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BananaBlooD95

BananaBlooD95

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BananaBlooD95
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  • @PsyQuil77 said:

    Spies In The Shadows is very undervalued. It not only tells you that a survivor is around, but where. Lets you chase the gen-rat behind you off of that get the other gen-rat just left.

    My all time favorite info perk.

    I'd argue it also promote killer to look after crows. Crows, even without any perk, are a valuable information for killers, it let you know if someone was close by.

  • @PsyQuil77 said:

    Why should the killer get punished for your teammate not taking the killer's attention after you get unhooked? I'm referring to unintentional tunneling. Many times I've gone to look for the one that unhooked and all i could find was the one unhooked. That's your team failing you, not the killer's fault you teammates are blenettes.

    So true. I just was in a game on Rotten Field and end up "tunneling" a survivor to death. First I hook him and walk toward my obsession who was working on a gen (I saw him on BBQ). The person got unhooked and since I also run STBFL I decided to go back to the hook. The unhooked person is the only one to be seen, got him, got DS but continue chasing him as it's the only person I can see.

    At the end that person ask me why I tunneled. I told him I had STBFL, knew the obsession was the person alone working on a gen, I was closer to the hook than her anyway and when I came back it was the only survivor to be seen. To make things worst the person who got the unhook was only hook once so he could have make me lose time on him and I would have only get a 1k.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091239#Comment_2091239

    Go Lery's. If its any 110% Killer Hag is best as she's the smallest and darkest of the bunch, but Trickster specifically you'll want to break every pallet you can, learn the shortcuts, stay out of LOS and catch up to Survivors when they're not looking. Personally getting merciless with 110% M1 Killer is so empowering, because at that point you have skill with looping and gen management- can't pin that on a power or perks (Trickster's aren't that good, except Starstruck which I got once or twice cause again, 110%).

    The only killer that is 110% with no power to injure is Hag but Hag's power is to place trap and teleport for "free" hit. Huntress and Deathsligner are arguably weaker than Hag on Lery because both can't really use their power if the survivor are smart enough to not go in long ass corridor. Hag's trap can/will be activated because survivor don't pay attention & you can push survivor you're chasing toward your trap & trap bait (start the animation to place a trap so the survivor leave but you ain't placing a trap).

  • @NoOneKnowsNova said:

    Unfortunately, you need to practically play M1 only to get it.

    Play M1 as a 110% killer... Good luck!

  • @UMCorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091053#Comment_2091053

    I try to be a bit less ruthless than this, but similar idea.

    Find a weak looper, down them, force stronger loopers out of position to rescue, then capitalize. Even the best looper can't evade you if you pick a nice dead zone to force him into.

    Honestly, I'll sometimes slug to avoid 3 hooking a bad looper too quickly. While a part of it is mercy... there's a strategic element to keeping the weakest link alive, as someone has to come out of position to pick them up.

    These day I play STBFL on Demo so I try to keep the obsession alive till I have all my 8 stacks, then if I have time I'll chase that person with shred otherwise I'll focus more on the other.

  • First there's game knowledge: even without perk you should know the general area where survivor are.


    Then depend on the killer. Some like Clown, Huntress and Deathsligner require you to end chase really fast so you have enough time to patrol.


    Then you have how good/bad a map is for your killer. On Lery many killer can't use their ability properly. There are barely any loop where Demo can Shred, too many windows for Bubba to deal with, most tiles are too high for Huntress's hatchet etc.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090844#Comment_2090844

    I'm 100% for the mindset of other perks getting used more than the same 4 everybody uses.

    A lot of perks could be more viable if only they were slightly better. Second Wind achieve similar to DS but in a different way but was outside by DS. If it's cooldown was 10s it would have been seen more often ever before DS nerf.

    Deliverance is quite good but again is outshine by other perk that can activate more often and/or are just stronger.


    Both Deliverance & Second Wind need you to do something before it activate (heal or hook save), one can be activated only once, the other 2 times and both get countered if you're the first person being chase/hooked.

  • @adirgeforthedead said:

    The issue here is that DS is a band-aid solution for an issue in the mechanics of the game. DS by itself doesn't stop or prevent tunnelling, it merely gives you 60 additional seconds of gameplay (aka taking your time to admire the floor tiles) which is why I never use it if the Killer wants to tunnel me, they are objectively bad and only want to make the game as quick and insufferable for me as a Survivor.

    A fellow commentor mentioned it that they've gotten to red ranks without tunnelling, I have only gotten to green ranks, but I know a fair amount of players that have managed to reach red ranks without taking advantage of issues with mechanics. The paradox itself here is that we shouldn't need to waste a perk slot to resolve an issue with game design, but until we get an actual solution for this... we will have to deal with tunnelling and some Killers thinking they are good because they tunnelled off of hook.

    If you're that bad at chase & or do dumb #########, why a killer shouldn't be able to hook you right after you get unhooked? Also there are other perks you can combines to make it stronger like Second Wind (on you) or We'll Make It.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090751#Comment_2090751

    I don't know you, and you don't know me. Stop acting like you know anything about me to tell me what I'm trying to say, especially when you're so bad at it that you get it incorrect.

    The purpose was to start a dialogue, never to state "facts". Experiences vary. Ironically as much as you're trying so hard to be objective here, you're the only one being dogmatic with your views and your trashy attitude coming into the thread.

    Also the typical "neutrality is objective" point of view which has no substance either, which I'm not surprised about coming from someone who has an attitude like you did in this thread. Reminds me of those people who act like they have more wholesome virtues because they don't "favour" any political party over another and therefore are automatically objective

    https://forum.deadbydaylight.com/en/discussion/comment/2090675#Comment_2090675

    Already happening lmao

    https://forum.deadbydaylight.com/en/discussion/comment/2090685#Comment_2090685

    Don't get me wrong, I truly hate camping/tunnelling. As much as people complain/complained about undying/ruin, I like(d) using it because it gives me the freedom to not camp and tunnel.

    Just from my observation/experience, trying to win as killer goes like this:

    use meta perks, and if not, you resort to camping/tunnelling/3gening, particularly if the map is unfavourable for you and/or the killer you chose, e.g. large maps for m1 killers.

    There are exceptions like if you are exceptionally good at chase, which comes from tonnes of practice--probably hundreds if not going into thousand(s) of hours.

    https://forum.deadbydaylight.com/en/discussion/comment/2090681#Comment_2090681

    The point was to not say nothing about survivors is complained about, but rather which is justified more. From my own observation on this forum and elsewhere, if a killer complains about genrushing they get made fun of and simply told it's just the survivor's objective and to git gud. If a survivor complains about camping/tunnelling the criticism is much more lighthearted and not personal, and a lot of lack of "git gud" responses and holding the survivor accountable like the killer is in the aforementioned situation. Similar criticism scenario with crutch perks. If I ran a ruin undying spirit I'm not going to get criticised as much as if I ran old DS, DH, and unbreakable. But again, just my experience.

    Hook suiciding/dcing, at this point it's just part of the game and I'm not sure if any killer posters actually criticise it as heavily as camping/tunnelling by survivors, since it favours the killers in the game. Most I've seen is that it's cowardly for your teammate, and that it's boring for both sides, but nothing personal really.

    https://forum.deadbydaylight.com/en/discussion/comment/2090701#Comment_2090701

    To a much lesser extent, from my point of view. I explained it above

    https://forum.deadbydaylight.com/en/discussion/comment/2090703#Comment_2090703

    Whenever I play ruin undying tinkerer freddy I get so many people who give up. But if I quit a game with four dead hard's on a bad map then I'm the loser for not wanting to endure the game.

    https://forum.deadbydaylight.com/en/discussion/comment/2090707#Comment_2090707

    His posts very much give off the "i pLaY bOTh siDeS" vibes to try--and ultimately fail--at asserting superiority.

    If you run that build on Freddy you shouldn't complain about survivor DCing in the first place, there's a limit to the bullshit you can give to the other side.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090731#Comment_2090731

    Not sure it works still after being downed but if so that's pretty nice. Referring to Second Wind.

    Well Adrenaline does that so I suppose it would do the same. The only difference is the requirement for getting a health state back.


    The fact that survivor think the nerf is too strong and/or want 1 perk to do that much for them just show how old DS was busted.


    Second Wind & We'll Make it combined with DS still allow you to get tunneled & get a health state back. Not only that but there's plenty of other perks that help if you get slugged, to heal faster, protection hit etc.


    Run Second Wind & a Med Kit+Syringe. If the killer is about to hit you before the 20s of Second Wind (let's be honest if that happen you either stayed on the hook, don't know how to run or he face camped you) then use the Sergine, get hit and SW will activate later. Otherwise you get Second Wind, killer hit you then use the Syringe and the killer will lose 2 gen if your team mates are not complete potatoes.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090693#Comment_2090693

    That isn't at all what that means. They could be right outside of what would let me hear them coming back or they could be a stealth killer and I not hear them or know they're coming at all or they could appear to be chasing someone else and I start healing in a spot I think is hidden and they come back

    So your problem is that you aren't scared at all so you'd rather just heal on the hook/near it. Got it.


    Guess what, it's a horror game and you shouldn't be able to get away doing stuff in the killer's face.


    Or run a perk like Inner Strength or Second Wind and voila, no more need to heal at all.

  • Now that I think of it, why not run Second Wind with it? As long as you healed someone before getting hook you gain a free health state after 20s. That could lead to situation where:

    A: Killer down you after 18-19sec, try to pick you up but you go back in injured state and start running again

    B: Killer grab you before you get healed, get DS then you heal.

  • @Mugombo said:

    What you really mean:

    The more I play killer, the more tunnel vision I get and only notice criticism against killers.

    Nah survivor complain and DC for everything.


    I hook someone before Corrupt Intervention is gone? Run at me so I can kill them.

    or

    I get to pop the very same gen multiple times with PGTW because survivor allow me->they rage and tell me I'm trash and pop carried me.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090635#Comment_2090635

    That's what I'm saying if I run and start self healing and they either hunt me down or maybe just stumble upon me and they down me its still tunneling intentional or not and I get got for free. The perk is nearing useless. Its still useful but this is the one situation where I think it needs to be given a small buff because the perk is perfectly fair for killers now but that part is unfair for any survivor trying to use it.

    If you start self healing before the killer come back that mean he was really far away, on the opposite side of the map. Maybe you should hide before healing?

  • You realize they release 1-2 games every years right? You realize that many of those 600 employee work on other stuff and not coding, right?


    I mean yes the pacing of bug patching is horrible but 600employee divided on 3 project+ DBD at the same time + the various subdivision withing a game mean there aren't much resources left to begin with.

  • @TheWarNung said:

    Hmm... there's already Prove Thyself for that. Between toolboxes, Leader, Resilience, and the new survivor perk, survivors already have enough tools to reduce gen times. Killers need gens to take a certain amount of time in order for the game to be fair.

    I'm not in favor of increasing gen times either. I think killers need more tools to regress gens.

    TBH There are many perk that should be combined together to make 1 decent perk.


    Better Together combined with Prove Thyself wouldn't be op, nor I would consider it strong. Just a decent perk that would be worth using.


    Grouping up on gen is not worth it for many reason like killer being able to apply pressure on many survivor at the same time, progression being a tad slower per person (you don't exactly repair a gen 200% with 2 people) etc.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/241006/hurry-up-with-mmr

    The last test was not good; it worked more or less the same as it did the first time around. That means it worked for some people, within certain ranges, and didn't work for more than half the rest of us. Whatever criteria they are using isn't consistent and is breaking down at certain levels, or it interacts BADLY with the demands of the Que. If it had worked as well as you think, it would have rolled out with the last update. It sounds like you are in a range it worked for, and that is great. Just be aware that it did NOT work well for everyone.

    For example, it threw entire herds of Bambi my way to get slaughtered and turned into venison jerky. I went from my normal all Red Squads to "Tasting the Rainbow" as all manner of mix and matched color Ranks came my way. And don't let that MMR moniker fool you, there was a difference in skill between the Rank 18-20 and the odd Rank 4-1 thrown in. I don't know if their new system truly tries to pull people of a certain, equal rating so much as it tries to force a mix and match of ratings in a way they believe will be fair. Whatever the case, SWF weren't affected by it all.

    As much as I'd like a true, skill based rating system, I'm starting to believe it is a pipe dream, and just not possible within the framework of DbD. I think it would be better at this point to just make it "first in is first out" and you get who you get. This would provide maximum speed for the Que, and can't be any worse (or weird) than the matchups we get when "Taste the Rainbow" kicks in.


    Rank doesn't mean much, but ok. Also if you face a rainbow colored 4swf? I feel that's more common than anything else.

    Personally 75% of my survivor match are in a swf and mostly 4 man. Most of the time there are 3 color in the team but I'd rather play with regular people on coms than complete random.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084203#Comment_2084203

    Survivors shouldn't be unable to undo regression in half a second. Regression is not strong enough to enable that. If a killer kicks a generator, the survivors should actually have to take the time to stop it instead of being able to immediately and with no downside stop the miniscule, slug-paced regression that killers get with zero effort or thought.

    And it really wouldn't change anything about SWF or solo. It would simply be a QoL fix that prevents survivors from casually and mindlessly stopping the only basekit slowdown in the game.

    I guess it would be a tiny nerf survivor but if killer still mindlessly kick gen, that's 2sec he's not pressuring anyone. But yeah it would mostly be a QoL for killer.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/2088411#Comment_2088411

    Its still an awful awful map. Especially against the Nurse. She has literally free reign of the whole map.

    Nurse is nurse but personally I don't find it to be an awful map. I've played it many times on both side, I find it fair for the most part and I like the ambiance.

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2088474#Comment_2088474

    Or this item can be a catalyst to buffing totem placements and hex strength. Since survivors have a secondary, limited time option to counter a hex.

    True.

    https://youtu.be/ngBKaDQq7kU

    Since I ever found that video I wish dev would change hex to this.

  • @Shymare_11 said:

    Incense:

    8-12 charges (Lasts 20-30 seconds per charge).

    Must be lit before being used (charged).

    Protects a 28-34 meter radius from hex effects; and tremendously thickens the fog within its radius.

    Only can affect one area at any given moment.

    —————————————————————

    Oak Incense [Very Rare]:

    •8 charges.

    •Must be lit before being used.

    •Grants a 28 meter radius around itself that gives the Hazed status effect.

    •Cannot be used while currently affecting another area.

    Petrified Incense [Ultra Rare]:

    •8 charges.

    •Must be lit before being used.

    •Tremendously increases lighting charge speed.

    •Grants a 28 meter radius around itself that gives the Hazed status effect.

    —————————————————————

    Misty Additives [common]:

    •shows effective range of Incense to all survivors.

    Gypsm Powder [common]:

    •Slightly decreases duration of haze

    •Moderately decreases visibility for killers when hazed

    Incense Holder [uncommon]:

    •Moderately increases duration of haze

    Worn Incense Box [uncommon]:

    •Increases available charges by 2

    Felt Bag [rare]:

    •Increases effective range of Incense by 2 meters.

    Pristine Matches [rare]:

    •Moderately increases lighting charge speed.

    Fog Dew [very rare]:

    •Haze persists an additional 25 seconds after leaving Incense effective range.

    •Does not apply when Incense has burned out.

    Campfire Ash [very rare]:

    •All auras are suppressed when hazed.

    Putrid Oak Sap [very rare]:

    •Increases effective range of Incense by 4 meters.

    Ashtray [ultra rare]:

    •Incense effective area is fix to your relative location.

    •Slightly increases haze duration

    With the current state of Hex, might as well not use them if that item was in the game.

  • @TragicSolitude said:

    As survivor, I of course don't like it, but at the same time what else is the killer going to do? Their options are limited, and sometimes they can turn that 1k into a 2k+ depending on the other survivors.

    Using BT, I've managed to rescue survivors who were being facecamped but were close to the exit gates, so even a 1k isn't guaranteed when the killer does that.

    Facecamping at the end with STBFL 8 stacks and either the obsession is the one hooked or the last to try the unhook <3

  • Midwitch is quite balanced actually. Many pallet lead to window, mostly pallet that you can mind game, the corridor make mobility killer stronger while other killer weaker because holding "w" is arguable the best strategy when you get hit etc.

  • Most survivor tend to not know how to loop on "The Game" and "Haddonfield". Both have an absurd amount of god & safe pallet but since most survivor have no clue how to loop they don't know how to use those resources properly which lead to decent match for the killer. On the other hand face any survivor that know what he's doing and you'll rage as killer on both these map.


    Lery is just full of wall and unless you're god like at knowing the windows & door RNG on this game it's a ######### nightmare to navigate for both side. Good atmosphere but navigation in this map is -1000.


    @ThGameIsHardButSoAmI said:

    https://forum.deadbydaylight.com/en/discussion/240858/lerys-is-the-most-unfun-map-in-the-game

    ?? theres 2 god pallets on that map, the one in the library and the one on the hallway that you cant get around. If I remember correctly all others you can play around and mindgame. The ones on The game are god pallets

    The problem for killer like Wraith is that he has no chase power and there are plenty of window, pallet & doors. While most loop are somewhat high, survivor often can just go away while you try to mindgame a survivor nothing.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084879#Comment_2084879

    Streamers aren't a great reflection of game balance because they are often substantially better and more experienced than the players they're matched up with. MMR may one day change this, but it's not there yet. For now, both survivor mains and killer mains are putting out their 50 match win streak videos and such, because matchmaking is a much more important factor in the outcome than actual game balance right now.

    That's just it though. They are substantially better and more experienced than the players they're matched up with. They often literally play this game for a job, and have 5k+ hours in the game. And STILL, all of these people with more combined knowledge than probably everyone in this thread KNOW that the game is survivor sided. It's not even a debate.

    So we agree that both tournament player & streamer are above the average player, good.


    We agree that most if not all tournament have restriction, good. Those restriction mostly affect survivor, killer player mostly used the strongest killer and still struggle to win.

    Survivor streamer (heck even lot of killer streamer when playing survivor) who often play alone, mind you, often bully the killer in their game, make them lose lot of time. Killer streamer will sweat even vs none swf who are very good at the game, especially if the killer use a mid to low tier killer but it does happen vs top tier killer.


    Thing is the ranking system & match making that is based on it is so horrible that you don't often find 4 good survivor in the same game. You often have 1-2 good survivor and 2-3 decent one that are moderately to well under the killer's skill which balance things out for the match. The killer will still lose more than 1/4 of his time of the pretty good survivor, probably more than 30s each chase which is more than what survivor need to do gen and have 2-3 escape.

  • @Yords said:

    lol yes, whenever I see a tbagging clicky clicky survivor

    I like keeping them for the end and let them die from bleeding out. If they are console player, oh well to bad I can't see them rage. If they are PC I go grab some popcorn and tell them when you act like a dick you get treated like one.

  • I was having a decent, a tad stressful, match on Ormond when it happen to me.

  • Like survivor finding more purple/pink key than anything else in chest. I had 2-3 games today where 1 or more survivor found a key and either escaped by hatch once it's spawned or open hatch at the EGC after I closed it.

  • @vanillitta said:

    Me and all of my Friends from Germany, here in Bayern, been Disconected in Steam or DBD, Unjustly we lost PIP by disconnecting in the middle of a match, it is already the fourth pip that I lose for these unfair reasons, I play every day and I would very much like my hard-working PIPs not to be lost for a while .. Im was on rank 2 and now im with DC penalty again even if its not my fault, what can i do? 😥

    You can't do ######### about it sadly

  • @SilentPill said:

    Nah it’s still BT/DS. BT/DS has been the meta for like 4 years for a reason.

    No BT? Well unsafe unhooks for you if the killer is proxy camping, maybe they just slap the unhooked survivor down and pick up immediately. A game winning move if there is no DS.

    A killer can end the game so quickly and easily without the presence of those two perks. Adrenaline doesn’t matter if the survivors don’t make it to endgame because someone is getting tunneled out at 4-5 gens left and there are no perks to save them. Get better at looping? Well, problem is some killers can’t be looped.

    You know if survivor actually tried to do gen against a camping killer when they don't have BT/DS the killer would get at best a 2k.

    Also if you get down before the first gen is either at 80%+ or done you have been outplayed/you made a bad mistake unless there's corrupt.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085180#Comment_2085180

    I had the idea of making the bottle count separate for tonics and antidotes (for example, you throw an antidote for a speed boost, so you now have 3 antidotes and you switch back to tonics and the count of tonics stay at 4)

    That could work too, you'd have to remember how many bottles you have for both. Maybe the yellow (speed) tonic effect could come in faster as right now it's hard to use on indoor map and useless on Lery.

  • @Stryker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085146#Comment_2085146

    let's be hones, it's a ######### rework, yeah, better than before, but almost nobody tend to use the yellow bottle, because it's not worth most of the times...the real rework were the 3 seconds reload time.

    Like glitchboi said when you combine both bottles on bigger loops (because smaller ones were never an issue with him) he can surprise a lot of survivor either by allowing you to hit them at the loop or catching up after breaking a paller. I'd add 1 bottle basekit tho.

  • @Stryker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084159#Comment_2084159

    lol, hope you're kidding right?

    reworks? like the clown with an almost useless bottle? or...legion with a ######### buff on mend? constant buffs for the killers? pop and tanato got nerfed not long ago and mori got destroyed along with undying...yeah, constant buffs...

    great new perks...pffff, and... solid new killers? are you blind? did you saw the trickster!!!?

    While Clown's buff could have been slightly stronger once you learn when and how to use his new bottle you down survivor on strong pallet way faster because they get slowed and you get faster.

  • @JordanMalicious said:

    I don't know if I agree that it should be usable off both hooks. Does it still give you the option to not press anything during the skill check to save it for another time?

    I don't know but honestly since they can't use it if they do ANY action it get situational and if you allow DS 2 uses who does it really hurt? Real tunneler and that's what the perk is for:hurting tunneler.

  • @Kirkylad said:

    I agree to a point but I would imagine they're trying to avoid the whole slugging at 5 gens and using these kind of play styles to get the achievement.

    I also don't mind if someone plays like this because they can play however they like but the devs probably just don't want to promote this themselves.

    People already do this if they really want a 4k and honestly even if at red rank it's not always easy to get a 4k, if you try hard enough/get 1 ######### survivor you'll get it without sweating too much.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084975#Comment_2084975

    Source for the game being unbalanced at the very top even without comms?

    Player experience, content creator, tournament having more restrictions on survivor perk & items, etc.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084789#Comment_2084789

    You actually pointed back to three of the four typical arguments I see for this in one comment!

    Tournaments are not an effective representation of actual game balance for a bunch of reasons. First, there are usually lots of bans - maps, loadout items, cosmetics, and even play styles (e.g. slugging, tunneling, repairing while injured) are often not allowed. Second, they are forced to define a win condition and this pushes players to play differently. For example, a tournament based on BP gain will result in survivors making different plays than a tournament in which kills/escapes or emblems determine the winner. In the real world you'll have a whole mix of different goals; some people who just want to escape, some people are just trying to do dailies and rift challenges, some people are trying to pip above all else, etc. Finally, there is no skill rating for the participants and no robust competitive scene, so it's hard to say how much the skill of the players is affecting results and how much is game balance.

    Streamers aren't a great reflection of game balance because they are often substantially better and more experienced than the players they're matched up with. MMR may one day change this, but it's not there yet. For now, both survivor mains and killer mains are putting out their 50 match win streak videos and such, because matchmaking is a much more important factor in the outcome than actual game balance right now.

    If you're more concerned with streamer/public opinion than how their matches actual go, though, that's just the common belief fallacy.

    ---

    If the highest skill matches start to skew towards survivor once MMR is more mature / functional, I'll be the first one calling for balance changes. I haven't seen anything to suggest that's the case, though, and given that matchmaking is such a huge factor in match outcomes right now I'm not sure why so many folks have made game balance the boogeyman.

    The reason tournaments add rules & restriction is mostly because the game is unbalanced at the very top. Once survivor learn to use all tools at their disposition, even without comms, they start dominating killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084668#Comment_2084668

    It is more worth it if you know it is close, and especially if it's regressing. It's not worth it to run around looking for a gen that may or may not have progress on it, that may or may not be regressing, and that may or may not be close to you. In solo queue you often simply don't know, and in that case the better approach is usually to stay on your gen.

    With Ruin, you need to be even more sure you know where that gen is and roughly how much progress is on it before leaving your gen. Otherwise, you don't know if the other gen is actually a better one to finish. Leaving your gen means you let your gen and the other gen regress in the meantime, and then risk finding that other gen only to realize that it's less completed than your gen was when you left it.

    It is situational, as you say, but given the information you typically have in solo queue sticking to your gen is almost always going to be the better play.

    It's all about game awareness & experience. You saw claudette in one side of the map starting a gen, you went 2 gen away, finished your gen and knew she was chased away. Might as well take a look at that gen instead of going to a complete new gen, chance is killer might not have regress it/still has 10-20% in it which is better than starting a new gen.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084859#Comment_2084859

    Survivor difficulty scales directly with killer players skill aswell as the killer itself. That's all. A good looper will destroy a killer who can't play tiles or red stain mindgame, against a killer who can they'll have to start taking risks and trying to figure out what the killer is more likely to do.

    Some map are still very strong for survivor who know how to loop properly. Take the middle of Suffocation Pit for example. Plenty of T&L + Jungle Gym right beside each other and if they have good window placement you can't do ######### as killer regardless of your skill. A survivor at the highest skill will beat a killer at the highest skill because there are so many things a survivor can do to waste a killer's time while killer have so little to slow down survivor.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084733#Comment_2084733

    This is also a great point

    I think there are survivors who really need to take a good long hard look in the mirror as they complain about their queues being so long. There are too many survivors out there who seem to not only want to beat you as the killer but make sure to make it as MISERABLE of an experience as they possibly can towards the killer. They purposefully go out of their way to maliciously attack the killer and make sure the killer experience as awful as they possibly can.

    I myself had quit for about three weeks or so after one bad night of getting a few of these games in a row. I eventually did come back but next time I get that frustrated and decide to take a short break, there's a decent chance that my short break eventually becomes never coming back...

    When I see T-bagging/Flashlight clicking I try to give them a bad experience by slugging the ######### out of them, tunneling and letting them bleed to death. My games haven't been sweaty at all lately so I had the chance to do it.

    I got one game today on Rancid Abattoir and I tunneled the person (ate the new DS) & one game on Suffocation Pit and they left 3 gen on the same side so I was able to come back with STBFL and ended up keeping the flashlight clicker for the end and letting him bleed to death. When I do that I just open a video on my second monitor and watch a youtube video while keeping an eye so he doesn't heal or get the hatch.

  • @APoipleTurtle said:

    Improving the RNG on her traps would be a good first step. Probably could stand to get a treatment similar to Trapper's traps (less likely to remove it on the 1st or 2nd box, but more likely to remove it on the 3rd or 4th).

    Otherwise, she mostly just needs an add-on overhaul. Most of her current add-ons are pretty wimpy and mainly only have to do with the RBT-side of her power (she only gets like 3 Ambush add-ons and 2 Crouch add-ons out of 20).

    Though I'd love a QoL buff for her where her Ambush "roar" would play as she begins dashing instead of during the charge-up.

    True I totally forget that add-on can and should modify how a killer play. I think base kit she have 4 box and my changes should goes like this:


    Base kit:

    RBT first try= little to no chance of taking it out

    RBT second try= around 25%

    RBT third try= around 75%

    RBT fourth and last try= 100% (obviously)

    That would feel less RNG for the killer, give more pressure to survivor without being too oppressive.


    Crouch + dash: I'm ok with having a transition but gosh she should be silent at base.


    Add-on wise I'd like to see:

    An add-on that make her move faster while crouch to give her some stealth gameplay (maybe 105-110% for balance)

    An add-on that reduce the transition between running and crouching giving her a more anti-loop gameplay

    We can can an add-on that add a box and the new chances would be: 0%-20%-60%-80%-100% or something like that

    & Junk add-on that give more BP like every killer have.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084783#Comment_2084783

    I think another point is that a lot of new/intermediate killers tend to get used to either a 3K+hatch or 4K/12 hooks. So when they reach the level where most games will end in a 2-3K at most it annoys them and makes them feel like they underperformed.

    For me it depend. If I get 2k vs survivor with meta perk that saved their ass multiples time while making many mistake I feel robbed, game get sweaty and I don't like this at all.


    IMO relying on kills is not a good way to look at how balance the game is. As survivor I can get kill with over 160s worth of gen progression & doing a gen on my own, a combined total of 75s+ chase and some heals here and there and I feel like it's a win/I did my part even if I died.

  • @KingFrost said:

    What Pig needs is simple -- help in chase. Her stealth is too slow, and her dash is too unreliable. Fix those, and she moves up a couple of tiers.

    I'd slightly buff her crouch/dash power and slightly buff her RBT because right now you barely feel any pressure with an RBT on your head.

  • @DoctorIdiot said:

    Survivors should get injured or even get a deep wound when they get manage to get rid of a bear trap. I think it would be very fitting for the Saw franchise and also be a welcome buff to the killer.

    Hmm, First they should change the RNG of the RBT. Right now when you get the trap the box that will unlock it is chosen meaning you can get it on first try.


    Your first box shouldn't be able to take it out, your second box should have 25%, the third one 75% and the last 100%. You'd need to be lucky to take it out on your second box but most of the time you'd got it out on your third box which would be fair for the killer as it's supposed to slow you down and activate only after a gen is done.

  • @Kebek said:

    For me, killer is exactly as easy as it was during 2016. Potatoe survivors plagued high ranks back then and they still do now and will do so forever, that's what makes killer seem easy as you don't rely on other 3 randomly (un)skilled strangers.

    Put any of the best killer streamers out there against top level SWF of equall skill to theirs into 100 matches and watch how easy it is to play killer. Even as spirit or nurse they'll struggle if the survivors are on the same skill level as the killer and pressure him properly.

    IMO it goes like this:

    Low skill killer: You mostly face brown, yellow and some green. Depending on how much experience the better survivor have in your game it's gonna be hit or miss. You'll either destroy noob survivor but you'll also waste so much time on survivor that are more optimize than you.

    Mid skill killer: You face the raimbow. You destroy any survivor that still don't know how to properly run tiles & aren't optimized at all, you'll face some survivor of your skill and you'll have fun playing against them and you'll face some survivor that are above your league and you'll hate playing against them.

    Good killer: You face some survivor that are weaker than you so even if you have the shittiest killer with the shittiest perk & add-on you don't have trouble against them, some survivor are on your skill and there are some mindgame and they'll fight for their death. Then you have those highly optimize survivor that you have to outplay or wait for their mistake to down them & not get genrush in the meantime.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084341#Comment_2084341

    That is not true. Even if survivors are on comms, it's often not the right decision to run across the map to switch to a regressing gen. It obviously depends on perks, the killer, the map, the distance, etc., but all of that transit time is time you could have been spending on gens, so it's not as simple as "just run over there and do the regressing gen first". If the killer hadn't kicked the gen in this hypothetical, you would have stayed on your gen and the other gen wouldn't have regressed at all. That's definitely not better.

    In solo queue you can almost never afford to just cruise around looking for gens a survivor in a chase might have been working on just in case it's regressing. If you weren't already on a gen and you saw that survivor get chased off a gen, totally, go nuts, but if you're not sure, any time you spend looking for possible regressing gens is time you spend not doing gens. Even if that gen was regressing, you put charges into gens four times faster than regression removes them. So, by staying on your gen, you're still putting a net .75 charges/second into the gen. Cruising around looking for regressing gens will very likely be worse than that, and it's guaranteed to be worse than that if the other gen isn't regressing.

    Not cruising around looking for teammates gens that might be regressing isn't selfish; It's usually the best play. Even if Ruin's up, leaving your gen to try to prevent regression on another gen is almost always counterproductive; the other gen would have to be close and have substantially more progress than yours.

    Edit: I misinterpreted "1/2 gen popping" as "using Pop on 1/2 gens", not "1/2 gens being completed". Your statement is more true, then, but it's still not a counterargument to kicking the gens. Would you rather: 1) 1 or 2 gens done, a third gen with a lot of progress, and like two seconds of time savings, or 2) 1 or 2 gens done and a third gen with very little progress? Every once in a while those two seconds might be the difference between chasing someone off a gen at 99% and getting a free down or some awesome regression out of it, but most of the time option 2 is clearly the better one. You just need to make sure you're likely to either get good regression or force a survivor to waste time in transit before you kick.

    You are absolutely not optimal. You can run in one quadrant of a map in like 10s or less, it is more worth finishing a progressed gen than working on a new one unless that slowly lead to a 3gen situation.

    If ruin is up it is absolutely worth going for a gen that has 50%+ progression instead of working on a new one since Ruin's regression is at 200%. One less gen to do put more pressure on the killer than having progression on 2 gen when ruin is up.


    Of course it is situational but if I know a gen has been worked on I will absolutely take a loot at it unless I'm at the complete opposite side of the map.

  • @Retromind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084556#Comment_2084556

    4k is a perfect victory in my book, you can give me 0 pips but if I see 4 skulls I know I have achieved my best no matter what nonsensical calculations were used to measure my success

    I just got a 4k because survivor rush unhooks near me which gave me stacks for STBFL on Demo. I ended up tunelling the Nancy who was doing do (she had DS (fist time I got DS since the nerf)) trying to shred her only so I wouldn't lose my stacks. That gave them time to do 3 gen but I had 7hooks by that time and they were still all injured.


    I mean it was a trolled game but by no mean it was a good one. I decided to extend the game because I'm farming BP with puddings otherwise it was a complete waste of time.

  • @GannTM said:

    They should really just get rid of perk tiers. There's no reason to have them anymore because there are so many perks.

    I mean, you're not wrong but I'd still like some bit of grind.

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084399#Comment_2084399

    I disagree. If there wasn't something to grind for, this game couldn't survive. There's always something to do so people never feel like they're playing for nothing. They maybe could lower the grind by removing perk tiers, but that's it. 

    I somewhat agree with you. I'd keep the P3, Bloodweb and perk farming but.

    You get more perk per bloodweb and when you P2 a killer/survivor you then his perk will automatically be level 3 on other bloodweb.


    Old and very active player already have most if not all character P3 and grinding for 8 character (4killer/4survivor) every year is not bad at all but for a new player/ an average player who'd like to try some build outside of custom game the grind is so ######### long.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/240481/pop-goes-the-weasel-problem-or-not

    Pop really isn't good imo.

    20% just isn't that much in the trade off for a chase + hook process. You need survivors to not be spacially aware and just continually get hooked by gens. Most of the time when a killer excels with Pop its more because the survivors were feeding it to him.

    I will say that it shines on killers with the ability to down extremely fast, most instadowns and Spirit/Nurse. But I think Corrupt is better if only using one gen perk as the early game is the most important for a killers mounting pressure.

    The timer nerf didn't really affect it much, crossing a map to use it, especially on a slower killer was just a waste of time and honestly I'm OK with it as it makes Repressed Alliance actually useable.

    Exactly, the only time I have amazing value out of pop was like in Hawkins at the gen with 1 drop off and 1 stair (dunno how to call that room). There were like 3 survivor and most were injured. I downed one, used pop and kept trying to finish the gen but I was downing them faster than they could work on the gen.

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