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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • In general yes. I like Forums in general, I have thousands of posts in many Forums and participate in them (as long as I am not banned in them :P ).

    When it comes to the DBD Forum, I do a lot more reading than commenting, but it is a little bit draining lately because of the Ruin-Change, so many crybabies started to open a topic, because everyone thought that his opinion is worth enough to open a separate Thread.

    And all of them have the same thing in Common: Just wait and do a constructive opinion when you waited long enough to build one. And not write a post with tears in your eyes how unfair BHVR and the world is to you.

    (I really hope that some people apologize to the Devs when they find out that the changes are not as drastic as they thought they would be)

  • @BenZ0 said:

    @Aven_Fallen

    Agree, many ppl complain about camping in the endgame but that is just silly. What should you do else in endgame? Kicking gens or what? xD Thats just small minded from those ppl but well some ppl really dont like to look to the other side and like to complain. I had once a german salty survivor that tried to insult me in german but actually I am german too, that was a big oof moment for him xD

    Exactly. Or, when 3 Gens are close to each other and a Survivor is hooked there. There is no point in leaving that area, but this is also something some people dont understand. Of course as Killer you are most likely not standing next to the Hook, but when the potential area where Survivors can be is that limited, it is unavoidable to stay there.

  • She is fine, her Add Ons could get some tweaks tho.

  • Complaining in a very rude manner when I camped during Endgame. I avoid camping as much as possible, because I want to get as many Hooks and want to play nice. Like, if I lose with 4 people on Death Hook, at least I played nice and got a good bunch of points.

    But if someone is on the Hook and Gates are powered or even on 99% or open, I will camp. And when someone calls me out for that and is REALLY pissed about that, I assume he is a Survivor Main (which I am also, but I play a decent amount of Killer as well). Like in one game, I got called out by some random Dude who escaped that I am a camper and some other words which I dont want to repeat here (I had to google them, since they were in another language than English (which is btw the worst thing to do, insult people in a language they dont understand...grow some balls and insult me in English)), while the guy who got camped and died was like "Its fine, he did not camp the whole game, only at the end". So I like people who actually understand it that it is the only thing a Killer can do at this point.

  • @Dustin said:

    Likely because when a survivor DC's everyone still has the option to follow their lead and DC as well or stick it out in a handicapped game. When the killer DC's at least the game ends immediately and no one has to deal with a handicap game. I don't mind too much when a killer DC's because at least I'm not put into the position to decide to DC or play it out. Just my two cents on the matter.

    Well, but if a Survivor DCs, 4 other people can still have a game (and it still cannot be that bad, if the Killer decides to go easy... not farm, not letting the Survivors win, but not going ultimate Tryhard afterwards, because a 3v1 is basically a Win for the Killer). If the Killer DCs, nobody has a game anymore.

    Had a Wraith yesterday who ragequit after he got stunned by a Pallet. I heard the Stun, and then he DCed. This man does not like to get pallet-stunned, apparently.

    But yeah, only Survivors DC and I am pretty sure people can make something up why it was totally justified that he DCed.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/121743/some-reasonable-buffs-for-weak-killer-perks

    I think some of these are a bit much.

    Blood Warden - too long. Maybe 50/60/80, or lower the time, and remove the once per trial

    Fire Up - this increases speed by more than noed, and is cumulative. Maybe 1/1.5/2 per generator. Then a Max 10% when gates are powered.

    Spies - I agree just a location is kinda not so useful. Maybe a few less seconds than you suggested. Just enough to get an idea of what direction they're going.

    Surge - yeah, that sounds about right.

    I actually think unrelenting is good as is, personally.

    "Fire Up - this increases speed by more than noed, and is cumulative. Maybe 1/1.5/2 per generator. Then a Max 10% when gates are powered."

    10% is still way too much. There is a reason why a Perk like PWYF is quite weak and clunky when it comes to Stacks for the Movement Speed. Because Movement Speed is so damn important. Same with NOED, the 4% make most of the Loops non-existent. 10% would be devastating.

  • Fire Up (Rework):

    Each generator that is completed, your movement speed is increased by 4/5/6%

    erm...

    I dont know if you understand how important Movement Speed is in this game.

  • Basekit is Balanced, Insta Saw, Tuning Guide and Cooldown Add-Ons not.

  • Even if two Gens are done already, you can still win without all 5 of them being done. The first Gens dont matter that much tbh.

  • And then there is me, playing vs Freddy with Paint Brush, Jump Rope, Ruin, Thanatophobia, PGTW and Basement Camping.

    I like that some people try different Builds without Ruin. Of course they all most be gods when they win, because there is no other way they can win without such a strong and important Perk like Ruin. /s

  • Oh yeah, good old Hatch Standoffs, where both sides were too stubborn to give up, creating 45 minute wait times instead of just going into the next game. I remember those Killers who did not even want to hit me on a hook next to the Hatch, because they were scared that I will jump into the Hatch, when I was just not interested in doing a Stand-Off...

    "they can just open the gates that already is quicker than before"

    Nah, it is as fast as before. They changed it for a PTB, but reverted it.

    Besides that, Killer has all advantage to find the Hatch, if it did not spawn before. Besides that, often enough Exit Gates are so close to each other that they can be patrolled, even so close that the Killer does not have to move to patrol them. Of course they can spawn that far apart that a Killer cannot patrol them, but this almost never happened to me.

    And lets not forget: Hatch seems to spawn next to one of the Exits quite reliable, so yeah, all those Advantages Survivors have...

  • @bilaueta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011145#Comment_1011145

    Imo old balanced landing only added the salt to the injury with this building, it made it so that the "unloopanble" areas were also able to be, well "loopable"

    It is still very broken withour even using thar perk

    I just write what some people thought would happen. That Maps like Haddonfield, Disturbed Ward and others will be ok without BL. And well, obviously they will not.

  • Balanced Landing was the only problem, this Building is fine now. :]

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009368#Comment_1009368

    Sorry to hear that your friend has problems finding matches!

    That aside, that's not what I'm hearing from others, so it's interesting. Would your friend mind to tell us more details like his rank, his area, his queue time and which ranks he is getting matched against?

    He is currently Rank 15 and usually only plays Killer for Dailies if he has to or for the Archive Challenges. Other than that, complete Survivor Main (So I dont think he cares that much for his Waiting Times).

    Queue Time: 10 minutes+, but not that much longer than 10 minutes

    Area: Well, he lives in my town, so Western Germany (Ruhrgebiet)

    Players he gets matched with: Mostly around his Rank, but also purples from time to time

  • gg = just after a game, when it was a nice game

    ggwp = when the Killer really impressed me and was playing fair and really good

    ggez = when Match gets cancelled, lol

  • The problem here is neither Gen Times nor Ruin. It is Thompsons House.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/121631/billy-is-100-getting-nerfed-all-the-signs-are-there

    I find Billy fun unless they're sweating with insta saw and IF.

    Whoever thinks Billy is unfair and unfun to play against should just stop playing the gane

    What is "IF"?


    @Topic:

    The only thing Billy needs is a Nerf of Tuning Guide (or at least a much higher Rarity, easily strong enough for a Pink Add On), Insta Saw and his Cooldown Add Ons, so that missed Chainsaw Attacks have some meaningful impact and not result in using the Chainsaw right again.

    Other than that, he is fine, also his Basekit (which was not the case with Nurse, even if people still want to claim it).

  • Introducing a challenge where a Killer is made as weak as possible to prove something is really stupid. Sure nearly nobody will perform good with that. That is like talking about playing Nurse without blinking or playing Spirit without phasewalking. Or Huntress without throwing Hatchets.

    Clearly every Killer would perform bad when limited like this.

    And well, the most things about Billy are not his Basekit, but his Add Ons, mainly Instasaw. Because it is indeed a big difference in Chargetime, and really quite easy to play him with Primer Bulb and Tuning Guide.

  • You know, it is all about keeping the narrative alive.

    I mean, I play at the same time as many Killer Streamers. And I was in their games quite frequently, but not since the SWF-Change. And they are on the same Dedicated Server(s) and even in the same Country (and I am pretty sure that at least one of them is living in a town next to me, lol). But apparently they have quit DBD, despite the fact that they are streaming it on a regular basis.

    I would be interested if some stats will be released how many Players play Killer and Survivor at certain times and how people want to hold up to their narrative afterwards.

  • @Colton147 said:

    https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019

    It would be best that killers should not be biased; statistics show that they are over-performing (especially in Red Ranks).

    You know, there will be always some argument made up why those stats are worthless.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008224#Comment_1008224

    The issue of our discussion is: Do we have a good survivor : killer ratio or not? I'm presenting very simple facts.

    You could not be getting matched with those people you were facing before because nowadays everybody is getting matched with everybody. This heavily decreases your chances of getting matched against the same people.

    "I mean, its kinda sad to go over some parts of the post, without ignoring the others. Seems like keeping the narrative is more important than having an actual discussion."

    So, will you now explain why you get instant matches as a killer, no matter whether you are yellow or red?

    Red: Many players in Red Ranks, also due to SWF-Changes.

    Yellow: According to my friend, who is yellow Rank Killer, he needs far longer than Red Rank Survivor....Soo....

  • Just want to go over one point:

    "1) Pip system simply does not work properly for killers"

    Thing is, only minor things should get changed. The Pip System should be a different one for each Killer. E.g. a Trapper should not be penalized in the Gatekeeper Emblem, because he needs to prepare at the start. Or the Chaser Emblem should not punish people for using their ability (Plague, Billy for example), but reward Legion, who stabbed a Survivor 30 times without doing any meaningful impact, resulting in an undeserved Iridescent Chaser Emblem.

    Also, while they are doing Changes to the Gatekeeper Emblem, I feel that it should be Iridescent when not all Gens are done when the last Survivor dies (or escapes via Hatch). Because the Killer did his Objective, not all Gens were done, why not give the maximum reward?

    Regarding your 3 minute game with Oni: I think this is fair. You obviously played vs some Potatoes. Should you really be rewarded for playing vs players below your own Skill Level, when you did not even have a challenge? I dont think so.

  • @FireHazard said:

    @CamaroThunder24

    how to counter gen-rushing

    pressure

    You need to exude "pressure" as a Killer, to do this, Killers like Billy, Spirit, etc, can usually down someone in a matter of seconds if they're skilled enough. Why is that? Because of their powers, Billy has an chainsaw that allows him to sprint forward and down any Survivors that're in the healthy or injured state, once hit, they of course go into the dying state.

    For Spirit, she has the ability to phase walk at an incredible rate (a lot faster than her normal movement speed), this allows her to gain a hit on a Survivor and phase walk to them right after for a quick down.

    Killers like these will naturally down Survivors quickly which exudes "pressure" onto the other Survivors to rescue them. More pressure means less Survivors are working on generators to save their teammates, less generators being worked on means a quicker win and less stress on YOU the Killer.

    For other Killers, you'll want to utilize what their powers offer and focus on those aspects, master this and you'll eventually get it down to a T, but some Killers will still struggle with this more than others, so keep that in mind. Not every Killer is equal, some require more effort than others and are less effective the higher you get in the ranks.

    perks

    Since Ruin is being changed soon, you'll either have to use other perks as an alternative or mix up your builds to counter-act gen rushing. Since you're new, it's best to use these builds to help you better understand how every Killer (or a set of Killers) work in the future. Once you're familiar with how a Killer works, than you can start experimenting with other builds OUTSIDE of gen regression... just to mix things up.

    For now though, i'll give a list of a few perks that'll help you fight against "gen rushing". Before I do this though, I just want to say this.

    Perks like NOED that instill dependence within new players is not something I recommend YOU use. If you want to use it than by all means, but I personally think you should avoid NOED all together. Why? Mainly because of that one word I said, "dependence", the perk can cause newer players to grow dependent on it overtime which causes them to eventually have a tougher time without it.

    But besides that, here's a list of some perks you'll want to work on getting for the future:

    • Corrupt Intervention [A Plague perk] (This is one of the few perks that a lot of players will argue is better than pre/post rework Ruin and for good reasons of course! In short, Corrupt Intervention blocks 3 of the farthest generators from your spawn for 80/100/120 seconds depending on the tier it's in. Very useful for monitoring less generators at the start and finding Survivors that spawn at the blocked generators that're far away.)
    • Hex: Huntress Lullaby [A Huntress perk] (When this perk is near max or max tokens it's by far a lot better than Pre-Ruin in some regards, especially when paired with the right perks. Huntresses Lullaby gives a 2%/4%/6% regression penalty for any missed Skill checks when it's active, but what really makes this perk shine is the token build up it can produce. 1 to 4 tokens will cause the skill-check warning notification, which is the audio noise you get before a skill-check appears, to become slightly shorter in its warning for every token that's piled onto the perk. Eventually when you hit 5 tokens the audio warning for any skill-check will not appear anymore, making it harder to focus on skill-checks if a Killer is nearby in a chase or just to focus on it for example.)
    • Hex: Ruin [A Hag perk] (For this explanation, i'll only be talking about the 3.5.0 version that's coming from the PTB soon. The new Ruin now applies a 200% regression bonus to the already normal regression penalty when a generator is kicked, and it does so by damaging the generator immediately after a Survivor gets off it. What this means is, if a Survivor is working on a generator and you walk up to it while they're in a bush or something, than you don't have to waste time kicking the generator, instead you just walk up to it and search for the hiding Survivor while the generator regresses. This opens up a good combo with Discordance and Surveillance, as Surveillance will apply white auras to any damaged Survivors and Discordance gives you a notification for any generators that have 2 or more Survivors on it. Its up to you to decide if this is a good change or not, but if not, than Corrupt Intervention and PGTW is a good alternative.)
    • Pop Goes the Weasel [A Clown perk] (This one is simple, after you hook a Survivor Pop Goes the Weasel will activate. Once active you have 40/50/60 seconds to kick a generator and apply a 25% flat regression penalty to it. Unlike other perks that work off of progressive generator damage, Pop Goes the Weasel or PGTW applies a straight forward 25% debuff to the generator. Meaning if the generator was on 50% and you kick it with PGTW, it'll go down to 25% and than continue with the normal regression rate afterwards. With Pre-Rework Ruin this perk was a deady combo with old Ruin, but now you can't use it with the new Ruin since new Ruin automatically damages any generators once a Survivor or Survivors get off it. So, this perk is now better suited with Corrupt Intervention, as the generators that're not blocked can be kicked with PGTW when it's active. The perk itself is very good without Ruin too, but if you want even more potential with halting generator speed, than it's best to combine it with another gen-stopping perk.)
    • Nurse's Calling [A Nurse perk] (This isn't a gen-stopping perk, but it ties into applying pressure. Simply put, Nurse's Calling will reveal the aura of any Survivors that're healing within 20/22/24 meters of the Killer. So in a sense, you can easily down any injured Survivors that're healing nearby and apply even more pressure by hooking them afterwards to get some Survivors off the generators. Since most teams are not a SWFs, one or more Survivors will come to rescue them.)
    • Discordance [A Legion perk] (Any generators that has 2 or more Survivors working on it will apply a yellow aura to the generator for 8/10/12 seconds. A hidden feature to Discordance is that it'll also give you a visual and auditory notification when this happens, as well as the yellow aura. This will let you know for sure that 2 or more Survivors are rushing 1 generator, in or out of a chase! This is pretty good when combined with the new Ruin and Surveillance, so if you want to try that new combo in 3.5.0, than you'll want to get this with Surveillance.)
    • Surveillance [A Pig perk] (This is an important perk to get when using the new Ruin, as any generators that're damaged by Post-Rework Ruin will automatically apply this perks effects on it. Surveillance's shtick is that any damaged generators that're damaged by Ruin or the Killer will be given a white aura afterwards. If a Survivor eventually works on this generator again, than the white aura will turn to yellow for 8/12/16 seconds, which means a Survivor is on that generator again or they tapped it. Also, the white aura will stay on that generator until either a Survivor gets back on it OR if the progress on it is back to 0%. If it goes back to 0% by itself, than the aura will automatically turn red instead of yellow to indicate this.)
    • BBQ & Chili [A LeatherFace perk] (This perk is amazing for tracking Survivors. Once you hook a downed Survivor, any Survivors outside of a 40 meter radius from that hook will reveal their auras to you for 4 seconds. This allows you to decide where to go to next and apply even more pressure afterwards if you down that Survivor you went to! Also, BBQ & Chili gives 50%/75%/100% bonus BPs during the post-game, if your BBQ & Chili is Tier lll than you can gain a 25% bonus for every Survivor that hasn't been hooked yet, hooking the same Survivor doesn't give another token, it's only 1 token per Survivor.)
    • Thanatophobia [A Nurse perk] (The last perk I wanted to add here is more of a Killer specific perk. While it works on every Killer, it's best used on Killers that can easily damage other Survivors. Why is that? Well, Thanatophobia gives a 3%/3.5%/4% stack-able penalty to Repair, Healing, and Sabotage Speeds, each percentage that's given is based on how many Survivors are in the injured state. This perk stacks with other perks AND goes up to a 12%/14%/16% penalty to these action speeds by itself. Now, it works with all Killers of course since enough injured Survivors will apply a bigger penalty, but it works best with Killers like Legion and Plague. These Killers can keep the Survivors constantly injured or mostly injured, Plague keeps them constantly injured to avoid her Super Vomit if they heal, and Legion can put them in that injured state a an easier and faster pace. In some cases, people stop healing against Legion as well because of this, so this perk works best with Legion and Plague. Other Killers like Billy, Nurse, and Spirit can also work with this perk, but it's usually best on Legion and Plague.

    I might have missed some perks, but this is basically what you'll want to get for gen-stopping and Pressure applying perks. There are some other perks that could help with applying pressure or add more penalties to generator speed, but some of those require specific Killers, just like the perk I listed above (Thanatophobia).

    your spawn

    One of the last bits I want to add is where you spawn when the game begins. If you spawn in a far off area from a lot of generators, than you'll want to go to those generators that're the farthest away from where you spawned.

    Why? Because Survivors usually spawn far away from the Killer, and it's mostly at generators or close-by to said generators. Of course though, one or two Survivors can spawn closer to your spawn at a decent distance or fairly close distance, but for the most part they'll all spawn at the farthest generators or semi-farthest generators.

    If you go to the farthest generators and don't hear any Survivors working on a generator/see any Survivors in-general nearby it, than they're usually sneaking around that area or not there. It's best to give the area a once over and than move on, since if you spend too much time there for a Survivor that may or may not be there than a Survivor that's on another generator can gain more progress on it, since you're wasting time at another area.

    So do keep this in mind when you first spawn in, if you're on a Killer that doesn't need an immediate set-up time to lay traps like Trapper, Hag, or Demogorgons portals, than you should go there immediately as your first target to monitor.

    conclusion

    I hope this adds some new information to these perks that were suggest above, and any new perks that were added by me.

    Hopefully I added in some new perks above or at least gave insight to their combos and information you might've not known. Hope this helps at least!

    Stay safe out there,

    see you in the fog.

    You forgot the best Tracking Perk - Whispers.

    Helps to find people early and apply pressure ASAP. So if they hide, use Whispers. It might get some time to get used to it, but when understanding how it works, it is a really powerful Perk.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008588#Comment_1008588

    No, thats exactly what it means. Tunneling is focusing on one survivior to eliminate him from the game. If you IGNORE the unhooked survivior for an amount of time, and go to find ANOTHER survivior, win a chase and hook him, then it means you are not being focused on one survivior. There is no other option really

    If you down the guy who just got unhooked, you indeed tunneled. Even if you dont go for anyone else afterwards and wait for 1 minute next to that person, after 1 minute, you still tunneled. Only because you did not get hit by DS does not mean that you not tunneled. Why not going for the person who unhooked in the first place?

    @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008588#Comment_1008588

    Unbreakable + Decisive Strike = Free, uncounterable immunity for 60 seconds

    Can we stop going for ideal scenarios? Even if that is the case, the slugged guy is still map pressure, even tho he is back to injured faster.

  • Slugging = Map Pressure

    Furthermore, only because you hook someone else before the guy who just got unhooked, does not mean that you were not tunneling.

  • I am pretty sure this thread would not have been created if we would have had a Winter Event where you would be able to obtain Firecrackers.

    I think they are kinda nice, but nothing I want in my Bloodweb constantly. And when it comes to Chests... I dont want to grab a Firecracker out of a Chest when I need a Medkit, for example.

    (Fun fact: A few months ago, some Firecrackers and Add Ons for them appeared in Datamined Files. I really hope those got scrapped, there is already enough Rubbish in Bloodwebs)

  • Things in Onlinegames can change. You dont have any right to get a refund.

  • @ElementDoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008196#Comment_1008196

    Has anything honestly changed? Every game it's Ruin, BBQ, Enduring on killers. And Ds, Adrenaline, Exhaustion for survivors just like 2 years ago. Every killer that's trying is still playing Billy/Spirit since every recent release has been purposefully lukewarm trash. None of the new perks have made their way into the meta. The game's been in the same state since forever.

    Only noticeable thing that's changed is the sounds being broken and then "fixed" repeatedly (which at this point I'm thinking was just a ruse to nerf killers). And the Nurse getting her "addon rework". I doubt either of those things would've influenced marth much.

    If there is a list with all of those Patches, I can look it up. One thing that is clearly noticeable: Ranking changed. People who were Rank 1 Killer during that time were WAY worse than people who are now Rank 1 Killer. I mean, ranking up on both sides is still too easy, but if someone is now Rank 1 as Killer, they will be better than Rank 1 Killers in Marths experiment.

    Furthermore, as written above already - putting basically the highest skilled Survivors as measurement is simply wrong. And this is what Killers often enough do - they want to balance around high Rank Survivors, the best of the best, but when I see some "proofs" here, it is a Rank 9 Killer in the video/Screenshot who lost a game. Is it fair to balance around the best Survivors, but mediocre Killers?

    "Every game it's Ruin, BBQ, Enduring on killers. And Ds, Adrenaline, Exhaustion for survivors just like 2 years ago. Every killer that's trying is still playing Billy/Spirit since every recent release has been purposefully lukewarm trash. None of the new perks have made their way into the meta. The game's been in the same state since forever."

    Well, this is indeed a problem, because the Devs are scared of introducing strong Perks. But Killers have it better here, except for Demogorgon, at least one Perk of Killers was decent. For Survivors, the maximum that we got was Inner Strength, and this is mediocre (of course MoM is an exception of that, but that was simply a Cashgrab and designed to be too strong). And well, Killers can at least get some use of their Perks, maybe only on specific Killers (like Nemesis of Oni, Thrilling Tremors and Im all Ears on Ghostface, Corrupt Intervention and Infectious Fright on Plague, Discordance and Iron Maiden on Legion, Spirit Fury on Spirit...), but for Survivor, I only end up levelling the new Survivor, get all of his Perks on my Main and will never use them.

  • @NoShinyPony said:

    @Aven_Fallen

    How do you explain that you get instant matches as a killer, no matter whether you are yellow or red?

    How do you explain, that I suddenly dont get matched with all the Killers I got matched before? Do they play a different DBD now? Not anymore on my Server, even tho we live in the same country?

    I mean, its kinda sad to go over some parts of the post, without ignoring the others. Seems like keeping the narrative is more important than having an actual discussion.

  • @NoShinyPony said:

    @Aven_Fallen Just look at the facts. Following your logic, green and yellow ranked killers would have long queue times, because the SWF change brought an increased need of red and purple rank killers. But that is not the case. It doesn't matter whether you are a red or yellow killer, you will get your instant match.

    And the change didn't happen suddenly. It was a constant development over several months.

    "And the change didn't happen suddenly. It was a constant development over several months."

    It was not. At least not on PC.

  • While I agree that he is not really enjoyable to verse, I dont think that this is that dramatic, at least compared to Spirit.

    I think he is unfun because he is kinda braindead. Being awake helps, sure, but once you are hit, you are asleep. But this is kinda necessary on how his Ability works, it would be really frustrating to be in a chase and that person is not affected by Snares or Pallets at all.

    I dislike his Ability tho - the Pallets are even more braindead. Sure, you can remember which ones are real and which are fake, but you will eventually come to a point where you end up in an area you have not been before.

    And for the Snares...eh. It is reverse-bloodlusting. Instead of breaking the Pallet, he just runs around, placing Snares, which again, will eventually lead to being hit.

    However, his Toolkit is really cool, the Snares are a nice idea and that you are able to replace them with Pallets is also a good thing. His Slowdown is also quite ok now, I dislike players who use Ruin AND PGTW (which is, where the most frustration with Ruin will come from, because when you are bad at hitting Great Skill Checks, you end up having a slow Gen Progression, pairing that with 25% of that kicking away...), but overall, his Slowdown Potential is not as brutal as it used to be.

    Power-wise I would say he is in a good Spot. If all Killers were at Freddys Powerlevel, this would not be bad at all. But still, I think he is unfun to verse, because of his Sleep Mechanic (which is necessary) and the behavior in Chase.

  • @NoShinyPony said:

    @Aven_Fallen It's not.

    If the survivor : killer ratio was good and just the matchmaking was buggy, both killers and survivors would have long queue times. But that's not the case.

    Doesn't matter whether you are playing killer at high ranks or not, you'll get instant lobbies.

    Pretending that the problem that people don't want to play killer doesn't exist, won't change anything. No matchmaking algorithm can solve this problem.

    The devs already have opened up the matchmaking so that everybody gets matched with everybody, no matter the rank.

    Its because of the SWF-Change. It does not change from one day to the other that queue times get longer. Hundreds of Killer players will not suddenly decide "Ok, I stop playing Killer", exactly at the same time. This makes no sense at all. I mean, feeding a narrative works perfect with pretending it is that way, but it isnt.

    Furthermore, since the SWF-Change (which did not affect me, since I am either Solo or 2 man SWF with someone exactly my Rank), I dont play against any of the Streamers I played against before. Despite the fact that they are still playing this game, still being at the same Rank that I am and still being online (and live) when I am playing DBD as well. Would be a weird coincidence when this happened also at the same time (on top of Hundreds of Killer players deciding to stop, roughly around the Nurse Update, because they were ALL Nurse Mains).

  • "1) against an optimal swf an optimal killer will never win , this can be shown through math88's depip squad."

    This is the point were reading is pointless.

    This "Depip Squad"-thing is old. Almost 2 years old, the game was in a different state than today. Arguing with things which happened 2 years ago is kinda lame.

  • @NoShinyPony said:

    Bad.

    Don't do anything that would scare off more killers. Surv queue times are bad enough.

    Can we for once stop with that "Queue Times are long because not enough Killers are playing"-Bullshit? The reason is a different one.


    @Topic:

    Sadly Spirit has to be an easy effort/high Reward Killer. So yeah, use Iron Will and hope that they dont have Stridor.

  • Because its the Survivors Objective. Gens going to fast does not mean that the Survivors are just doing them because it is the most satisfying thing, but when you cannot force them to Altruistic Actions (by hooking or downing people), you will not get them off Gens. The result will be a game where nobody gets many BPs or Pips.

    So Gens going too fast means that the Killer does not apply enough pressure to them. This can have several reasons beside the usual "Killer is not good enough/Survivors are better". Maps will be one of the most important reasons.

    Once the first Survivor is on the Hook, there is already pressure on the Survivors. This means that not all 4 people are on Gens. And I have never seen it that the 3 others simply let the 4th guy die, just to push all the Gens through (and I am not talking about those Potatoes who simply are not helpful).

  • For Killers, Myers. Only this little blood on his Mask looks great, and this is also the eye where he got stabbed by Laurie in the Halloween Movie. I really hope this is intentional.

    For Survivors, full Prestige Quentin looks really good.

  • I would not give anything on the word "toxic" anymore. It is overused and is only a phrase without any meaning.

    People find so many things toxic, Looping, Camping, Flashlights (for actual reasons, not to BM)... So if someone calls something toxic, they are most likely only using a word without any special intention behind it.

  • They are fine. It is ok to have some safe Pallets on the Map, and every Pallet outside of a Building is unsafe. If the Killer is only a little bit competent, a Survivor trying to play those Pallets will get hit.

    And well, if you get run on those Pallets as Killer, the problem is not the Map.

    So yeah, I like new Badham, but I hate that Bloodlust is a thing on this Map. Same with Spirit Fury, because at those unsafe Pallets you need the Stun to get some Distance, but with Spirit Fury/Enduring, you dont get any value out of it.

  • @MegaWaffle said:

    I think the price is pretty steep, but i honestly think most skin prices in many games are. I understand that games such as this need to make money through other means but its pushed too far most times.

    https://forum.deadbydaylight.com/en/discussion/comment/1006365#Comment_1006365

    I agree the art team at BHVR is amazing and I love the work they do however I also look at it like this:

    I pay 30$ for the game, a huge package with tons to do.

    I pay 5-10$ for DLC that comes with new survivors, killers,perks and powers all mostly bug free ^.~

    I pay 10$ for a single character skin that gives me nothing aside from a new look (unless I'm killer then I pay 10$ so others can see my new look...)

    I just think the price is too damn steep for what we get. I have purchased the charity packs because you get a nice bundle of items for the price. I cannot swallow the fact that a single skin cost 1/3 of the games price. In fact they would most likely get more money from me if I felt the price was reasonable because instead of buying 1 skin the whole year I might be tempted to purchase 3 or 4.

    ----------------------

    Another example is FFXIV:

    I paid 80$ for the whole game with all DLC (sure it was a sale as I think I saved 30$)

    I could then pay 40$ for a single mount. A mount that functions the same as all the free mounts in the game that came fully packaged for the above price.

    It boggles my mind that single cosmetic items cost damn near the same price as a whole game! Unless the art team is making some serious moola per hour I don't understand the outrageous price discrepancy.

    Maybe someone with an actually business perspective behind the scenes could enlighten me as I view this simply from a consumer side who makes an average wage and scoffs at these sorts of things most of the time.

    To be fair - DBD is a fairly cheap game. I have over 3k hrs in this game, compared to what some titles give me for way more money...

    I mean, my favorite example is "The Order 1886". I am a big fan of the design, but the game was worth 70 Euros at release for like 10 hours of gameplay, a lot of those cutscenes. This means, that I would have paid 7 Euros per hour. Now I would say that I spent like 150 Euros on DBD so far. Just calculate the value.

    Furthermore, regarding Cosmetics: They are 100% optional. You dont need any of them. And for DLCs, as long as it is not licensed, you dont have to pay a single Cent either. And even the Perks can be available for free in the Shrine.

    So yeah, DBD is a cheap game, and even if the Cosmetics are relatively expensive, compared to the Coregame, they are completely optional and nobody will be at disadvantage when not buying them.

  • Nope. Cosmetics are not generated for free, there are people working on it. And the Art Team of DBD is 10/10.

  • Sounds like a Bug. I am not 100 sure if you can get hit two times by the same Pile of Puke, but if that is the case, this might have happened.

    But could also be a Bug, related to Dedicated Servers (this was the case earlier with projectiles, namely Huntress).

  • @FoxWolfFrostFire said:

    Dude, You need to calm down. I'm not saying the game is going to die. But that doesn't mean I agree where it is heading. You're also actively ignoring the biggest of my issues and that is how much control a very bad company has over our beloved BHVR

    It is more than just the ruin change. The ruin change is just a cherry to top off all of the issues.

    I think YOU need to calm down. It is one fking Perk that gets changed. ONE. Killers will not suddenly lose all games only because of Ruin.

  • Which Map?

    Also, you dont need to kick every Pallet. There are some Maps were you will have a hard time as Killer (my favorite here is Cowshed, because many TIles can spawn connected to each other), but others have pretty fair Pallets (like Badham or Hawkins), at least for the Killer.

    And well, looping is necessary... Even recent introductions show that Stealth Gameplay is not the way the Developers want to go. And to be honest, I rather chase someone instead of not finding anyone because they are all hiding.

  • @Infinity_Bored said:

    No. He has addons to increase the amount of traps.

    He would not be overbuffed when carrying two Traps, or even three traps, or five Traps. If he would start with all of his Traps, it also has the side effect that Survivors dont know instantly that the Killer is Trapper, when spawning next to a Trap lying on the ground.

    And well, it would be nice if the first Add On you would use for Trapper is not a Bag. Because that is how he works currently - Bag + another Add On. He has quite a variety of nice Add Ons, but a combination without a Bag can really hurt you.

    So there is nothing wrong with having more Traps/the ability to carry more than one Trap.

  • I guess you will be able to get them via Playing (Nea Shirt, Dwight Head and Billy Hammer). And the other Lunar Skins (Legion and Jeff) will probably end up in the Store.

    But I doubt that any of those will be exclusive.

    (I hope that all of those Skins are obtainable via ingame currency or at least 6 out of 9 pieces)

  • Not really that useful. As said above, this is the Main Reason why Doctor gets his Static Field removed. Suddenly starting to scream without any feedback, WHY this happened is kinda frustrating for new Players. If the Wraith would be able to do that while cloaked, it has exactly the same effect.

    I also dont think that Wraith needs a secondary Power. What he needs (in my opinion) is a higher Movement Speed while cloaked so that his Power is more useful in a chase (which it is not, currently, because you will not cover any more distance, because you slow down while uncloaking) and make him more stealthy, like lowering his super-loud footsteps and breathing.

  • 2 hours sounds way too long. I dont think that it was really searching for a Lobby, I had this problem a few months ago, where it said it was searching, but did not do that. When cancelling the search and starting it again, it worked.

  • @Kwanghyun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005758#Comment_1005758

    Well fair enough. So basically the devs swept that issue under the rug like everything else. That case they should implement a mechanic to prevent that last survivor from exploiting without having the hatch spawn for no reason.

    Killers got many nerfs recently though a and if survivors riot about not having a second(and third) chance all the time, it’s time for civil war then.

    "Killers got many nerfs recently though a and if survivors riot about about having a second(and third) chance all the time, it’s time for civil war then."

    *ignores the months of Survivor Nerfs before*

    Cool guy. But maybe the Memory of Killer mains is simply a little bit weak, who knows. Because all of them seem to forget this.

  • @GaunterODimm said:

    When you're not having fun that includes Ruin, Getting injured, Getting hooked, Getting mind game'd, Getting grabbed in a locker,etc.

    Want to include:

    When your Ruin gets destroyed aftter 30 seconds, when you get looped for more than 40 seconds, when you have to drop a Survivor because of a Flashlight Safe, after this happened two times before already and you are still not looking at a wall, when you lost the game.

    Both sides DC because of stupid reasons.

  • No Gen was done and you killed 3 people. You clearly won.

    If you dont want the Hatch to spawn, enjoy your hostage situation where the last Survivor will just hide. I hope you have Whispers, other than that, you will not find them.

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