make the argument "Well I still progressed it to that point", but it doesn't matter, because that point didn't do anything for you. It's like saying "I made it to X boss in X game, but then I forgot to save". Does it matter? You still have to do it all over again.

    Your take on my logic also doesn't make sense. A hook IS progress, it can't be erased. If someone was hooked, they're still down a hook state, and the emblem score you got FROM that is not erased. You made progress. If someone was injured and then gets healed before you hook them, you didn't gain any progress because they weren't hooked, your emblem score from that hit was also erased(which is one reason why I said that in the first place, because you suggested that hitting survivors raises your emblem score, thus counting as progress). That rules out Devour Hope by "my logic". As for Sloppy Butcher, it's more of a neutral perk. It doesn't technically reward you, it's just a perk, like many other perks, that benefits you for doing things you're already doing. It doesn't bail you out of anything. Well actually, I guess it could, since they got away and then you're technically given more time despite that to down them. Maybe Sloppy Butcher IS a second chance perk.

    If, by your logic, hitting a survivor is progress, then healing yourself is also progress, making Unbreakable not a second chance perk, as you healed yourself back up into the injured state.

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274701#Comment_1274701

    Actually just like people get the idea of where Freddy's glove came from wrong which was actually an idea from the creators cat clawing the side of his couch. The original freddy was suppose to be a pedophile. But at that point in time it was pretty much a no go for films and books. So they swapped him to child killer.

    The remake actually brought him back to his roots.

    On a side note: did anyone notice that myers is a pretty good driver despite being locked up his whole life.

    He wasn't "SUPPOSED TO BE", Wes Craven wanted to, but decided on Child Killer due to pedophilia being a less talked about thing at the time, I guess, so original Freddy was a Child Killer. The remake changed that, and while I won't say it was good or bad, it's not the original creator's work, so I don't count it.

    As for the glove, from what I saw on the glove's creation, it was based on a bear not a cat. He talks about taking himself back to primal man and what it was like back then, and he read an article about cave bears reaching into crevices and hooking people with their claws. You can find that on a YT video here: https://www.youtube.com/watch?v=B3LKwJR0Z2M&t=29s

    The remake failed in a lot of things, namely Freddy's character, he just wasn't the same. He just didn't exhibit the chilling atmosphere of the original killer to me, his voice and attitude was just NOT Freddy. I'm not saying he should have been joking all through the movie or anything, but the original Freddy just had confidence, wit, and creativity. Remake Freddy was pretty bland, especially his voice. Not saying everything was a failure, but it obviously wasn't the Nightmare on Elm Street many people expected.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274676#Comment_1274676

    By emblem definition and community standards, injuring Survivors is applying pressure AND succeeding chases, and thats part of your main objective, even though just part of it, just like hooking. Hitting a survivor or injuring several is literally doing good.

    As far as emblems are concerned, you also LOSE points for people HEALING after being injured, the same exact amount as if you had injured them. This makes it more neutral instead of "doing good" or "doing bad". You only get to keep those points once they're on the hook. I'd argue that injuring a survivor is probably the equivalent of hitting a skillcheck, or completing half of a generator, something that also gives extra progress, but that progress can also be taken away(hitting someone before the progress is complete, kicking a gen and it regressing said progress). Speaking of which, DS has a skillcheck. Does that make it not a second chance perk?

  • @Martesa55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274123#Comment_1274123

    as I said in previous commwnt the idea of the post was which killer has done the most bad think in his movie. In Candyman 1 he made everyone thought that Helen is the killer. He also killed her best friend

    HE didn't do that, THEY just automatically thought that. THE people he killed called his name 5 times, including her if I remember correctly. It wasn't like he was going around saying "LOOK OFFICERS, SHE KILLED ALL THOSE PEOPLE".

    @Martesa55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274123#Comment_1274123

    of course the title goes to Krueger. He raped kids. I honestly dont know how can he has fanpages🤢

    It was never said he raped kids, in the original anyways. The remake is just that, a remake. I don't consider it the source material any more than I consider Child's Play's "remake" source material, considering neither follow the actual storyline of the originals.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274563#Comment_1274563

    Except that Remember Me is useless unless you do good; aka hitting the Obsession 4 times. Same with Blood Warden; getting someone down and hooking them. Thats not a second chance, thats the definition of a reward for doing good. With that in mind, we could call any single perk second chance.

    I wouldn't say hitting the same survivor 4 times is "doing good", and there are ways to make it even less restrictive with Furtive Chase. If that's doing good, then Unbreakable isn't a second chance perk because you have to not be hooked by the killer and recover all the way.

  • @brokedownpalace said:

    NOED, Blood Warden, Remember Me. Anything that prevents or hinders survivors escaping after they have completed gens or opened the exit gate.

    Also I don't think second chance perks are inherently a bad thing. But a lot of people use the phrase as an insult.

    I 100% agree. Sadly for most people the Killer vs Survivor argument I would say is equal to the Oppression Olympics.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274438#Comment_1274438

    Tunneling and Camping being toxic is BS. It's pure BS that Survivors rally behind in an attempt to force their BS rules on Killers for easier games.

    You know why it's BS? Because, if you ask 40 different Survivors 'What is Camping/What is Tunneling?" You will get 40 different answers. Which means Survivors want 40 different things punished or altered or removed to suit their fake rules. Because if the devs change ONE thing, more Survivors will claim 'That was not camping! Fix <x>!' and continue until Killers basically aren't allowed to actually incap anyone.

    I've had Survivors call me 'camper' because they hid in a locker in the basement WHILE I WAS HOOKING SOMEONE. I heard them hide. And yet they said they were going to report me, because they expected me to just walk away & give them a free unhook.

    THAT is the BS Survivors want to have rewarded; stupid plays that let them win without effort.

    So Killers securing kills are BS, but genrushing is fine?

    Killers securing kills are BS, but running D. Strike, D. Hard, B. Time, and whatever else is fine?

    Killers getting kills is BS, but Survivors are allowed to do whatever it takes to win?

    It seems to be a one-way road with every Survivor who complains. 'Killers can't kill us that fast!' and then 'Oh! We're allowed to win in under 4 minutes!'

    These arguments are the same thing every time; peer pressure and false comments about 'Think of the GAAAAME!' when what Survivors really mean is 'Give me free unhooks! It's not fair if I die because I was out-played!'

    How about this, then? If Killer's need a 'punishment' or the game needs to force free unhooks for bad players: If the final generator pops in under 5 minutes, 2 more need to be fixed. Because it's 'not fair' if the Killer barely gets a chance to find anyone! He's being kicked out of the game too fast, and that's 'not fair'!

    I think any sane person can distinguish what camping is. Perhaps you aren't looking at sane people and are only formulating opinions based on said insane people, OR, perhaps you're just making excuses. Camping is forcing that one person you hooked to be unable to play the game for 3 entire hook states worth of time. I don't see how that's NOT toxic, but I always see killers saying that CLICKING A FLASHLIGHT IS. Yes, stop them from abusing those poor flashlights so hard, stop, it's so inhumane! On the other hand, let me sit here at the hook as Bubba and eat my McDonalds because despite making an actual person's play experience suffer, I'm not doing anything wrong!

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274336#Comment_1274336

    We're not talking about PS4 times though, we're saying about PC times (Which is Steam + Window Store)

    I was explaining how bad the matchmaking is, and from what I've heard it's that way across ALL systems, not just one. If a game comes QUICKLY, but you STILL have a huge disparity in rank, then obviously it's not the problem of "not enough killers so matchmaking is #########".

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274324#Comment_1274324

    My experience playing survivor ( I main killer but probably split my time 70/30), the wait times are only getting longer and longer on PC, also the matchmaking criteria on PC appears to be growing wider and wider all the time, even rank 1s are finding rank 17s now because they spend so long in matchmaking that it widened the ranking criteria to be almost everybody before it finds a killer for them.

    Matchmaking is currently screwed, and has been acknowledged, I wouldn't say it's because people are spending too long in matchmaking, on PS4 alone I can get a quick Survivor game(in fact my survivor games are probably quicker than they used to be) and still by the end see the killer is rank 20. That said, none of this has to do with dev bias.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274261#Comment_1274261

    Killers dont get that much more anymore. Survivors have every weird way to get BP; vaulting in a chase, dropping pallets, even 1000 points just for dying as obsession even if you caused the obsession through decisive strike, and 1500 if you just live as obsession.

    To top this off, killers also have a much harder time ranking up. Killers have to actually be inefficient to rank up, because if we don't get enough hooks and inflict a dozen-plus injuries, we'll just never rank up at all. Even in purple ranks, killers are tougher to rank up than a rank 2 survivor. We are forced to somehow magically keep gens alive for 5-10 minutes whilst also not letting anyone die early, getting at least 9+ hooks in the game, and then there's things that are blatant lies like how they say that killers get more BP for shorter chases whilst survivors get more for longer chases. Killers are on the same system as survivors, we get nothing for an efficient chase, if we don't chase for long we just aren't ranking up today.

    The big point is, it's not fun to play killer anymore. You already have to sweat just to maintain your rank if you're anything past about rank 8/9, and the fact nearly half of games are SWF that can communicate and basically have tons of free perks as a result doesn't help.

    Say what you will, but the wait times tell you there's a shortage of killers, so clearly something is being done wrong.

    There was pretty much always a shortage of killers on consoles, mainly because people playing on consoles are likely to get it because their friends wanted them to, leading to SWF, OR KYF. I don't think there's a lack of killers on PC, though I don't have proof of that claim.

    As for needing 9 hooks, that's how the game is supposed to be played, you're not supposed to kill someone on one hook, that's why there are 3 hook states for each survivor.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274252#Comment_1274252

    A mindgame is out-thinking your opponent. A battle of the minds. You use whatever information you have handy to try to guess what the other person will do, and what you think they will think you will do.

    It has nothing to do with needing 'equal information'. You use what you have to make your move. See the grass move? Congrats; you use that visual information to see that Spirit did vape, and she is over there.

    She stood still and you jumped into her arms over a pallet? Congrats; she tricked you into thinking she vaped, and guessed you would jump the pallet instead of running away.

    Both are mindgames, even if salty Survivors don't want to admit it so they complain about how 'unfair' it is that she does not scream 'I'M GOING INVISIBLE NOW! I TOTALLY WENT INVISIBLE! THIS IS NO TRICK!'

    Again, Spirit does NOT move grass in phase. It was PROVEN. Please stop misinforming people.

  • I haven't seen killers camp because of bloody clothes specifically, but I have seen them bring ebonies for full lobbies of bloody clothing for some reason. But honestly I generally think people just look for an excuse to bring an ebony at any opportunity. "Oh is that a flashlight? Let me grab my ebony", "What? Claudette with full bloody clothing? Time for an ebony", "Toolboxes? Must be BNPs I'm 100% certain, where's my ebony?".

  • @Traslogan said:

    In some respects yes, some respects no.

    When survivors take a hit to their abilities, there's compensation. Look at this latest patch that did a slight debuff to gen stacking speed, but in exchange gen great checks are all worth 2x points now and killers get slower mori as the animation now won't start before the timer is confirmed.

    When killers take a hit, it feels like there's no real consideration for how this impacts the game and any compensation for it. The nurse 'rework' was a nerf, plain and simple, it took the most effective red-rank killer and annihilated her mobility. Hex Ruin nerf crippled all low mobility killers end of, and the new system has not really compensated for that

    They get more blood points because there's an obvious difference in blood points that killers get vs blood points that survivors get. They're trying to put BP in places to fill that gap. I wouldn't call this "compensation". It doesn't change the gameplay at all.

    To OP. I don't think they're biased, I think they buckle under pressure to whichever topic whines the most at the time, and don't really care about balance but just keeping the playerbase from biting their heads off. They close their ears until they can't anymore and then they do something. That said I also think they're incapable of certain things and won't do those no matter what because they can't, or will try to hide that they can't.

  • @ShrimpTwiggs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1272256#Comment_1272256

    I really like the idea of Kindred at base. It's almost a must run for solos as a perk.

    Agreed. I'm getting tired of perks being band-aids for systems that need to be in place. I also think Borrowed Time should be base kit but maybe with a limit of the killer being in the vicinity of the hooked survivor for a total of 10 seconds before activation, but I know people would uproar about it. Tired of people unhooking me in the killer's face without BT then not taking a hit.

  • Biggest one, I'd remove the falling asleep mechanic. Make it so that you're always in the dream world in the games against him and it's only a "Freddy specific scenery" type thing rather than an actual mechanic. There's no need for it, and it'd remove the issue of PAST Freddy where he had to wait for them to fall asleep in order to hit them. It's senseless, he's a killer who can only kill while he's asleep so the Entity would just make it where people were already in the dream world in his trials, in my mind.

    Obviously after that I'd rework his add ons to be more different and varying rather than passive bonuses to people asleep. Maybe another Dream Snare transformation, instead of pallets or puddles, maybe he'd get something that made his snares invisible, but didn't slow survivors down, for tracking. Maybe make his teleport itself an add on. Just give him more variety, since he'd already have a buff with his powers ALWAYS working on survivors because of them always being "asleep". Add ons that change play styles are always the most fun, it's one of the reasons I like Myers so much.

  • @matchmakingworksfine said:

    Now before the OoO flashlight jockeys call me a baby killer holding my crutch perk. Hear me out.

    Its clear that a large percentage of the killer base uses NOED. Some need NOED to secure a single killer. Too many killers rely on it and cant play without it. The reason why Noed needs to stay in the state that it's in is it would kill off too many killers. Many killers needed ruin to put any sort of gen pressure on, or to combo it with other slowdown perks. It is very clear that after the ruin nerf the game lost alot of killers (on ps4 atleast). Considering alot more killers rely on noed then ruin, doing any sort of rework or nerf to noed would kill off too many killers making survivor que times too long and putting the game on its deathbed. If you want to counter noed, just do the bones. It's in your choice of the killer getting noed. Even if it makes your games slightly harder, just do the bones.

    I don't complain about NOED, but people already weren't playing killer before the Ruin "nerf". Funny thing is I see people complaining about gen tapping when they now have a perk to counter just that. Funny world isn't it? That said telling people to do all 5 totems before the end sounds like "I want you to stop doing gens". It's probably much easier to just do gens and then when the exit gates are powered look for the totem while 99ing the gates, unless you have Detective's Hunch or there's a totem nearby. That's how I play around Ruin generally. Killer only will likely get one down from NOED in that time. That said if someone opens the gates I'll look around for a little while nearby a gate and if I don't find it I'm out.

    Btw you can't run OoO in the game anymore. People literally resort to AFKing or farming in my games any time I run it to try and practice getting better at chases. Honestly maybe I should run it more to just farm BPs, but that's boring.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1273078#Comment_1273078

    The others where made non cannon by 2018 and yes in the beggining he does kill the kid because hes in his way and he needs the car. But he wont kill a kid/baby for no reason. Same with the kids who were out trick or treating one literally walked right up to him and talked to him.

    "While the rest of the movie works tirelessly to convince us that Myers is an unrepentant monster, his decision not to kill a defenseless, crying baby shows that he may actually have a shred of humanity left in him. Even Myers, who is meant to represent evil personified, knows that killing a baby is simply too dark and decides to stick to murdering adults instead"

    I don't treat the new movie as making the others non-canon. I treat it simply as a different Myers. and a different world. A "What if?" movie.

  • @Martesa55 said:

    In this post I don't want to say that killers are overpowered etc. All these days I hear that candyman will join in dbd so I decided to go and watch his movie. Candyman's movie is one of the worst stories I have ever seen. Idk the story just made me feel bad. He ruined a woman's life... So I want to hear your thoughts who is the killer with the worst story? (It doesn't matter if he's already in dbd and with worst I am evil)

    Um...Candyman didn't ruin someone's life. He was a victim of racism at a dark time. That said, he became evil afterwards with the whole vengeance thing.

    Myers and Freddy Krueger are the more evil of the bunch, though I can't really say one is more evil than the other, even if kids were involved with Freddy's sick behavior.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1273946#Comment_1273946

    TBF, the only way to get Deep Wounds against a Doc is a Survivor perk and a Medkit Addon.

    If the Doc manages to find a Survivor running Styptic on their medkit, or BT, he kind of deserves the incap.

    Plus, you can have ANOTHER Survivor Mend you instead. It's teamwork to fix it.

    Seems pretty situational to me. Why take it away from the Doc?

    A perk used against CAMPING KILLERS? Also, you can't always find a survivor when you're being CHASED by the killer who was camping you. Sometimes you have to run from him, and loop him for a while, before he loses you, and you can't constantly be moving while looping a killer. Again, there's no excuse for that interaction. As for saying he DESERVES to down someone just for them being unhooked is incredibly biased.

    As for why remove it? Let's see, because it's extremely abusable to the same effect as old Legion? If I gave a Doc a good run, he hooks me, camps me, someone uses BT to get me off, and he chases me again, and leaves me while I'm in tier 3 but also deep wounds, I don't think he deserves a free down. I don't see how anybody COULD think he deserves that. Mending should come before Snap Out of It. You can still be shown your location to him while mending, it's a fairer situation all around, if he wants to chase someone for another round while they're mending he has that choice. A free down out of circumstance is not fair.

  • I like how no one has addressed the REAL elephant in the room when regarding Doctor as being problematic. I don't care if the devs said it was intentional, having Madness Tier 3 on top of Deep Wounds basically makes you a free down, no matter the situation, and it's ridiculous. If a killer is camping and then decides to chase me, and I finally get away only to have to snap out of it and then fall down to the ground because it doesn't mend FIRST, that was a bullshit interaction. There is no excuse for that interaction existing.

  • @bjorksnas said:

    If there was a green key as a default item I probably wouldn't play killer anymore just because of the baits

    I think many people don't use keys, I don't, besides, if you're that insecure about a key you can always just dodge key lobbies. Besides think about people who have to deal with ebonies, those are far worse. They're not even that good for survivors tbh, because you already lost a lot of BP in a situation you're losing anyways. I've had maybe one game where I saw a key pop in my face as killer and I wasn't like "Keys should be nerfed/removed". They're basically just a bail out for if you're losing, it only gives you 7500 BP(I think, it says 2500 but I think the 5000 for escaping also counts).

  • @Jejune said:

    I made similar post before, it got nowhere, but good luck

    Honestly didn't expect it to, tbh. People only care about nerfing the enemy side or buffing theirs from my experience.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1272260#Comment_1272260

    I mean, the phantom hits are still here if the killer has bad ping. I have 32-36 usually and I definitely can't hit any of the usual dedicated hits that were never a miss before the patch.

    However, when I play survivor I still get dedicated. The difference is that I don't get rubber banded back anymore, but the hit still lands with a delay. I've experienced and seen even instances where the killer does the missed swing animation with the whiffing sound, then there's a delay and the system registers a hit.

    They somehow fixed dedicated for killers with good ping (and it's unclear how we were even able to get dedicated hits in the first place, considering the official narrative was lAtEnCy), but the real problem i.e. laggers is still there.

    I don't remember if it was before or after the patch but I once had a time where I threw a pallet down, a killer swung at the pallet, it made the pallet hit sound with the pallet hit animation, and then I got downed a second after with a hit sound, he was still at the pallet as well. It was pretty ridiculous.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1270960#Comment_1270960

    No, it is not a term for a survivor doing a gen. Bringing perks and toolboxes for speedup, sitting on gens injured in the face of a killer, having crutch perks to allow this behaviour, having other survivors around drawing attention so that other survivors finish the gen in front of the killer, having 3 man teams running around the map chunking off gens while the 4th one dies on hook... there are several patterns that can be considered gen rushing.

    Saying a survivor on a gen is a gen rusher is like calling a killer camper that kicks a pallet or gen near the hooked survivor.

    Btw what is the point that the terms are different, or even if the one thing is toxic and the other not? I was just pointing out that denying the existence of a common sense term doesn't make sense. Same thing would be to say "there is no toxic behaviour"

    So a killer bringing perks and add ons and offerings to kill people faster is hook rushing then? Btw your idea of gen rushing is not everyone's idea of gen rushing. I've seen many killers call gen rushing just the "state of the game" and how it's literally just how fast gens go by regardless of bringing anything into the trial. That's how little the term means. It can be multiple different things, the only thing people have in common when talking about gen rushing is gens going too fast for them.

  • All I read was "I want the bullshit window hits that used to be there back". Honestly I don't run vault speed build much, so I still get hit by the bullshit window hits, but I disagree that they should be the norm. There's a reason people run it.

  • @ShrimpTwiggs said:

    What are small changes you would add to improve the game? We all know the big ones like 'balance SWF' and 'fix hitboxes', but what tiny things do you think would improve DBD? My ideas are:

    -Add a totem counter to the top of the screen. I think it would help close the gap more between Solo and SWF since NOED can be devestating on a team off solos but weak against SWF. And if that makes the perk too weak, than maybe only add the counter if the survivor is running Small Game.

    -Allow players to browse the in-game store while waiting for a lobby. It gives the player something to do and, with the state of lobbies right now, I think it would be a good change.

    I don't think a totem counter should be specifically on Small Game(btw Small Game is trash, fight me Small Game fans! Detectives Hunch is better). It should be on the HUD specifically. Breaking totems is still risky, if 5 totems are getting broken, the killer got more time out of the game.

    As for other changes, make Kindred base kit. I'm tired of them making perks a substitution for systems that should just be automatically in the game. There's no reason it shouldn't be base kit, reduce the range of seeing the killer if they have to, but being forced to run a perk to account for an obvious flaw in the game is stupid.

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