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Atrushan88

Atrushan88

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  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/967685#Comment_967685

    The devs themselves say the stats shouldn't be used to assume anything and based on all the variables I agree with them this time..there are way too many things skewing the stats and anybody who's played clown for a bit can tell you with absolute certainty he is debilitating underpowered

    The only variable in the stats that could state otherwise is people one hooking themselves, but there's no way that's 10% of their kills or more. The reason they said that was people tend to just look at a number and be like "Well X is OP. Better nerf" or vice versa. But if you look at the data people only get better with rank and killers are in mostly the same areas performance wise aside from Nurse which is because she's more skill intensive. The data shows killers are fine at the very least, when you look at the map data, all rank data, and red rank data as a whole. The worst possible average in the game is like 53% kill rate(based on map not killer). Nurse is the only killer that might need some QOL improvements(close her skill gap so that people that aren't red ranks can play her while keeping her still in the same kill rate)

  • @immortalls96 said:

    So in conclusion youd prefer killers stay weak..as nothing you've said is factual really..you clearly dont know how these killers actually do in game if you honestly believe clown and legion are strong..and plagues corrupt purge is not what you think it is at all..and it is a blatant holding her power hostage and even when she gets it there are several ways to avoid it ...as for hag she can already do this if your foolish enough to set off her grid..

    Also keep in mind I'm taking the future in mind..the power of survivors is not planned to be diminished at all..in fact The "3-5 percent" supposedly of swf that show just how imbalanced this game is? The devs are openly planning to make that the majority..simply put..killers already arnt enough..what do you think will happen when survivors are elevated to even greater heights of cooperation and information? Bluntly put I'd bet dollars to donuts the dark times part 2 is on the horizon..I just want the devs to see the issue before it hits this time...

    Nothing factual? Devs provided stats. Every killer in red ranks is far above 50% kill rate. All maps in the game have over a 50% kill rate(some only have 3-6% but that's still over 50%). I think that shows that killers are far from weak. People just tend to remember their bad games over their good games. I know I 3-4k a lot more than I 0-2k as killer. Also they showed two different tables. All ranks, being killers across every rank, and red ranks, only red rank games. No disconnections were included.

    Nurse only has below 50% in games in the "all ranks" part, because she is the most skill intensive killer in the game. She might be weaker than she needs to be because of her skill requirement, but she's still far above average(if we're considering 50% kill rate average) in red ranks. She's the ONLY killer to have a below 50% kill rate in any rank, btw. Clown goes between 55 and 60% kill rate based on rank and is the weakest in red ranks. That's by no means weak. For comparison that 60% kill rate is saying for every 60/100 games Clown gets 2 kills and 1 hook, or a better way to say it would be for every 60/100 games Clown gets a 4k, the other 40 he gets a 0k.

    You could say we shouldn't use the stats as an example of things being OP, but all of the data lines up with the case of killers NOT being weak when you add it all up together(and I'm not saying they're OP, but they're definitely fine and you can find some good killers showcasing that perfectly as well).

  • It's probably people who still have PTSD from Forever Freddy being spammed every time they saw someone using him before the nerfs because it was so strong. Not excusing them, but that's likely the case.

    @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/965094#Comment_965094

    Forever Freddy was a huge mistake, but I dont see that much of them anyway. It's like Insidious Camping Bubba, everyone think of them when they see a Cannibal, while actually, not that much of them do that.

    I'll have to say that's down to personal experience imo. I've seen a lot of Bubbas camping and most have since I've played. That said there are some who don't, but most from my experience do.

  • I don't think any of these things need to happen, the Hag one especially. Hag is a really good killer and giving her infinite range would be a far bigger buff than you think. It'd also make her able to chase and camp the basement at the same time regardless of how far away she is.

    Plague's as well. Forcing her to be able to get her power, actually, I should change that, not "get her power", rather, UPGRADE her power would make her far more OP than you can imagine. People don't even have to aim with Plague, just fling it left and right and it hits eventually. Her Vile Purge just makes her a Super Saiyan Huntress. She is in control of her power, survivors only control whether she becomes OP or not.

    And Legion is fine. I love the way Legion plays and they're very capable killers. Giving them something extra to their power would be too strong.

    Even Clown despite being the weakest killer is not weak by any means. He still has well over a 50% win rate and I can't see more than 10% of his games in red ranks being people who suicided on hook. More skilled Clowns reach a 60% kill rate, while lower skilled Clowns reach around 57 or 58%, so aside from having less skill expression, he's still a very good killer and doesn't seem to need much help.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/965313#Comment_965313

    You do have a right to post about complaints, but whining about the same thing everyone else whines about isn't very productive. But about SWFs, if they're really stomping you in most of your games maybe the problem lies with your gameplay and not the SWF 'try hard' squads, who are probably just outplaying you because they're better at the game.

    Psh, everyone knows that can't possibly be the case. There's absolutely no way that they could be better. That's out of the realm of any conceivable possibility.

  • Just one hook yourself if you get a mori. You can't get punished because you didn't DC, the killer doesn't get 2 hook points, meaning they're gonna suffer emblems and lose out on 1k BP. Any time I see a secret offering by the killer, I automatically assume it's an ebony mori, because it usually is. One hook yourself and get it over with, in addition you get to piss the killer off more than they got to piss you off. They'll tunnel you off the hook anyways, and it saves you time.

  • @[Deleted User] said:

    I do agree that disabling DS when someone else gets hooked is a bad idea, not because of the examples you gave exactly, but merely the fact that a defensive perk that the killer (or other survivors) can control is very, very hard to rely on. The survivor who is bringing the perk should have more control of the perk than anyone else in the match -- not the least.

    The way I see it though, if you attempt to either unhook someone else, work on generators, or touch the killer's belongings after being unhooked (hooks, totems), then you have absolutely no right to complain about whether you are being tunneled or not; because you're clearly are not making an attempt to flee from the killer if you are doing any of those things. This doubles if you are the last survivor left, or if all the generators are done (if all the generators are done and you haven't had the ability to use DS, then you probably were not tunneled for the entire game).

    DS needs to be the defensive perk it was intended to be with its rework -- not this defensive perk that can also be used offensively. It's so broadly powerful that it literally makes survivors play stupid and they still get away with it most of the time.

    Also get rid of that stupid ######### where survivors can use DS when being pulled out of lockers or at least put a delay on it so the killer can have the option to drop them. God forbid I'm chasing someone else as Huntress and want to quickly reload my hatchets so I can try to throw some mid/long-ranged shots, and the ######### survivor who got unhooked 50 seconds ago is in that very locker I just opened so I could reload -- yet I'm the one who gets punished for "tunneling". Happens to me way too ######### much.

    I disagree with that too, mainly because there are times where you have the killer immediately near the hook after you're unhooked and the only thing near you is a generator for you to rush to start working on so they're forced to grab you. Also DS doesn't really do much unless it's in the end game, honestly. You can get that survivor pretty much every time because you're usually taking them to a hook that has pallets broken near it, so 5 seconds isn't enough time for them to get to safety.

  • @LazyPayday said:

    https://forum.deadbydaylight.com/en/discussion/comment/961416#Comment_961416

    The fact that the archives screw over players that only main one side is a problem for another day.

    However, I have to disagree with you completely. I just think that you're probably in the minority that play this game enough consistently to not even notice the grind. The rest of us who actually can't play this game for that long of a time (especially when the progress is so absurdly slow) are obviously going to complain that it's too grindy. It is literally not possible for you to not play for an absurd amount of time and get to tier 70 while not even doing 5 challenges.

    Um, I played for maybe 3 hours a day for the days I did play. That's not an absurd amount of time, that's average gaming hours. Some days I didn't even play that long. In fact when I reached around 22 days left I was playing Ark most of the time, and missed many days consecutively.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/961442#Comment_961442

    "only 10k points"

    Dude, you got 10k points in just 1 second. I personally love when killers do that, it's the best bp/time ratio u can get

    Not really. I had to wait 10 to 15 minutes for the next game WITHOUT a BPS because mine was used up for a measly 5k points.

  • @KnotEnthusiast said:

    Title. Between the 20+ minute queue times for low rank killers due to the SWF changes (OhTofu just did an awesome video on it, go check it out to see a more elegant explanation), the next to worthless tutorial that doesn't explain perks, bloodwebs, killer powers, or other major gameplay aspects, and the fact that a new player starts with literally nothing, and has to play a game blind with no perks and next to no explanations, I genuinely don't understand how this game gets any new players. I have personally had 3 friends that were super excited to try the game quit within a week, because the game is so tremendously unfun to a player that's new. I'm trying to get yet another friend into it, because I do genuinely think that it's a great game once you get a head of steam, but thanks to the new SWF changes I can't play with him on my main without him dying in literally 10 seconds to a rank 1 killer. So now I'm contributing to the problem by making a smurf account, solely so I can play with a new friend.

    This game needs an offline area for survivors to test killers and perks. The game needs a comprehensive tutorial with killer powers, tile explanations, and examples of perks in action. The game needs a way for new players to rank up survivors other than a cycle of hide-die-repeat until they either understand the game thru beating their head against it or quit. Without new players, this game dies, and as of right now there really isn't a good reason to be a new player in DBD.

    I honestly think you should allow him to play with you on your main. If he was playing at rank 20 killers literally camp their first victim every single game. This is what drives players away but the devs see this as a "strategy". Also he would die in the first 10 seconds regardless because at rank 20, you spawn, the killer finds you instantly, and then you don't know how to do anything so you're downed and hooked, then camped because it's rank 20. At higher ranks at least he'd hopefully get some sort of breathing room. Not that all higher ranked killers are much better. In addition he'll get better faster and be able to smash through the ranks.

  • I've played as survivor vs a killer with a BPS several times in the past including during double bloodpoint weekends and killers would just DC as soon as the game started. I was losing my BPS and getting only 10k points.

  • @Nameless said:

    The only thing in common they have is that their main ability is to wound survivors. The difference is that Plague does it passively; you spit on a guy and they will break no matter what and once broken the disease will spread. Legion has to do the work himself and Legion leaves survivors the possibility to heal themselves up so you can't really capitalize on the injures as much, especially since they removed the Sloppy effect. Survivors usually won't cleanse against Plague because then she'll just become a Huntress on steroids and like I said: she has a passive ability that will spread so the chance of you getting sick again is pretty high. The fact the sickness completely counters all stealth play, which Legions ability does not, is also a massive plus. Legions tracking ability is good and all but usually they're out of range, even with the speed buff, and it's mainly useful for injuring survivors, not to down them.

    I generally use Legion Pin. The first survivor doesn't get broken but the others do(I think that's kinda BS but it's not terrible). Usually leaves me with easy downs after that.

  • There's actually a horror movie called "Pigs" with a woman who fled an insane asylum, came upon a man's ranch and his pigs had developed a taste for human flesh. Every time someone died to them, a new pig joined the group. First guy who the woman killed(she wasn't the only killer) tried to force himself on her, the guy who owned the ranch fed him to his pigs. Something about some kind of Egyptian mythology. The pigs actually end up killing her too though, and then another pig joins their group.

    Haven't watched it myself, just looked it up after reading the entry.

  • I dunno what people are complaining about. I still have 5 challenges left, and 2 are master challenges, and I'm tier 70. I think the majority of players complaining only play one side, because you get bonus exp for your first game playing killer and survivor each. I didn't even play every day, and have 5 days left.

    @Mat_Sella said:

    So my friend gifted me the battle pass for Fortnite, which coincidentally is also 10$.

    I have never played Fortnite since it was in Alpha, and had always judged it with a biased eye for no apparent reason.

    Yet, my god, is that maybe 10X less grindy than DBD's rift, with significantly better rewards.

    Yes, I get it, DBD does not have the team and budget that Fortnite does, but the overall experience is significantly better, as it doesn't seem like I'm exhausting myself trying to advance in a system that i paid for.

    Also, the challenges in Fortnite were much more streamlined, and rarely involved something you wouldnt normally do unless it could be done in one match, or didnt make you go out of your way.

    I never thought in my life i'd choose any aspect of Fortnite over another game, but they simply do it right. The pass has a value, the pass is fun, the pass does not feel grindy. These are the things that DbD should strive for.

    Warframe has a slightly more grindy experience with "Nightwave" in comparison to Fortnite , but it still doesnt make you feel like you're pulling teeth just to advance, and you are giving an extreme amount of time to complete Nightwave's.

    Overall, the DbD battle pass experience is lackluster, I wouldnt mind it as much if the rewards were better, but there's barely anything I could care about.

    When I played Fortnite and bought the battle pass I never ended up finishing it. That said, I wasn't a hardcore Fortnite player, but I only remember getting around tier 24 or so on it playing nearly every day. I finished DBDs with 5 days left and that was without playing every day. Fortnite's system also pretty much tried to push you into buying tiers by giving you an outfit that had upgradeable looks at higher tiers, so you felt pressured to complete the outfit. I only wanted David's tank top in this battle pass super hardcore, but all the other stuff was nice to get on top of that. I really liked Huntress' new axe, the Trapper mask, all the charms, Billy's shotgun, Wraith's outfit, Meg's shirt(not her hair because that #########'s ugly asf), Nea's top(again same with Nea's hair), and Jake's outfit.

  • @mike1288mccarthy said:

    Every game has glitches, every game has bugs, every game will never those bugs or glitches fixed because it's in the games coding they would have to demolish the game and rebuild it from ground up to fix all the bugs, you can test a game until the day it releases you're not going to find and fix every bug, it's just how games are and always will and no this game is not dying. The problem with queues is not people playing the game it's the ranking system, overwatch is the same way you play ranked games but rank means nothing. So you wait hours to get a game if you got rid of rank and made it a skill based system you would probably have shorter queues

    While I agree that every game has bugs and glitches, none of the ones I play have near as many as DBD. This game has pre-rework Mordekaiser(League of Legends character recorded to have more than 100 bugs) levels of bugs, and the sad thing is MOST of the time those bugs are not just minor issues. Somehow killer POV of a map and survivor POV of a map is completely different, for example. I don't know if that's by design or what, but there was a rock standing over the hatch when I was killer on Ormond in one game(I was unable to close it, assumed the survivor also couldn't jump in it), and for the survivor the hatch was next to a group of rocks. I've also noticed things like that when playing with a friend in KYF lobbies to test things.

    Also the game doesn't have to be completely reprogrammed to fix bugs. Some bugs are just hard to find, but honestly I feel like the bug testing team for DBD is just not that good. It took them a month to figure out the Dead Hard bug was tied to exhaustion. I figured that out within 30 minutes after trying Balanced Landing, Sprint Burst, and Dead Hard.

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/960688#Comment_960688

    mmh yeaaaah ? he's kinda... too small x3

    plus, not being able to vault windows is the worst thing in the world sorry xD Imagine having to kill in Lery's

    You're thinking too in the box. He could be a 120% ms killer that couldn't vault windows but could walk under pallets(could still be stunned by them though). Also killers have maps they're stronger on and ones they're weaker on. Lery's is pretty much killer favored for most of the cast. It could be less so for him and honestly what killers actually vault windows in Lery's? Most killers avoid vaulting anyways aside from killer shack. The only one I can think of that would vault would be Legion. If he was 120% ms though he'd probably need 3 hits to be balanced because that's likely way too fast for 2 hits.

  • @Kagari_Leha said:

    https://forum.deadbydaylight.com/en/discussion/comment/960586#Comment_960586

    Honestly I dont see how they could put Chucky in the game without making drastic changes to his design, they should create their own chucky killer for that

    And, well actually, getting the rights to the old Pennywise would be pretty easy compared to asking for the new Pennywise rights

    They could. It just takes some creativity. I've actually thought of a few ideas for how they could add Chucky. For example, being able to walk under pallets but unable to vault windows. The only issue is carrying survivors to the hook but he could drag them. Perhaps give the hooks a drawstring that he can jump up and pull down to hook survivors. Sure it might take some different animations but Chucky's worth it.

  • If we get an IT chapter I want old Pennywise with his wisecracks and uncomfortable hilarity but I know that'd never happen because remakes are all the rage these days. It's unfortunate to know if we ever got Chucky he'd be an animatronic doll that had absolutely nothing to do with the original story of Charles Lee Ray, which was the entire story of Child's Play honestly. Sad to know we'd get a killer from a ripoff that had no idea what it was trying to imitate.

    @Thasard said:

    Because a name like Pennywise will bring more people to the game, and more people equals more money and quicker lobbies.

    And when has DBD ever cared about fitting the killers lore to match their movie references? Correct me if I'm wrong, but they take certain liberties that provide a unique take on the characters, so why would this be any different?

    And I would so look forward to a special IT map and to see what they do with the Mori!

    I'm pretty sure he'd eat your arm off. Possibly have him hiding in some shadows, your arm gets ripped off and then you're dragged into the shadows as well. Michael's mori is surprisingly similar to what he does to Laurie in Resurrection(If you haven't watched Resurrection I advise against it though. It's good up until Laurie dies, which is basically the beginning).

  • @Zeidoktor said:

    Personally, I'm confused on how Surge even COULD apply Pop Goes the Weasel except in the very specific circumstance of hooking one Survivor then downing another in proximity of a generator before Pop runs out.

    Yeah. As I said earlier. You'd have 20 seconds inbetween those two instances to apply it.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/958317#Comment_958317

    Why would I like 4 meters of diference?

    (Base terror radius is 32m)

    Most maps doesn't have that lot of LOS blockers, so that's not a great point, and is a situational scenario.

    And as I said earlier, once you are experienced enough you dont need from a perk to tell you where the killer is, if he is coming for you or not.

    A better option is sprint burst, requires skill, is really strong using the 99'ing tactic in chases, you can sit in a gen with you're sprint burst and be safe, it is really good against wraiths, pig, myers and ghostface's..

    It is just sad how survivors dont learn and waste perks, but I can understand since it is a unlocked perk by default..

    Why are you comparing Sprint Burst to Spine Chill? You don't replace an exhaustion perk with it. You generally use it WITH an exhaustion perk, so combining the two gives you much more distance. Also it's much more than 4 meters of distance. You are using math when the killer needs to actually see you before he starts chasing you.

    LoS blockers are around a LOT of gens. Any corn map has MOST gens covered by walls. Game and Lery's almost all gens have LoS blockers, every map I can think of has gens behind LoS blockers. The only time I can think of Spine Chill not be useful is in an open field. That doesn't happen often enough imo.

  • This is silly. Spine Chill lights up before you even hear a terror radius, thus your ears are pointless in that situation. If your eyesight is blocked(which is often the case) near a gen, you can't use your eyes. Spine Chill gives you a head start in a chase, it allows you to keep a killer searching your gen without finding you for a while, and if you have a gen or heal almost done, or autodidact, it helps tremendously. Also helps against stealth killers extremely well, and Spirit. It's not a noob perk just because you don't lolthere to use it. Also yes, some people use it wrong, but you don't base a perk's worth on the people who use it incorrectly. That's like saying We'll Make It is bad because people unhook you then run to a corner expecting you to follow them.

  • I am almost finished with it. Haven't played it much since I got my tank for David but I'm sure i can finish before it closes. Shouldn't take too much effort and i have probably 5 or 6 more challenges left to finish the last tome. Maybe more. Pretty much got it only by doing the challenges. I played maybe a few hours a day and missed a few days as well. Stopped playing near as much when it came down to 20 days left cuz I've been playing Ark.

    Also playing both killer and survivor has a boost to exp once per day so that helped. If I'd known about that from the beginning I probably would have been done a week ago.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/954056#Comment_954056

    Well, I wouldn't mind a buff to Surge. But if they never do buff it, than... idk. It'll just stay a niche perk solo with a decent combo to it.

    That's about it really, but we'll see what happens.

    https://forum.deadbydaylight.com/en/discussion/comment/954101#Comment_954101

    BL is a different topic, but I see what you mean.

    All in all, we probably won't see anything being done to Surge for a bit since the devs have other things to worry about. But it would be nice to see some of the niche perks get a change or buff, so who knows.

    It would be nice if they would make perks more effective overall instead of just forcing the meta ones harder. I'm happy about what they did to Detective's Hunch and Kindred(although I'll still not use kindred because that information is next to useless aside from showing which direction the killer is next likely to go. But at least Detective's Hunch is even better than small game now imo), but more needs to be done. I understand there is always going to be a meta, but in most games the meta isn't as enforced as it is here by all the other options being so much worse.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/953147#Comment_953147

    There are too many versions of this combo that make it the argument a bit unsure. For one, if Pop activates with every generator that Surge touches, than it would have a 25% regression on each generator + the passive regression penalty Surge already brings.

    If it only works on one generator, than the combo wouldn't really be worth using in the first place... since Surge is kind of finicky anyways.

    If pop divided it's percentage among each generator Surge explodes, than it would just boost Surges effectiveness while keeping it from being too OP. But the thing is, if that's the case than what would stop someone from also adding Surveillance or Overcharge to the mix? It would than just increase the damage it gives off... especially on Skillcheck doctor.

    But than you could argue that skillcheck doctors build would be a bit different than how it usually is... so to say it's "OP" is kind of... meh?

    Either way, the perks don't work with each other so... it's how it is.

    Impossible Skillcheck Doc would be the only way it could ever be considered overpowered. Any other killer with that type of build would be mediocre because of the random aspect. Breaking every gen around shouldn't be done because Pop is meant to work on one gen, but if it did, they'd likely split the regression between them to keep it from being overbearing, but at the same time the fact that you couldn't knock off 25% of the highest gen would be a detriment to Pop. Not to mention the 20 second window you'd have to actually pull it off.

    Combining Surge with Overcharge would be 13% regression iirc. If there were 3 gens nearby with Pop with progress, that would be around 21.5(22)% regression per gen. You'd actually be losing regression than if you just ran Pop unless 2 gens had significant progress. Don't think that combo would do enough in a game with a killer that isn't Impossible Skillcheck Doc since you'd be using 3 perk slots just for that to be considered overbearing.

    Of course this is all hypothetical because it doesn't work like this but isn't that the subject? I mean originally it was just a question of if it does or doesn't but it turned into should or shouldn't it. I'm only arguing that the only reason I can think of against it working is Impossible Skillcheck Doctor. Although thinking about it, if they're limiting perks because of a niche build, perhaps that niche build needs to go instead, like how instead of fixing maps, they decided to "fix" BL so they could add maps with annoying drop off points that no one wants to use because of how long it takes to get moving after falling.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/953257#Comment_953257

    i'm pretty sure if a rank 16 killer gets paired by a survivor thats rank 1 and others that are red-purple ranks it means something.And it's happening alot in the past 2 weeks for me.I'm pretty sure that just means theres a lack of red rank killers so it has to pair you up with lower ranked killers who just get bullied to oblivion

    It could mean there's a bug with matchmaking. This game is riddled with bugs and I'm pretty sure someone said there was a bug with matchmaking and they're aware of it. I've also seen rank 19 survivors with rank 10 killers, with some other random ranks mixed in.

    @GeneticBlender said:

    https://forum.deadbydaylight.com/en/discussion/comment/953176#Comment_953176

    Sorry but the que times and match making don't lie.

    Low ranked killers constantly paired up against higher rank survivors and the time it takes for killers to get a match is absurdly low compared to survivors. You can only have on killer per match if any group should be having a hard time getting into room it SHOULD be the killers but that is not the case.

    Why would a killer have to wait longer? as far as I'm aware on PC both sides have to wait the same amount of time due to Dedicated Servers. PS4 the killer is the host, but still shouldn't have to wait long. Being the host means you're basically the server. When you start up, people in queue join, meaning a killer lobby should be instant unless there's a shortage of survivors.

  • I've had people say "Ooh I had a game with 4 purple reagents and couldn't see #########". It's just placebo, only one purple reagent works. If you think you can't see with these, it's your mind playing tricks on you. The only time there is useful fog is on the maps that have natural fog like Macmillan's maps, not the fog from reagents.

  • @Perelie said:

    There shouldn't be maps that render certain killers completely useless, but that's unfortunately very common. Will this ever be addressed? I know that due to it being a killer problem, this makes it a VERY low priority since only survivor opinions matter but I thought it was worth trying to ask.

    They showed the data for the maps, every map in the game is more killer sided than survivor sided, with a few being close to 50%.

    That said, I've been saying since I started playing that all maps need the exact same number of pallets, same exact size, and same distance from the doors. Placement can be different and whatnot but those are a necessity to make all maps balanced to where they only need to balance killers by their performance and not how much certain maps help them.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/951900#Comment_951900

    I mean, it makes sense to why it doesn't combine to Surge... at least to me.

    Pop Goes and Overcharge only apply to the generator when kicked, to have it also apply to a perk that can chain damage multiple nearby generators would be insane... especially on Killers like Skill-check doctor.

    You can even add Surveillance to 100% make sure those Generators are regressing... it would just be too much in my opinion.

    It would only really be too much on impossible skillcheck Doctor, which is what I said earlier. On anyone else it'd be rather tame.

    Pop wouldn't be too strong, because it'd literally only allow you to use Pop without actually kicking a generator, if there was one being worked on nearby(and most likely would just pick the closest one that had progress, meaning someone could just tap all the gens and the closest one would be triggered, so unless the closest one was the highest progress, it'd practically do nothing). The only way you could consider Pop being too strong with Surge would be if it activated Pop on every generator in the vicinity, in which case it obviously shouldn't do, as Pop is only supposed to work on one generator per trigger. But yeah, I don't trust the devs to actually be able to program Pop working with Surge without messing it up big time so it triggering on every generator if they did it could very much be a possibility.

    Though if they did make it trigger on multiple generators it being overpowered could possibly be avoided by dividing the regression by the number of gens it triggered on. Like if it was 5 generators, it'd be 5% per gen, though I can't imagine Pop would be super picked with Surge doing that. If anything, I think Pop would probably be underpowered with Surge any way you slice it. If you did one gen, it'd pick a random one, meaning you couldn't go to something with high progression, if it was all gens, it'd divide by the number of gens making it weaker per gen, with some gens not having much progress making it even weaker on the ones that did have a lot. You'd also have to consider the effort to make it work with Pop. You'd have to down someone, hook them, then down another person between 40 to 60 seconds after hooking the other, and those gens would have to be worked on in that 40-60 seconds between your last Surge.

    Overcharge would be more interesting, but again, unless it was on Impossible Skillcheck Doctor, it wouldn't be anything too overbearing. To compare, it'd be like using 2 perks for half of Pop's effect.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/951807#Comment_951807

    I think the fact it doesn't work with any generator regression perks is why this would never happen...

    Mainly because having something like Overcharge and Pop goes apply to every Generator near you with a massive Terror Radius sounds insanely OP.

    Well Pop definitely doesn't(but I would argue if they wanted to do it, they could make Pop just apply to one generator randomly, or the one with the most progress). Overcharge is a one and done and people can hit that skillcheck. The only reason why it would be too powerful would be impossible skillcheck Doctor.

    Then again, I'm not sure I have enough faith in the devs to code that without creating massive game changing bugs that we'd complain about once they made those changes. I mean it took them probably a month just to find out the problem with the Sprint Burst exploit was tied to exhaustion.

  • @Sylorknag said:

    Lol has a working matchmaking

    DotA has a working matchmaking

    Jesus, even sports have different brackets dividing teams by skill level.

    Only entitled pandered dickheads (by the devs) surv mains would claim a 9 skill level gap is ok.

    Imagine a CHALLENEGER player in Lol stomping some bronzes and telling them to get gud.

    But I guess is ok. According to devs, only survivors are supposed to have fun.

    I wouldn't say LoL has WORKING matchmaking, but it works better than DBD for sure. You can still get plats vs silvers and the like in LoL's matchmaking. Take one glance at the forums and you see stuff occasionally posted about the BS matchmaking scenarios, but not near as many as on this game.

  • It would be nice if it at least applied Overcharge. Then again Doctor would have a field day with it.

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/943968#Comment_943968

    noun: esport

    a multiplayer video game played competitively for spectators, typically by professional gamers.

    https://forum.deadbydaylight.com/en/categories/tournaments

    You realize there was a "tournament" on twitch in which everyone literally just goofed around, right?

  • Honestly I'm at tier 66(almost 67) and I still have plenty of the tier 4 challenges to do. I should get about 3 tiers by the time I finish, so I don't see the problem. That said, the only thing I complained about was the fact that some of the challenges were next to impossible for the conditions to even present themselves(unhook 2 survivors during EGC).

  • @SlimyTaco said:

    Trapper is pretty good imo, I have trouble seeing the traps but maybe its my eyesight.

    Its about putting them in loop areas and then chase the survs into those areas, it works but get 6 in 1 game? That is definitely a dumb mission. A lot of these missions should have been looked at before it was released. They even had extra time to look at them because of the delays but...

    I'm not saying Trapper is bad at winning, but for most of the game you're basically a tier 2 Myers. The only real thing your power does is make survivors question their walking. You spend a majority of the game placing traps, which then either get disabled or stepped in, then you have to go and replace those traps without Iridescent Stone. Iridescent Stone just takes a lot of the unfun mechanics of Trapper and makes them more fun. I can get 3 traps in one game, I can get 4, and OCCASIONALLY I can get 5, but 6? I'm not sure I'll ever be able to get that even with Iridescent Stone or dark traps. The game would end before someone stepped in a 6th most likely. Survivors become way too aware of their surroundings at that point even with Iridescent Stone.

  • I was playing Hag a lot when I first started. She was my first killer that I really enjoyed. After a while I felt like I just did too well with her and games became a snooze fest. Then they released more fun killers that fit my playstyle more. I'm not saying I was a god Hag or anything, she was just really easy for me to get kills with most of the time. Her teleportation was always disorienting for me(any teleportation is, including Freddy's) to where I had to adjust myself after unless it was used in close proximity to hit a survivor instantly, where then I could adjust myself while she was doing her attack cooldown animation.

  • @Almo said:

    But in doing the update, we focused on making him more fun to play as well as against.

    LoL is littered with changes they made due to characters being annoying to play against. Most notably Darius, who had a 60% ban rate, but a 48% win rate.

    I mean LoL also has people playing in close to the same rank proximity but here I am facing rank 2s and 3s as a rank 11 killer rn since I've been playing survivor more for the past 3 rank resets.

  • According to what the changes are I think they made his annoyance factor even more of an annoyance unless they removed his spinning skillchecks after madness.

  • I've tried running Resilience and honestly I don't feel any difference in the vault speed. I still get hit through walls. Which I guess with Spine Chill it's better, I dunno if I've tried that.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/950554#Comment_950554

    You openly admitted that you would let yourself die right in front of a teammate, that tells me all I need to know. Even IF you went to second stage before getting unhooked it’s at least a second chance.

    But by all means take your ball and go home to pout when people don’t play your way.

    If they kill off one of my lives for a gen, they're not my teammates. Of course it depends on the context, like if it was the last gen then I'll play it out, but if they're going to prioritize a gen over one of my lives when there are 4 other gens left, they're not my teammates. They're basically a killer who just hooked me again. It's just as bad as farming a teammate off the hook, if not worse.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/950324#Comment_950324

    It takes you one full minute to go into struggle stage, his 5% of the gen will take less than 10 seconds leaving plenty of time for him to get you even across the map.

    Leaving a gen at 95% opens up the killer to kicking it, even Popping it with PGTW and is much worse than letting you dangle for 30 seconds.

    I always seem to end up in teams with 3 people like you who as soon as someone goes down they run into position and crouch until the killer goes away to make the unhook. This ends up costing us 20+ seconds of them doing another action, toss in the other survivor that is hovering with them and that’s half a gen worth of wasted time. These are the types of teams that never seem to make progress.

    I wouldn't be waving my arms until I started being near going into struggle though, so his gen wouldn't be at 5% until it was already too late.

    Also you know nothing about me. I don't even unhook people most of the time as others generally are running to the hook while I'm on a gen(unless the killer is chasing someone, as I have Empathy generally), so nice try. You should have read the rest of my post instead of assuming things, as I mentioned multiple times "prioritizing that 95% of a gen over me going into struggle".

  • Do we have to? I already hate hooking all other female survivors because they make my ears bleed.

  • @Black_Fence said:

    My general rule of thumb (been playing since early 2017) is:

    Spam waving= killer is camping/I'm still in terror radius

    1 Long wave(nearly attempt to escape)= no one is coming to get me so I am gunna try to Kobe soon.

    Stillness/no pressing anything= it is safe to come get me now.

    Hope this helps. If you are spam waving I am not coming to get you, it either means you are being camped and don't want saving or you are being impatient. Wait until I have finished what I am doing because I have deemed it more important (such as the last 5% of a gen, or a heal on someone that really needs it)

    Well, if we were to ever get in the same game, you deeming that 5% more of a gen over me going into struggle would then get you a lost teammate when you finally decided to come get me. I don't let people unhook who prioritize 5% of a gen over getting me into stage 2 when they're 10 miles away and you have to account for travel time. I don't wave unless this is the case and everyone is on a gen far off into the corners of the map away from me and my struggle bar is going down to the point where they might not be able to unhook me before stage 2 in time, but if I go into stage 2 and they finally come get me, I suicide right in front of their faces because they don't deserve those altruism points. I really think everyone who isn't on the hook should lose altruism points when someone goes into struggle from stage one. Maybe they'd feel it a bit more.

  • I use it if everyone is so far away from me and no one is coming to signal one of their asses to be on their way to me. If the killer is camping I one hook myself because he doesn't deserve extra hook points and I want to play the game.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/931149#Comment_931149

    I mean, I don't make a habit of tunneling because I want my BBQ stacks; but how does it make a killer bad if they are using a strategy that results in a kill? Isn't that the goal?

    Or is this according to the magical, invisible killer rule book written by survivors?

    You are cheesing a victory because you aren't good enough to actually accept the challenge of the game as is. That's why you're bad if you tunnel.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/938812#Comment_938812

    Its not camping if you hook someone, turn around, and the survivor gets unhooked immediatly.

    Let's be honest BT is not godlike. It gives them a few extra seconds to live if you continue to chase them. You can literally wait 15 seconds right behind them and slap them again if you want to tunnel, or since you're so close you could get back to the hook and slap the unhooker. That's 2 injured and one in chase with a new BBQ stack. What's the problem here?

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/935328#Comment_935328

    The definition of griefing is relative to the specific game being discussed, and the devs to define what it and isn't griefing *in their game*. Minecraft has it's own things that are considered griefing on a server to server basis, Fortnite has it's own things that their rules consider griefing, PUBG, etc etc, and the same is true to DBD.

    Griefer. A griefer or bad faith player is a player in a multiplayer video game who deliberately irritates and harasses other players within the game (trolling), using aspects of the game in unintended ways.

    The keyword - unintended. Camping is not unintended. It's actually intended to be a legitimate tactic in the game. Not only is there a perk made specifically to do it, but the original DBD "How to play killer" videos that were in the game BEFORE the actual playable tutorial was in the game literally showed off camping as the "intended way" to secure your hooked survivor.

    Now stop. You have no ammunition. Shush.

    Here's the thing. The definition relies on the term unintended OR intended ways. Not only unintended. I think this is where our ideas differ.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/934089#Comment_934089

    Unfortunately, as I said, it's okay not to like it. Nobody likes it, but when the devs say it's intended and a legitimate strategy, it absolutely makes it not griefing. It really doesn't matter what you say. Is it a scummy way to play? I mean, of course. Griefing? No. It just happens to be something you don't like.

    How does it make it not griefing when the devs did not create the definition of griefing? It being intended does not change the definition.

  • @anarchy753 said:

    Claudette is smaller and quieter than most survivors, and her dark skin tone and many dark cosmetics lead people to play her because she can hide without having any form of skill.

    Because of this, killers already dislike Claudettes. Better players also play a lot of her because all of the above is just added benefit.

    Because killers already dislike her due to that, it has become popular to play her when you are a toxic player, or want to annoy the killer. This pairs with the fact that she has many very ugly, very fluorescent clothes for getting the killer's attention and being in their face all game.

    Honestly the part about Claudette being quieter than most survivors is not true imo. She's actually one of the loudest. I believe Kate is probably one of the quieter females. You can hear Feng or Claudette a mile away.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/934066#Comment_934066

    The devs dictate the rules. Therefore, they dictate what is and isn't griefing. You may not LIKE being camped - that's a different story all together; but that doesn't make it griefing. That would be like you saying "Oh my god, he hit me through a pallet. What a toxic griefer"

    I'm sorry, but you're wrong. There's no amount of justification that will make you right. Yes, when camping happens to you, it sucks. Been on the receiving end of it many times. That does not make it griefing. It simply means it's not fun. Generally, losing isn't fun anyway.

    And yes - in GTA online, Rockstar designed it in a way where people are supposed to attack you. That's the entire point. You're in a living world in GTA online, and you became an objective for them. It's not griefing just because it's annoying to you. Your delicate sensibilities don't hold that much clout, man.

    It's not the losing that's not the fun part of it, and your example is not accurate. I'm fine with losing to someone who actually skillfully wins a game. Removing 2/3rds of the game for someone even if it's not me is a game not worth playing. I don't want to wait in a lobby for 10-15 minutes only to be chased for 2 minutes and then once I'm downed they say "K no more game for you, have fun in your next 10-15 minutes". Also no, griefing is not dictated by what's "in the rules". They can decide what THEY call griefing by the game's RULES, but they cannot decide what is or is not griefing, as they did not coin the term, no game company did. Them deciding what is or isn't griefing by their own rules it just a "Here's what we allow". Griefing is playing in a way to deliberately irritate the player, therefore it IS griefing. Companies only decide what to do about griefing because it drives people away from their game.

    The part of camping that is not fun, is not being allowed to play the game. You're given 3 lives for a reason. The killer takes 2 of those and shoves them in the trash just because they want to circumvent the general rules of the game for an easy kill and they like to be an #########. As I said, it's the exact same feeling as being shot in the head 20 times while you're spawning in the same spot over and over, and it's the exact same "playstyle" as well. You're being a bad faith player by doing this, which is what the term griefing was coined for.

    "Delicate sensibilities" have nothing to do with it. I ignore camping by just getting the game over with. Killer camps someone else? I let him hook me, then kill myself on the hook. Killer camps me? One hook myself. Less BP for him, I get into a game where I can actually play. Doesn't make it not griefing just because BHVR thinks it's fine.

  • I've had this issue happen on consoles. It's why I stopped using Dead Hard. Was using Balanced Landing until it got nerfed so now I'm using Sprint Burst.

    To the people that say it's bad timing. When the word "Exhausted" pops up and you are hit, but see your exhausted status effect going down, something's wrong. Dead Hard went off in that case.

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