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Atrushan88

Atrushan88

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Atrushan88
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  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128667#Comment_1128667

    What's the killer's way to leave the game that's within the rules?

    Open the gates? People complain about 7 minute gens when they're not pressuring enough, if they don't pressure at all they can be done in 3-4. Can survivors force the killer from being able to play the game at all? No. Can the killer? Yes, once he catches them. Killers can do things to survivors that they can't do to killers as well.

  • I would settle for Head On not being able to be avoided if you're in the locker nearest the hooks right at the entrance to the basement. Just make the locker slightly farther out.

  • @thesuicidefox said:

    It's what they say after the game. The non-stop complaining about EVERYTHING.

    Too many survivors lack game awareness. They lack the ability to see that the killer has no option but to do some of the things they do. Like 99% of the time I do something scummy it's because I was forced to do it. I don't want to play scummy, I will outright ignore survivors I've hooked already if I'm not forced to go after them. But I will also do what I have to do to win. I'm not just going to be a pushover for them to bully.

    Most of the time I get angry at the game, not the player. BS hits through pallets. Getting a skill check right when you let go of the gen. I'm not blaming the killer if I die. Only if they play excessively scummy when it's not necessary do I get a little annoying with the player. But even then, I never send nasty messages. I just vent by saying "this guys sucks, F him" to myself and my friends, then move on.

    Devs really REALLY need to do something about the way survivors treat killers. I main survivor, I know how it feels. Trust me. But at the same time I rarely get mad at the killer for doing what they do because I understand they HAVE TO do that. It sucks when it happens, but majority of the time the survivors brought it on themselves.

    Lucky you. Sure, I get annoyed at survivors too, but a majority of the time I get mad, it's because a killer will be playing like a jerk unnecessarily. You don't have to do the things they do in my rank(purple-red generally). I haven't had to do the things they do in my rank. They do it just to either get a rise out of people, or because it works AND they get to make the other side angry. And it DOES work. For example camping.

    If you get a hook with 4 gens left and camp them until they die on one hook, they can only do 3 and a half if their noses are to a gen 100% of the time That gives you the average 2 live 2 die win condition that BHVR is looking for(or RARELY one person dies and 3 escape), and that's if the survivors are 100% on gens and doing absolutely nothing else(you know, the thing most people on the forums will say to do).

    If they are a Spirit and walk off and then phase back to the hook the second someone's unhooked to tunnel them down, they don't HAVE to do that, they choose to. Happens often.

    That said matchmaking is so friggin bad right now that survivors are surviving a lot more often, and I'm 100% waiting for those "survival rate is 80-90% statistics posts because you're getting red ranks vs rank 20s and people are going to eat that up, but when it's low, we should 100% ignore those statistics because they aren't red ranks vs red ranks.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116025#Comment_1116025

    Considering its only out on the PTB atm... Not just that, but I'd like things to be balanced based off potency rather than popularity. A survivor, without perks affecting anything, can run faster than a killer carrying someone. If they just run to whatever hook a killer is carrying someone, they WILL be fast enough to sabo. At that point, the only thing the killer can do is drop the survivor and start a new chase, while hoping unbreakable isnt in play.

    I'd be more inclined with the new sabo is power is shifted abit. I know right now saboed hooks respawn FAST (I think like 20 seconds), meaning the only value of sabo is when its done in the killers face.What if we increased the time required to sabo a hook to about 5-6 seconds as opposed to where it currently is on the PTB, but increased the time the hooks stay gone so a survivor buddy can effectively drop a hook or 2 ahead of time. I'm not against a sabo playstyle in general, I just feel like this version on the PTB needs some tweeking to make it fair for the killer while still powerful if done right.

    https://www.youtube.com/watch?v=Q8kH10RrQwI&t=652s

    10:45 is an example where even though a survivor had no plan ahead of time, they still got the sabo in in exchange for being hit a single time.

    Watched videos of new sabo. The killer has gotten several hooks on non basement hooks. Watch videos of current sabo. Killer next to never gets a single hook on a non basement hook and almost never even gets a basement hook. Both no mither SWF.

  • @AetherBytes said:

    I see 4k's all the time

    Something tell me the 4k happens because you caused the game to snowball. Against any decent survivor team you need to play perfectly. With how broken some of the survivor perks are (Just make adrenaline give endurance for 30s instead of a health state, you won't believe how many times I've lost a survivor because I hook them as the last gen is done, they hang for 2 minutes, then when they're saved they get a health state and 20 seconds of "You didn't hit me nananananana" AKA borrowed time. And even if you manage to do the impossible and down them, they're on the edge of escape with DS only half gone. Killers and their perks have counterplay built into them. Tell me, what survivor perks can be effectively countered without outright ignoring the survivors themselves? You'll find few, if any at all! The closest you can get is Franklin's to drop item's, but that requires a perk slot, of which the survivors don't need for their counterplay.

    TrueTalent doesn't play perfectly every game and still 4ks while getting close to max points.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103340#Comment_1103340

    To be fair I played quite a bit of payday 2 back in the day, so I have some familiarity with the character. I think she's mostly just a trashy conwoman. She's from Glasgow, Scotland making her t-shirt less hot topic and more cheap tourist shirt. As for the jewelry, there's at least 2 jewelry store heists in the game, so she doesn't lack in chances to pick out some tacky jewelry to hang on to.

    I was moreso talking about the character being relatable or something you see everyday in real life. Talking about it as if it was your average joe person.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103334#Comment_1103334

    what three survivor tools are being nerfed?

    Mind you we have no idea how the breaking of walls will work and all maps will be reworked to incorperate it.

    It could just as well be that the new map has borderline infinite loops in them that can only be turned into more normal loops by the killer spending time destroying a wall, in which case this would be a survivor sided update, we dont know yet.

    They're not reworking maps to incorporate it, they're incorporating places where walls can break. As for survivor tools being nerfs, sabotage, generator repair, and looping(wall breaking).

    Breakable walls appear in preset locations, much like pallets. Unlike pallets, a Survivor cannot interact with them in any way. The Killer, however, can walk up to one of these walls and break it down whenever they like.

    The new map may have borderline infinite loops(I doubt it, their newer maps are more killer sided), but overall they're just adding breakable walls, with the intention of shortening loops/making pathing easier, which will be added to all maps in the future.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103319#Comment_1103319

    You've never worked retail, huh? I've met plenty of folks of all different types. I've met plenty of Bonnies in my time.

    Outside of that I get your argument though. It seems that folks that want a lot of representation really only care about a very narrow portion of the population being represented. There are plenty of nationalities and classifications of people that could be focused on.

    It's overwatch all over again, no matter how much of the world you squeeze into your game some ideologues will find something you missed as an excuse to get themselves all worked up over.

    Even with yui and the next character, who seem to have been created with the idea of placating these sorts of folks, you simply can never do enough for some. ¯\_(ツ)_/¯

    I'll admit I've never worked retail, and I don't live in some super populated area that everybody goes to so that's probably got a lot to do with it as well, but I can't imagine seeing someone have THAT MUCH of a clash of personality(gaudy jewelry makes you think older nice lady, hot topic T shirt makes you think young edgy person, gun toting with tattoos makes you think biker bar) very often if at all.

    As for the representation thing, yes, you're right, but representation can come in way more forms than race, and you can't just add a bunch of races just to placate people. You can find the smallest bit of representation in the finer details of a character without them having to be an exact replica of you or your race.

  • @ZoneDymo said:

    man, never thought of adding some music so people read my wall of text, good stuff.

    But lets be really just realistic here.

    Your fear is unfounded, this game is the livelyhood of the devs, they will not suddenly skew the game in the favor of the killers so much that it breaks the game for other players, that would literally kill their arguable slightly undeserved success.

    Breaking walls will only be possible in set locations, this game is not advanced enough for this not to be the case, that breaking will also be a balanced thing where its not suddenly completetly killer sided, but a bit harder for survivors to stay at for long.

    Just relax, the devs are not entirely stupid.

    I do find it interesting you have less issue playing killer then survivor, for me its entirely the other way around, survivor is so...relaxed, and if I do get caught too early or things dont go well, Ill just end it by killing myself on the hook and moving on to the next game.

    As killer, if its going poorly, you have to just suffer through it.

    It's greener pastures complex. Everyone sees the side they play the least as the less stressful. That said it is weird they're nerfing all three of a survivor's main tools when they last posted data showing survivors surviving less than 40% of the time, with even the most survivor sided maps not actually being survivor sided with a kill rate of 53%.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103319#Comment_1103319

    thats because you dont go outside and just play videogames yo ;)

    I go outside plenty. I have never seen an older woman tatted up with a sidearm, gaudy jewelry, and a T shirt that looks like it came out of hot topic in my life, and I live in the country.

  • @NightmareRasta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103165#Comment_1103165

    How's this racist? clearly you're a child and don't know what your talking about.

    It's racist because you're focusing on the skin color of people instead of the people themselves. I understand where that person is coming from. Focus on skin color is becoming more and more prominent in recent years.

    @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103165#Comment_1103165

    representation, if you want something to feel relatable, to be real, you need representation.

    One of the best things ever for me in a videogame was the addition of Bonnie to Payday 2:

    https://vignette.wikia.nocookie.net/payday/images/e/ec/Bonnie.jpg/revision/latest?cb=20150807080652

    I mean look at that, how often do you see a character like that, that we know from real life, as a (playable) character in a game? pretty much never.

    And older, worn, trailer trash woman, just fantastic.

    How often do you even see someone like that in real life? Pretty much never. I've never met any woman like that in real life. Seems about as exaggerated as any video game character.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103294#Comment_1103294

    It can't possibly end up being more dead in the water than it currently is

    Killer looks at you near a hook with a toolbox, turns around. You can't possibly run to the other hook and spend time saboing it for more than one second. Now you've been wasting time waiting for the killer to walk toward the hook when he decided not to. Oh and hooks respawning faster, because why not. Sabo is going to be useless unless two people waste time at both nearby hooks to the killer. Let's not forget that Sabo has a cooldown. At least with how they work now you could prep them and possibly run to the other hook and drop it in time. Now you won't be able to.

    This patch is overall a nerf to sabotage and gen speed and looping.

  • It's not going to end up strong. It's going to end up dead.

  • I dunno about more strategy. I can't imagine walls would take too much time to break unless they were intended to be used to make things easier for you before a chase. Otherwise it'll just be like "See a wall? Break it". Open areas don't really help survivors at all, so there's no real thought that's put into breaking walls I would imagine.


    @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102666#Comment_1102666

    One petrified oak, and then suddenly it's impossible to hook survivors against a 2 or more swf. Have you faced people sabotaging hooks on Lery's yet? It's rage inducing. Sabotage didn't even need to be touched, it's just a buff that pushes to bully the killer more - like as if they didn't already have enough on their plate to deal with. Honeslty I would remove sabotaging all together, the survivors are not supposed to be working together to that extent

    It's a nerf to sabotage honestly. There's no buff to sabotage I can see. If you see a survivor standing near a hook, go to another one. If it's solos then no problem. Hooks respawn quicker and with Hangman's Trick you can see survivors near hooks when you down someone. The killer moves faster than survivors, so they can't change their sabo plan on the fly now because it takes a few seconds to sabo. It's not gonna be a drop and done anymore. Sabo will basically be dead.

    @Jacoby2041 said:

    I love these changes now I actually have a reason to sabo and not get accused of being an abomination to all of mankind by my whole team for wasting time doing it

    Honestly you're probably gonna be flamed harder for standing at a hook waiting on a killer to go towards the one you're going to sabo only for him to see you, turn to another close by hook and your plan fails and you're doing absolutely nothing.

  • I think Hangman's Trick might be useful, but Sabotage will be even more useless most likely. If a killer sees you at a hook they turn to, they're going to immediately walk in the other direction to another hook. Paulie thought sabo builds would be coming back but I honestly think they'll be dead with these changes.

  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103154#Comment_1103154

    I think you're on to something.

    If a survivor (Nea) doesn't look as pretty as JLo they get called the Entity :( Poor Nea.

    They've even started trying to put Nea into the crew of characters with extravagant looks. But it's because they're BHVR and have the same core values as the blue haired crowd Feyd mentioned.

    @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103154#Comment_1103154

    I think you are kinda turning this around, its the females that need depth and be interesting because they have been the role of "love interest" or "princess" or "price" for a while.

    We want females like Sarah Conner and Ellen Ripley.

    And lets not be silly here, if you would bother to read the story of for example Yui you would she is is anything but perfect:

    "Nagoya was not what Yui expected. She could only find low grade clerical work or minor jobs as a hostess."

    You're counting only being able to find low grade clerical work and minor jobs as a hostess a flaw? That sounds like you're disrespecting low grade clerical work and hostesses. Males are considered love interests too. It's not a definition of the character, most romantic movies have two love interests. The male and the female, also generally called the male lead and the female lead. I don't see how that's degrading at all. Medieval tales have princesses, because, ya know, royalty. They also have princes and kings and queens. If you like medieval movies, you kinda have to expect to have a medieval setting, do you not? Don't know what you mean about "price", but anyways there are a ton of older movies with female heroes as well as comics.

    As far as Yui's story goes, it's so ridiculous honestly. A cop told her that the guy stalking her was probably a nice guy and she'd probably marry him? In what world? I doubt that is even close to how anyone would react even in an older era of Japan, let alone a more modern day one(her clothes look fairly newer). The whole thing is so bad that it's literally just <insert rabid blue hair crowd's name> fan fiction. I'd rather read Jake's story than hers, at least it makes sense.

  • @Its_Vigo_Here said:

    Howdy y'all, It's Vigo Here! I'm a killer man, but I also play a little bit of survivor It's about an 80-20 split. Plague is a problem and has a few fundamental issues with her core design that make her not only unfun to play but also unfun to play against.

    Honestly after clown I think plague is the one who needs the biggest rework. As a killer I don't think she's great but I also know that she has problems and that she could be better for both parties. It's not fun to be unable to work on a gen because someone who is sick is working on it and you don't want to take the penalty. It's also not very fun to have to play the game like you have no mither because cleansing this thing off will give the killer a ability that makes one shot Myers look like a joke.

    I know there are restrictions that make it not overpowered, but what this translates to is that the killer doesn't get to use their power and basically becomes an m1 machine, and the survivors have to deal with mechanics that are frustrating and obtuse. like I can't unhook my friend because he's sick and I'm not and if I touch him I'm going to have to play the rest of the game without a second hit. Basically you'll either get to give the killer tier 3 Myers or ranged tier three or at Myers if you decide they cleanse.

    Again she's not great because no one cleanses, and I think making the killer more powerful will not fix these fundamental issues. It's not fun to play the plague, you only get a minute of being able to use a clunky weird range attack, and you only get that if survivors decide to give you that ability. Otherwise you're getting looped, taking pallets, playing in jungle gyms. And it's just not fun. not to mention the ability is not really satisfying to use especially with latency, it's basically a worse feeling huntress and it's not great.

    I guess the point of trying to make is that the new change to plague isn't going to do anything but make every problem I listed here worse. I think she does need more power, but I also think that her power needs to change so that the mechanics that govern her abilities are not only fun to use, but fun to go up against. And you just can't Band-Aid that.

    Honestly if you think about it she's infinite tier 3 Myers almost to a T without the faster window vaulting and slightly increased lunge, which isn't too much of a necessity when everyone's a one shot down. So what does this say about Myers? I don't think Myers is bad, so I wouldn't be calling for buffs personally, considering someone who is basically him but potentially can be him on steroids is better than him and no one's calling for Myers buffs. Like Plague literally cuts out the middle man(well not cuts out, but shortens the requirements significantly) to become an infinite tier 3 Myers(a UR addon for Myers himself) in her base kit. How is this something that's seen as weak?

    Like according to the way her power works she is basically a better version of Myers in every way. Never is less than 115% movement speed(always has it), always one shots once everyone's sick(not hard, puke on gens, puke on one person to let it build, find another, etc), and if they cleanse, she doesn't even need the extra lunge range at all.

  • I haven't been running DS lately because I want to use fun builds even at the cost of the killer being a complete jerk. I'd much rather not have at least two slots tied up in case of something like that so I just run whatever I like and if the killer tunnels someone else before me, they only get one hook. If they camp, they only get one hook. Makes me much less annoyed when I just don't care what the killer is doing and annoy them more than they're gonna try to annoy me.

  • There are plenty of red rank killers. DBD's matchmaking just sucks ass so they're trying to hide that fact with their new matchmaking system.

  • @thesuicidefox said:

    NOED and Ebony? Someone was hungry.

    You forgot the Red Head's Pinky Finger.

  • I think it's pretty obvious. DS prevents tunneling, killers are tunneling now more than ever. Her other perks are meh at best. OoO can be used against you with no real plus to yourself.

  • Before her changes I got multiple gen grabs with her when I first got her without even using prayer beads. I still get grabs from time to time with her changes. Not saying a potato could learn her, but she's not THAT difficult, you just have to use your ears and that's really it.

  • I'm a little confused on what these people are seeing, because I'm just seeing ######### killers tunneling the hell out of one guy at the start of the game over and over and over. Usually Huntresses because "Look at me, I can pretend I'm not tunneling and hit you from halfway across the map". Instead of giving up, because "muh Ruin", they just try to make the game as unfun as possible to give themselves enjoyment.

    Literally tempted to quit this game because of how much worse killers have gotten since the Ruin change, even though it really wasn't that bad. I was already taking extended breaks because I started playing Ark. It's really getting to that point though where it's gonna be a permanent one.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034391#Comment_1034391

    I've never seen that combo be played together. Not saying it wasn't played, but that's such an all-in combo, and it's so susceptible to stealth play/looping. Going all in on one perk combo does mean you don't gain strength in other areas.

    For example we could say each killer has their strength dictated by 3 categories:

    Chase potential

    Game slowdown

    Tracking

    Killers are inherently better/worse at some of these things relative to others. For example Spirit has immense chase potential, but no slowdown and mediocre to above average tracking, on the other hand Doctor has immense tracking, no slowdown and mediocre to above average chase potential. Perks supplement that.

    You don't need chase potential when you have enough time to make them blow through all the pallets. Stealth play is potential but someone always blew up generators with old ruin at some point.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034424#Comment_1034424

    Definite no. This will make killers camp even more since it'll be easy sacrifices. Your idea would prevent groups of two (or all three) from going for a rescue, one doing the unhook while the rest bodyblock or act as a distraction.

    If you're that coordinated you can have the person doing the unhooking bring Borrowed Time. That said I would be pretty pissed if 3 people were all doing nothing to progress the objective and literally just wanted me off the hook to keep the killer busy longer so they'd have more of a chance of survival while I would know I was going to die since literally nothing got done while I was on the hook. Sounds like it'd be a good reason to have the ability to kick someone off.

  • @SynKaal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034253#Comment_1034253

    Yes, then they complain when they get killed. Stop being salty, brother.

    https://forum.deadbydaylight.com/en/discussion/comment/1034325#Comment_1034325

    Another cool "data" about gen time for you, not so precise but I was paying attention to it.

    In almost all matches, except the ones they were sabotaging hooks, the first 3 gens were done before the 2 minutes mark, no exceptions, I think and using the mentally I have when playing survivor that is because they didn't thought the killer was missing in those first gens and even didn't thought something was wrong in 3 gens done in the first 2 minutes. The 4th gen usually took another 1 to 2 minutes and the last gen usually took the most time, regardless of map size or shape. Almost like as they do more and more gens and no one was getting chased, curiosity began to struck on them.

    About depiping, I got only complains in 2 matches about depip, but in most of the matches the actual complains were about camping survivors in the basement, so it's safe to assume they didn't care that much about pipping in that specific match.

    I was also streaming my matches and linked my t.tv to them in post-game chat and many survivors come to talk and even in the matches with no interaction they were all nice except for one match.

    I recall with a lot of precision that one match took 3 minutes and 50 seconds-ish for the gens to be completed and I was excited because if they left that would be the fastest match beating match 09, but they didn't until EGC made them. So when devs said they wanted gens to be done in the first 4 minutes, well, they are being done in that time lmao

    The depip argument was just a side effect. I was more so talking about you not playing the game. Those games are the most boring and whenever someone does this, I try to get my chase points by running in front of them and away because I'm not gonna depip to a game I also didn't get to play. It's already pretty scummy to rob people of a game, let alone for them to depip from it especially when the enemy side isn't being an ass.

  • Could just make it automatic. "If survivor doesn't have borrowed time and killer is camping, survivor automatically kicks rescuer off them". This would reinforce the idea that survivors need to just rush through gens as quickly as possible while the killer sits there revving his chainsaw, standing there cloaked, hiding behind a tree, etc right near the hooked survivor. Maybe then less killers would camp.

  • @Swiftblade131 said:

    "Concerned that it may be cleansed?"

    I know for fact it will, why waste space on a dead perk?

    Also, less effective when combined with other perks?

    Ruin was kind of alone

    Now it can be paired with Surveillance.

    So much for that plan huh?

    People used Pop/Ruin/Thanataphobia/Dying Light all together. They removed it's synergy with things like Pop and Surge and other such perks. Pairing it with Surveillance doesn't increase slowdown just by brute forcing the game to slow down, it gives you a chance to slow down the game by chasing a survivor off with Surveillance, but it doesn't just make the game slower just to make it slower like something like Pop+Ruin would do.

  • @Swiftblade131 said:

    What? This has to be joke right?

    You want... The survivors to be challenged?

    RIDICULOUS! That might drive them away!

    You act like survivors don't like to be challenged. Challenge isn't usually an issue for a long playing survivor, playing like a jerk is. Either way, that has nothing to do with the discussion.

  • @judge_fist said:

    I thought it was lame at first to but. I'm cool with extra blood points. Im actually going to start using it for those ultra I'm going to kill myself I'm so altruistic matches. 😎

    It's not "lame at first", it's "lame altogether". Only 2 people at max can get 4 full stacks without protection hits, which are almost impossible to get in the first place. The perk is a steaming pile of ######### compared to BBQ and even dare I say No Mither.

  • "Survivors know they are more powerful than the killer". You handed them the win by allowing the exit gates open, so of course they thought they were more powerful than the killer. IN THOSE games, you did nothing for most of the game, and squeezed out a 4k in one while killing at least one in over 50% of your other matches, of which you ALSO included the matches where survivors didn't even check the basement. Take out the ones where no survivors checked the basement(because those don't really count as you didn't even try to kill anyone in those games), and you killed one person in about 70% of your games. That's LETTING gens get done, and only by the survivor's own curiosity.

    As for WHY survivors were "taunting and tbagging" you outside the basement. It may be because you refused to play the actual game. They literally could only do gens and leave, and perhaps didn't want to depip due to a player who they actually needed to reach those pipping requirements. It may be also because they like the sense of danger. I highly doubt it had anything to do with the things you mentioned, as, again, they were robbed of an actual game so they had to make one out of it.

    As for your data on the games "ending too fast", you only gave one time, which was the length of the match(you didn't list the average gen completion time, or exit gates opening time). According to your length of the match summary, games lasted about 8 minutes(although by your own admission it was because they refused to leave while the EGC was going, but to assume the EGC was going, that would mean they probably opened the gates as soon as they powered the gens. The time the gens were done using this as a base was probably on average about 6 minutes without any kind of interruption from the killer, so I wouldn't say that survivors can get their objective done too fast. That's 6 minutes without interruption at all, 4 people on gens.

  • @Waffleyumboy said:

    No mither makes the game pretty hard as survivor. A challenge for it would've been nice to see.

    "Take a protection hit using No Mither and escape one time. Must be done in one trial".

  • @Keene_Kills said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034226#Comment_1034226

    That's when they start sharing images of hockey masks across social media to draw in more new players to cover for the vets who finally gave up and quit. They'll declare matchmaking is and has been working as intended, and it's all been part of their master plan to place low ranks vs high ranks in order to give them a challenge and play better, and if we don't like it, we can just feel free to miss out on the limited edition Rift swag and go play Civilization.

    Oh right, Chapter 20 will be Jason, I forgot. Guess it'll be about 2 years then. Unless after that they start sharing pictures of dolls and kitchen knives.

  • @hex_genrush said:

    Stop doing this or I’m just going to lobby dodge ,dc, or play scummy , people think killers liked running ruin , I didn’t. I did because I had to , I don’t like running it being forced to play with 3 perks

    You didn't HAVE to, you chose to because it made your games easier. I'm sure there are countless videos on the internet of people winning games without Ruin.

  • @Keene_Kills said:

    Hang in there. They're on the 2nd-3rd month of looking into it. Band-aid should arrive in about 8 more cosmetic drops and a chapter or two.

    Then when that inevitably has problems, about 4 or 5 months later it should be solved, right?

  • @MrDardon said:

    Well, every Killer has 1 up tp 3 ultra rare items in their bloodweb. But green items are more common and they are much more of them. So basically yeah, green Moris are more rare than pink ones because the Bloodweb can offer so much else stuff with green rarity.

    It doesn't make sense how they're even defined as rarity. If you're guaranteed one ultra rare every blood web, how is it rare? You are guaranteed to get one. Then there's the fact of lower rarities being more rare than higher rarity.

    Honestly I don't think Ruin will be as bad as people say. People probably won't be looking for it anymore, unless it starts causing problems, which by then it will be too late. People only looked for it before because they couldn't do gens with hex skillchecks. Now there's nothing stopping them from doing gens, so they'll just power through, then the killer can run them off it, and if no one else gets on the gen, it's gonna go down pretty quick. I've had chases where I finally got to go check my gen and it was at like 10% from 80% because no one jumped on it.

    It might be better than current Ruin on my Freddy build too.

  • Most of the time I'm seeing people use OoO they're either really bad, or solo. I had one good team with 2 OoO users, and they still all died. Also the killer also sees that survivor at all times. You're Demogorgon, isn't your aura hidden when teleporting? Go to the places where they are, place tunnels, teleport when you see them near it(because they have object, you don't even need to use your built in portal reading, you can see them yourself). Now they have less time to react.

  • Issue with Diversion imo is that some killers you just cannot proc it on. The radius is also so small that whenever I have tried it(which I have recently, believe me, this is how I know about the issues of the perk), they just search the general area and can find you. If it was distance based instead of Terror Radius based it'd be a bit better at least, but with the introduction of undetectable and oblivious, things that are terror radius based now have issues that either haven't or won't be solved.

  • @MysterTal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010561#Comment_1010561

    Ok, but it's the chainsaw that people are saying is what's broken - not his stellar M1 stats or locker-grabbing skills. I just don't want people sending me videos of them basically M1'ining to victory or winning because some clown went in a locker in front of them (without DS, that is) and then they just had the other three people hook-bombing themselves to death, you know?

    Again, that's like saying to show videos of people sitting at gens and never leaving even when the killer comes because it's OP and they should be able to make a 4 escape by just doing that, when you absolutely know it can't be done. There are times you have to M1, and Billy's power is not ONLY for chainsaw hits. It allows him basically the ability to Freddy Teleport to gens, but faster with no tell(aside from the chainsaw sound, but that's pretty much global so you don't know if he's coming to your gen), as well as one hit down, and if the exit gates are right across from each other, it's gonna be really damn hard to get out until he downs someone and picks them up, but he could just down someone, and not pick them up and let everyone kill themselves trying to get the gates open. I'm not saying he's OP, but his power helps him in more ways than one hit downing a survivor. Also, you said 50 matches. Every match will not be survivors being a bunch of idiots and jumping in lockers in front of the killer/etc, and I think it's pretty obvious that you're giving ridiculous requirements. A killer consists of M1s, their power, addons, grabs, and perks. Just like a survivor consists of items, addons, vaulting/throwing pallets/doing generators/hiding in lockers, and perks.

    A power can be OP without it being the only thing the killer uses. Spirit's tracking is top notch, and her power is the reason for that, but you can't ONLY use her power, or you'd never get any downs. It's also used for map traversal which is quite nice, and she used to be able to bump into survivors and get information just for that, making it really easy to find survivors at generators and get gen grabs, and many other things. Would it be fair to say "Only phase all game, don't M1, and if you get a 4k, then her bumping into survivors is too strong"?

    Billy's chainsaw is multi use. It has a lot of scenarios that make it useful, not only for it's 1 hit down capabilities, but again, I didn't say he was OP, just that you're basically creating a scenario that doesn't determine balance at all.

  • @MysterTal said:

    I thought his chainsaw is "broken", how would it weaken the Killer by using it?

    The people who complain about Billy aren't just talking about InstaSaw - they're saying Billy is broken at base.

    All I'm asking for, is for people to indeed use Billy at base and use his Power. Why is that unreasonable? I thought his Power is their problem, I thought it was "OP".

    ...If you have an OP weapon, you need nothing else to win, right?

    Gosh, it's almost like, I dunno, it's unreasonable to expect anyone to be able to do it...

    It is unreasonable, because Billy cannot chainsaw certain things. A survivor could hide in a locker all game. How would you kill them with your power without being able to pull them out? In addition, Billy AT BASE would be including his M1 hits, grabs, etc, because AT BASE that is Billy. Base means no addons(doesn't even mean no perks), it doesn't mean "do absolutely nothing but use chainsaws".

    @MysterTal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010520#Comment_1010520

    The complaints are saying that Billy's power is broken, that he can easily chainsaw Survivors whenever - and wherever - they may be, that he is capable of pressuring two people on different sides of the board and other such things.

    All I'm saying, is if any of it is true then you should be able to consistently kill all four Survivors just by using the Billy's Power.

    That person's survivor equivalent is the exact same ridiculous argument. If gen speed is broken, you shouldn't need to worry about looping the killer because it's OP right? So if the killer comes you just let him hook you, and then everyone else has to ignore you and keep doing gens, and you'll all 4 get out.

    @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010520#Comment_1010520

    Marth's Depip Squad kinda did that already, besides playing with Dwelf 🤣.

    I believe they DID loop the killers, and that was over 2 years ago that the LAST video was posted iirc. A lot has changed.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010523#Comment_1010523

    I never said it had to be increased by a lot. Or would it be better if it was by killer type/individual killers?

    Honestly I just want them to have the same exact number of pallets/windows/obstructions on every map, have the doors a specific distance apart from one another, and make all maps the EXACT same size. It's really the only way to balance every killer properly. Gen speeds probably wouldn't need to be touched if they could learn balance. Also playing as survivor would be even more boring in those scenarios, plus the last time they posted map details, survival rate was below 50% for all maps, including "survivor favored ones", although the survival rates for the "survivor favored ones" weren't much lower than 50%.

  • @MysterTal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010534#Comment_1010534

    If a Power is broken then it should be OP at base - without any need for enhancements of any kind.

    If a Power is OP, then you should be able to completely win just by using it.

    The complainers are claiming that there is no counterplay to the chainsaw, as well. Then you shouldn't worry about counterplay, if it doesn't exist.

    They're saying that it very much is possible to win just by using the chainsaw, so I'm just asking them to prove it.

    I see one post about Billy needing nerfs, and in that post they mention nothing about only using his power.

  • It's impossible to kill all 4 survivors using only your power on pretty much any killer that can one hit down(except Myers). There's a very simple reason to this. If a survivor KNOWS you're only using your power, which isn't hard to guess, then they will know how to abuse that fact. Killers are not balanced around only their powers. You're basically telling people to use less than 25% of a killer, since you're also taking addons out of the equation. A Killer is comprised of Perks, Addons, Power, Basic Attacks/grabs. You're taking out 3 of those(4 if you count grabs in with basic attacks). You could run into a survivor who jumped in a locker and never left and you'd be stuck. You're asking people to play in an inefficient manner and setting unrealistic goals. Keep in mind, I've said nothing about Billy. I just think you're using an absurd standard when it comes to balance.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010470#Comment_1010470

    Smaller maps would be quicker, and possibly quicker then they currently are to help deal with this problem.

    In a way, and this is not a criticism of your point, but it's like saying "What's doing to be done about mobility killers on a map like Sanctum or Yamaoka Estate?" It's just a part of the game that survivors have to deal with. They have no control over what killer/perks/add-ons they face and accept that every time they enter a match.

    What he's saying is that on big maps if gen speeds were slower, killers like Billy, Nurse, Freddy, and Spirit who are able to apply pressure consistently and travel far distances much faster than others would likely be impossible to win against if the killer had any sort of skill.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010204#Comment_1010204

    To be exact, the matchmaking is not "broken". It is intentionally how it is to help shorten the queue times.

    That's not the case. I've played killer and got an instant queue with a bunch of rank 1-2s. I've also gotten instant matches at rank 4 on survivor with yellow rank killers. This is not just some "fix".

    If it WAS a "fix" for queue times, then queues would not be near instant. Unless they completely removed matchmaking altogether, instead of trying to match people with appropriate ranks, or intentionally put red rank survivors in ranks with lower ranked killers and there just aren't any green or purple ranked survivors, or are very few(which I doubt, especially since someone just mentioned they were in brown ranks and being exclusively matched against purple and green). They however have not announced removing matchmaking, or pitting killers intentionally with people of higher ranks than them.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008728#Comment_1008728

    What does "didnt get a chance to hide" even mean. If the killer didnt camp, (which should be punished, but not by DS), then you should have enough time to hide. Even more so if the kilker menaged to find and hook another person in the meantime.

    Once again, tunneling means focusing on one survivior, if you menage to catch at least 1 other survivior, then it means you are not focused on one person and you are not tunneling. So if you find the survivior with DS after 30 seconds, 10 miles away from hook and after hooking another survivior, then DS should not trigger.

    "I'm going to hit this person going for the unhook, slug the unhooked, and then chase down the unhooker for another easy down because I can get two hooks in one this way instead of the one hook I would get if I waited out the DS timer! I'm not tunneling!"

    If you slugged the unhooked guy, you tunneled him. You went for him, you couldn't do anything else to him in that moment, so you go for someone else, then when you CAN do something to him again, you go right back to him. So how is this not focusing on one guy? You're focusing the one guy in this situation, you're just taking whatever other easy opportunities come your way in the process.

    Also, yes, you can POTENTIALLY be punished if you're doing too well, but those situations are extremely rare and if you ARE punished for doing too well, you're likely so far ahead it won't even matter.

  • I think it might be too powerful in scenarios with Spine Chill Resilience where you're injured with said item. That combination is super good and basically the equivalent to Wake uUp. Keep in mind the item would also need to have addons of which you could really only make them increase the speed or reveal them. That'd trump Wake Up. Also not sure I wanna see more items I won't want cluttering my bloodwebs. I already have enough I try to avoid that I keep getting.

  • @GaunterODimm said:

    What you're basically saying is give survivors more weapon to dunk on killers the next match.

    Run Plunderer's, Ace in the hole and some coin offerings for a few games and it's just Items for days.

    Mean while Killers can't even maintain their add ons to be consistent. I literally run out of bags for trapper its ridiculous.

    You realize if survivors are running Plunderer's, Ace in the Hole, and Pharmacy that leaves them with virtually no perks right? Why would you complain about this as killer? This is why I don't understand people who only play killer. It's more about wanting to impact survivor options than it is actually having a chance to kill him.

    @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/987992#Comment_987992

    When killers get to keep there add-ons at the end off the match then this might be a idea to look into but until that happens with killers you can't just say killers get more time to kill as the only upside to killers.

    Look at it from this view you come in with a toolbox and at the end off the match you leave with 2 while the killer will lose both add-ons, so the killer will need to equip 2 new add-ons or spend BP to get more to equip but you just walked out the gate with 2 toolboxes. So for the next 2 matches you have a toolbox even more if you leave with a 2nd one again while each match the killer is losing there add-ons and having to spend BP to get more tell me how there is balance in that and fair to the killer?

    Well for one, killer addons are far more powerful than survivor items. For two, you're comparing addons to powers because a toolbox is technically a power whereas the addons for a toolbox are addons. I get what you're trying to say but your comparisons are way off. If a survivor escapes with a toolbox with a BNP after using the BNP, the BNP is gone. Now compare that to an Iridescent Head Infantry Belt Huntress getting to keep her addons without a black ward. Killers keep their "toolboxes" every game whether they win or lose.

  • I plan on using it with my Freddy build when it comes out but I haven't played DBD in a while

  • I don't see what the problem is honestly. There are TONS of slowdown perks in the game, a lot of people argue for using Pop over Ruin, and Pop synergizes well with a lot of killers. Dying Light's changes made it pretty darn strong. You can run 2 of many slow down perks to get similar effects to Ruin, and some don't require a hex. Also, after being chased off a gen that no one saved, I've come back to find it nearly empty of charges and that's with normal regression. With 2x, imagine how fast that'll be, and people aren't gonna be looking for it as hard because it's not as annoying.

    I'm gonna slightly miss it because it went well with my Freddy build, but I don't think it's 100% necessary with all the gen slowing perks there are in the game.

    Good killers don't HAVE to use Ruin, there are even examples of such killer players. Saying it's necessary is just not true.

    Also, no one defended Mettle of Man, and you're just trying to create stigma between survivors and killers for each other with your post.

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